/* * Copyright (c) 2019, ArduinoGetStarted.com. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * - Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * - Neither the name of the ArduinoGetStarted.com nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY ARDUINOGETSTARTED.COM "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ARDUINOGETSTARTED.COM BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, * STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING * IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #include ezButton::ezButton(int pin): ezButton(pin, INPUT_PULLUP) {}; ezButton::ezButton(int pin, int mode) { btnPin = pin; debounceTime = 0; count = 0; countMode = COUNT_FALLING; pinMode(btnPin, mode); previousSteadyState = digitalRead(btnPin); lastSteadyState = previousSteadyState; lastFlickerableState = previousSteadyState; lastDebounceTime = 0; } void ezButton::setDebounceTime(unsigned long time) { debounceTime = time; } int ezButton::getState(void) { return lastSteadyState; } int ezButton::getStateRaw(void) { return digitalRead(btnPin); } bool ezButton::isPressed(void) { if(previousSteadyState == HIGH && lastSteadyState == LOW) return true; else return false; } bool ezButton::isReleased(void) { if(previousSteadyState == LOW && lastSteadyState == HIGH) return true; else return false; } void ezButton::setCountMode(int mode) { countMode = mode; } unsigned long ezButton::getCount(void) { return count; } void ezButton::resetCount(void) { count = 0; } void ezButton::loop(void) { // read the state of the switch/button: int currentState = digitalRead(btnPin); unsigned long currentTime = millis(); // check to see if you just pressed the button // (i.e. the input went from LOW to HIGH), and you've waited long enough // since the last press to ignore any noise: // If the switch/button changed, due to noise or pressing: if (currentState != lastFlickerableState) { // reset the debouncing timer lastDebounceTime = currentTime; // save the the last flickerable state lastFlickerableState = currentState; } if ((currentTime - lastDebounceTime) >= debounceTime) { // whatever the reading is at, it's been there for longer than the debounce // delay, so take it as the actual current state: // save the the steady state previousSteadyState = lastSteadyState; lastSteadyState = currentState; } if(previousSteadyState != lastSteadyState){ if(countMode == COUNT_BOTH) count++; else if(countMode == COUNT_FALLING){ if(previousSteadyState == HIGH && lastSteadyState == LOW) count++; } else if(countMode == COUNT_RISING){ if(previousSteadyState == LOW && lastSteadyState == HIGH) count++; } } }