1、项目描述
一个小巧简单易用的事件驱动型按键驱动模块,可无限量扩展按键,按键事件的回调异步处理方式可以简化程序结构,去除冗余的按键处理硬编码,让按键业务逻辑更清晰。
GitHub源码地址如下:
Github源码地址
2、代码移植
本文使用的开发板是正点原子探索者F407,首先使用STM32CubMx初始化外设信息,要求:1、初始化按键输入引脚PE2、PE3、PE4任意一个,2、串口打印功能。
不熟悉的可以查阅之前的blog;
按键
串口
初始化配置界面如下所示:
移植代码工程,添加MultiButton代码到新建工程文件目录下:
如图所示:
按键回调函数编写:
uint8_t read_button1_GPIO()
{
return HAL_GPIO_ReadPin(K1_GPIO_Port,K1_Pin);
}
void btn1_press_down_Handler(void *btn)
{
printf("K1 press down...\r\n");
HAL_GPIO_TogglePin(L1_GPIO_Port,L1_Pin);
}
void btn1_press_up_Handler(void *btn)
{
printf("K1 press up...\r\n");
HAL_GPIO_TogglePin(L0_GPIO_Port,L0_Pin);
}
while(1)之前添加按键初始化以及启动按键功能:
printf("MultiButton Test...\r\n");
button_init(&button1,read_button1_GPIO,0);
button_attach(&button1,PRESS_DOWN,btn1_press_down_Handler);
button_attach(&button1,PRESS_UP,btn1_press_up_Handler);
button_start(&button1);
printf("MultiButton Test...\r\n");
在while(1)添加如下代码
while (1)
{
button_ticks();
HAL_Delay(5);
}
实验现象:
按下按键K1,LED0翻转,抬起K1LED1翻转。
MultiButton源码分析
首先,定义了按键的时间类型,包括按键按下、抬起、单击、重复按键按下、双击、长按单次触发、长按一直触发等事件。
typedef enum {
PRESS_DOWN = 0,//按键按下
PRESS_UP,//按键抬起
PRESS_REPEAT,//按下计数
SINGLE_CLICK,//单次按下
DOUBLE_CLICK,//双击
LONG_PRESS_START,//长按
LONG_PRESS_HOLD,//长按触发
number_of_event,
NONE_PRESS
}PressEvent;
定义按键链表结构体,这里使用到了位域操作,解决字节的存储空间。
typedef struct Button {
uint16_t ticks;
uint8_t repeat : 4;//重复计数
uint8_t event : 4;//按键事件
uint8_t state : 3;//状态机状态位
uint8_t debounce_cnt : 3;//双击计数
uint8_t active_level : 1;//实际电平
uint8_t button_level : 1;//按键电平
uint8_t (*hal_button_Level)(void);
BtnCallback cb[number_of_event];
struct Button* next;
}Button;
按键对象结构体的初始化,初始化成员包括按键句柄,绑定GPIO电平读取函数,设置有效触发电平
void button_init(struct Button* handle, uint8_t(*pin_level)(), uint8_t active_level)
{
memset(handle, 0, sizeof(struct Button));
handle->event = (uint8_t)NONE_PRESS;
handle->hal_button_Level = pin_level;
handle->button_level = handle->hal_button_Level();
handle->active_level = active_level;
}
初始化按键完成之后,进行按键绑定操作,将绑定按键结构体成员,按键触发事件,按键回调函数
void button_attach(struct Button* handle, PressEvent event, BtnCallback cb)
{
handle->cb[event] = cb;
}
按键启动:也就是将按键加入链表当中,启动按键。这里选择的插入方式是头部插入法,在链表的头部插入按键节点。效率高,时间复杂度为O(1)。
int button_start(struct Button* handle)
{
struct Button* target = head_handle;
while(target) {
if(target == handle) return -1; //already exist.
target = target->next;
}
handle->next = head_handle;
head_handle = handle;
return 0;
}
按键删除,将按键从当前链表中删除。使用到了二级指针删除一个按键元素。与之前的多定时器删除方法相同。
void button_stop(struct Button* handle)
{
struct Button** curr;
for(curr = &head_handle; *curr; ) {
struct Button* entry = *curr;
if (entry == handle) {
*curr = entry->next;
// free(entry);
return;//glacier add 2021-8-18
} else
curr = &entry->next;
}
}
按键滴答函数,每间隔5ms触发一次按键事件,驱动状态机运行。
void button_ticks()
{
struct Button* target;
//按键中断依次循环读取链表中所有的按键元素信息,并且驱动状态机工作
for(target=head_handle; target; target=target->next) {
button_handler(target);
}
}
多按键设计灵魂:
状态机处理思想:读取当前引脚的状态,获取按键当前属于哪种状态。
PressEvent get_button_event(struct Button* handle)
{
return (PressEvent)(handle->event);
}
状态机,按键处理核心函数,驱动状态机。
/**
* @brief Button driver core function, driver state machine.
* @param handle: the button handle strcut.
* @retval None
*/
void button_handler(struct Button* handle)
{
/*读取当前按键引脚电平*/
uint8_t read_gpio_level = handle->hal_button_Level();
//ticks counter working..如果有状态机在运行,那么滴答定时器继续工作
if((handle->state) > 0) handle->ticks++;
/*------------button debounce handle---------------*/
/*读取句柄引脚电平,连续读取3次引脚电平实现按键消抖功能*/
if(read_gpio_level != handle->button_level) { //not equal to prev one
//continue read 3 times same new level change
if(++(handle->debounce_cnt) >= DEBOUNCE_TICKS) {
handle->button_level = read_gpio_level;
handle->debounce_cnt = 0;
}
} else { //leved not change ,counter reset.
/*假如引脚状态与先前的不同,那么会改变按键对象的引脚状态*/
handle->debounce_cnt = 0;
}
/*-----------------State machine-------------------*/
switch (handle->state) {
case 0:
if(handle->button_level == handle->active_level) { //start press down
handle->event = (uint8_t)PRESS_DOWN;
EVENT_CB(PRESS_DOWN);
handle->ticks = 0;
handle->repeat = 1;
handle->state = 1;
} else {
handle->event = (uint8_t)NONE_PRESS;
}
break;
case 1:
if(handle->button_level != handle->active_level) { //released press up
handle->event = (uint8_t)PRESS_UP;
EVENT_CB(PRESS_UP);
handle->ticks = 0;
handle->state = 2;
} else if(handle->ticks > LONG_TICKS) {
handle->event = (uint8_t)LONG_PRESS_START;
EVENT_CB(LONG_PRESS_START);
handle->state = 5;
}
break;
case 2:
if(handle->button_level == handle->active_level) { //press down again
handle->event = (uint8_t)PRESS_DOWN;
EVENT_CB(PRESS_DOWN);
handle->repeat++;
EVENT_CB(PRESS_REPEAT); // repeat hit
handle->ticks = 0;
handle->state = 3;
} else if(handle->ticks > SHORT_TICKS) { //released timeout
if(handle->repeat == 1) {
handle->event = (uint8_t)SINGLE_CLICK;
EVENT_CB(SINGLE_CLICK);
} else if(handle->repeat == 2) {
handle->event = (uint8_t)DOUBLE_CLICK;
EVENT_CB(DOUBLE_CLICK); // repeat hit
}
handle->state = 0;
}
break;
case 3:
if(handle->button_level != handle->active_level) { //released press up
handle->event = (uint8_t)PRESS_UP;
EVENT_CB(PRESS_UP);
if(handle->ticks < SHORT_TICKS) {
handle->ticks = 0;
handle->state = 2; //repeat press
} else {
handle->state = 0;
}
}else if(handle->ticks > SHORT_TICKS){ // long press up
handle->state = 0;
}
break;
case 5:
if(handle->button_level == handle->active_level) {
//continue hold trigger
handle->event = (uint8_t)LONG_PRESS_HOLD;
EVENT_CB(LONG_PRESS_HOLD);
} else { //releasd
handle->event = (uint8_t)PRESS_UP;
EVENT_CB(PRESS_UP);
handle->state = 0; //reset
}
break;
}
}
状态机流程图
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