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J. Nick Koston 2025-06-30 14:15:26 -05:00
parent 6cbd1479c6
commit 0df454481e
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2 changed files with 104 additions and 35 deletions

View File

@ -23,7 +23,9 @@ namespace esp32_touch {
// INTERRUPT BEHAVIOR:
// - ESP32 v1: Interrupts fire when ANY pad is touched and continue while touched.
// Releases are detected by timeout since hardware doesn't generate release interrupts.
// - ESP32-S2/S3 v2: Interrupts can be configured per-pad with both touch and release events.
// - ESP32-S2/S3 v2: Hardware supports both touch and release interrupts, but release
// interrupts are unreliable and sometimes don't fire. We now only use touch interrupts
// and detect releases via timeout, similar to v1.
static const uint32_t SETUP_MODE_LOG_INTERVAL_MS = 250;
@ -127,6 +129,10 @@ class ESP32TouchComponent : public Component {
static void touch_isr_handler(void *arg);
QueueHandle_t touch_queue_{nullptr};
// Timeout-based release detection (like v1)
uint32_t release_timeout_ms_{1500};
uint32_t release_check_interval_ms_{50};
private:
// Touch event structure for ESP32 v2 (S2/S3)
// Contains touch pad and interrupt mask for queue communication
@ -135,6 +141,10 @@ class ESP32TouchComponent : public Component {
uint32_t intr_mask;
};
// Track last touch time and initial state for timeout-based release detection
uint32_t last_touch_time_[TOUCH_PAD_MAX] = {0};
bool initial_state_published_[TOUCH_PAD_MAX] = {false};
protected:
// Filter configuration
touch_filter_mode_t filter_mode_{TOUCH_PAD_FILTER_MAX};
@ -171,7 +181,7 @@ class ESP32TouchComponent : public Component {
void update_touch_state_(ESP32TouchBinarySensor *child, bool is_touched);
// Helper to read touch value and update state for a given child
void check_and_update_touch_state_(ESP32TouchBinarySensor *child);
bool check_and_update_touch_state_(ESP32TouchBinarySensor *child);
#endif
// Helper functions for dump_config - common to both implementations

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@ -12,19 +12,29 @@ static const char *const TAG = "esp32_touch";
// Helper to update touch state with a known state
void ESP32TouchComponent::update_touch_state_(ESP32TouchBinarySensor *child, bool is_touched) {
// Always update timer when touched
if (is_touched) {
this->last_touch_time_[child->get_touch_pad()] = App.get_loop_component_start_time();
}
if (child->last_state_ != is_touched) {
// Read value for logging
uint32_t value = this->read_touch_value(child->get_touch_pad());
child->last_state_ = is_touched;
child->publish_state(is_touched);
ESP_LOGD(TAG, "Touch Pad '%s' %s (value: %" PRIu32 " %s threshold: %" PRIu32 ")", child->get_name().c_str(),
is_touched ? "touched" : "released", value, is_touched ? ">" : "<=", child->get_threshold());
if (is_touched) {
// ESP32-S2/S3 v2: touched when value > threshold
ESP_LOGV(TAG, "Touch Pad '%s' state: ON (value: %" PRIu32 " > threshold: %" PRIu32 ")", child->get_name().c_str(),
value, child->get_threshold());
} else {
ESP_LOGV(TAG, "Touch Pad '%s' state: OFF", child->get_name().c_str());
}
}
}
// Helper to read touch value and update state for a given child (used for timeout events)
void ESP32TouchComponent::check_and_update_touch_state_(ESP32TouchBinarySensor *child) {
bool ESP32TouchComponent::check_and_update_touch_state_(ESP32TouchBinarySensor *child) {
// Read current touch value
uint32_t value = this->read_touch_value(child->get_touch_pad());
@ -32,6 +42,7 @@ void ESP32TouchComponent::check_and_update_touch_state_(ESP32TouchBinarySensor *
bool is_touched = value > child->get_threshold();
this->update_touch_state_(child, is_touched);
return is_touched;
}
void ESP32TouchComponent::setup() {
@ -112,9 +123,11 @@ void ESP32TouchComponent::setup() {
}
}
// Enable interrupts
touch_pad_intr_enable(static_cast<touch_pad_intr_mask_t>(TOUCH_PAD_INTR_MASK_ACTIVE | TOUCH_PAD_INTR_MASK_INACTIVE |
TOUCH_PAD_INTR_MASK_TIMEOUT));
// Enable interrupts - only ACTIVE and TIMEOUT
// NOTE: We intentionally don't enable INACTIVE interrupts because they are unreliable
// on ESP32-S2/S3 hardware and sometimes don't fire. Instead, we use timeout-based
// release detection with the ability to verify the actual state.
touch_pad_intr_enable(static_cast<touch_pad_intr_mask_t>(TOUCH_PAD_INTR_MASK_ACTIVE | TOUCH_PAD_INTR_MASK_TIMEOUT));
// Set FSM mode before starting
touch_pad_set_fsm_mode(TOUCH_FSM_MODE_TIMER);
@ -122,19 +135,15 @@ void ESP32TouchComponent::setup() {
// Start FSM
touch_pad_fsm_start();
// Read initial states after all hardware is initialized
for (auto *child : this->children_) {
// Read current value
uint32_t value = this->read_touch_value(child->get_touch_pad());
// Set initial state and publish
bool is_touched = value > child->get_threshold();
child->last_state_ = is_touched;
child->publish_initial_state(is_touched);
ESP_LOGD(TAG, "Touch Pad '%s' initial state: %s (value: %d %s threshold: %d)", child->get_name().c_str(),
is_touched ? "touched" : "released", value, is_touched ? ">" : "<=", child->get_threshold());
// Initialize tracking arrays
for (size_t i = 0; i < TOUCH_PAD_MAX; i++) {
this->last_touch_time_[i] = 0;
this->initial_state_published_[i] = false;
}
// Mark initial states as not published yet (like v1)
// The actual initial state will be determined after release_timeout_ms_ in the loop
// This prevents false positives during startup when values may be unstable
}
void ESP32TouchComponent::dump_config() {
@ -262,6 +271,13 @@ void ESP32TouchComponent::dump_config() {
void ESP32TouchComponent::loop() {
const uint32_t now = App.get_loop_component_start_time();
// V2 TOUCH HANDLING:
// Due to unreliable INACTIVE interrupts on ESP32-S2/S3, we use a hybrid approach:
// 1. Process ACTIVE interrupts when pads are touched
// 2. Use timeout-based release detection (like v1)
// 3. But smarter than v1: verify actual state before releasing on timeout
// This prevents false releases if we missed interrupts
// In setup mode, periodically log all pad values
if (this->setup_mode_ && now - this->setup_mode_last_log_print_ > SETUP_MODE_LOG_INTERVAL_MS) {
for (auto *child : this->children_) {
@ -281,8 +297,8 @@ void ESP32TouchComponent::loop() {
// Resume measurement after timeout
touch_pad_timeout_resume();
// For timeout events, always check the current state
} else if (!(event.intr_mask & (TOUCH_PAD_INTR_MASK_ACTIVE | TOUCH_PAD_INTR_MASK_INACTIVE))) {
// Skip if not an active/inactive/timeout event
} else if (!(event.intr_mask & TOUCH_PAD_INTR_MASK_ACTIVE)) {
// Skip if not an active/timeout event
continue;
}
@ -295,29 +311,72 @@ void ESP32TouchComponent::loop() {
if (event.intr_mask & TOUCH_PAD_INTR_MASK_TIMEOUT) {
// For timeout events, we need to read the value to determine state
this->check_and_update_touch_state_(child);
} else {
// For ACTIVE/INACTIVE events, the interrupt tells us the state
bool is_touched = (event.intr_mask & TOUCH_PAD_INTR_MASK_ACTIVE) != 0;
this->update_touch_state_(child, is_touched);
} else if (event.intr_mask & TOUCH_PAD_INTR_MASK_ACTIVE) {
// We only get ACTIVE interrupts now, releases are detected by timeout
this->update_touch_state_(child, true); // Always touched for ACTIVE interrupts
}
break;
}
}
if (!this->setup_mode_) {
// Disable the loop to save CPU cycles when not in setup mode.
// The loop will be re-enabled by the ISR when any touch event occurs.
// Unlike v1, we don't need to check if all pads are off because:
// - v2 hardware generates interrupts for both touch AND release events
// - We don't need to poll for timeouts or releases
// - All state changes are interrupt-driven
// Check for released pads periodically (like v1)
static uint32_t last_release_check = 0;
if (now - last_release_check < this->release_check_interval_ms_) {
return;
}
last_release_check = now;
size_t pads_off = 0;
for (auto *child : this->children_) {
touch_pad_t pad = child->get_touch_pad();
// Handle initial state publication after startup
if (!this->initial_state_published_[pad]) {
// Check if enough time has passed since startup
if (now > this->release_timeout_ms_) {
child->publish_initial_state(false);
this->initial_state_published_[pad] = true;
ESP_LOGV(TAG, "Touch Pad '%s' state: OFF (initial)", child->get_name().c_str());
pads_off++;
}
} else if (child->last_state_) {
// Pad is currently in touched state - check for release timeout
// Using subtraction handles 32-bit rollover correctly
uint32_t time_diff = now - this->last_touch_time_[pad];
// Check if we haven't seen this pad recently
if (time_diff > this->release_timeout_ms_) {
// Haven't seen this pad recently - verify actual state
// Unlike v1, v2 hardware allows us to read the current state anytime
// This makes v2 smarter: we can verify if it's actually released before
// declaring a timeout, preventing false releases if interrupts were missed
bool still_touched = this->check_and_update_touch_state_(child);
if (still_touched) {
// Still touched! Timer was reset in update_touch_state_
ESP_LOGD(TAG, "Touch Pad '%s' still touched after %" PRIu32 "ms timeout, resetting timer",
child->get_name().c_str(), this->release_timeout_ms_);
} else {
// Actually released - already handled by check_and_update_touch_state_
pads_off++;
}
}
} else {
// Pad is already off
pads_off++;
}
}
// Disable the loop when all pads are off and not in setup mode (like v1)
// We need to keep checking for timeouts, so only disable when all pads are confirmed off
if (pads_off == this->children_.size() && !this->setup_mode_) {
this->disable_loop();
}
}
void ESP32TouchComponent::on_shutdown() {
// Disable interrupts
touch_pad_intr_disable(static_cast<touch_pad_intr_mask_t>(TOUCH_PAD_INTR_MASK_ACTIVE | TOUCH_PAD_INTR_MASK_INACTIVE |
TOUCH_PAD_INTR_MASK_TIMEOUT));
touch_pad_intr_disable(static_cast<touch_pad_intr_mask_t>(TOUCH_PAD_INTR_MASK_ACTIVE | TOUCH_PAD_INTR_MASK_TIMEOUT));
touch_pad_isr_deregister(touch_isr_handler, this);
this->cleanup_touch_queue_();