alles ums licht im Keller und Sommerschein
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/*
* 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
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* 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.h>
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++;
}
}
}