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	fixes
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		| @@ -160,6 +160,9 @@ class ESP32TouchComponent : public Component { | ||||
|   // Returns the current touch pad value using either filtered or raw reading | ||||
|   // based on the filter configuration | ||||
|   uint32_t read_touch_value(touch_pad_t pad) const; | ||||
|  | ||||
|   // Helper to read touch value and update state for a given child | ||||
|   void check_and_update_touch_state_(ESP32TouchBinarySensor *child); | ||||
| #endif | ||||
|  | ||||
|   // Helper functions for dump_config - common to both implementations | ||||
|   | ||||
| @@ -10,6 +10,22 @@ namespace esp32_touch { | ||||
|  | ||||
| static const char *const TAG = "esp32_touch"; | ||||
|  | ||||
| // Helper to read touch value and update state for a given child | ||||
| void ESP32TouchComponent::check_and_update_touch_state_(ESP32TouchBinarySensor *child) { | ||||
|   // Read current touch value | ||||
|   uint32_t value = this->read_touch_value(child->get_touch_pad()); | ||||
|  | ||||
|   // ESP32-S2/S3 v2: Touch is detected when value > threshold | ||||
|   bool is_touched = value > child->get_threshold(); | ||||
|  | ||||
|   if (child->last_state_ != is_touched) { | ||||
|     child->last_state_ = is_touched; | ||||
|     child->publish_state(is_touched); | ||||
|     ESP_LOGD(TAG, "Touch Pad '%s' %s (value: %d %s threshold: %d)", child->get_name().c_str(), | ||||
|              is_touched ? "touched" : "released", value, is_touched ? ">" : "<=", child->get_threshold()); | ||||
|   } | ||||
| } | ||||
|  | ||||
| void ESP32TouchComponent::setup() { | ||||
|   // Create queue for touch events first | ||||
|   if (!this->create_touch_queue_()) { | ||||
| @@ -103,15 +119,11 @@ void ESP32TouchComponent::setup() { | ||||
|     // Read current value | ||||
|     uint32_t value = this->read_touch_value(child->get_touch_pad()); | ||||
|  | ||||
|     // IMPORTANT: ESP32-S2/S3 v2 touch detection logic - INVERTED compared to v1! | ||||
|     // ESP32-S2/S3 v2: Touch is detected when capacitance INCREASES, causing the measured value to INCREASE | ||||
|     // Therefore: touched = (value > threshold) | ||||
|     // This is opposite to original ESP32 v1 where touched = (value < threshold) | ||||
|     // Set initial state and publish | ||||
|     bool is_touched = value > child->get_threshold(); | ||||
|     child->last_state_ = is_touched; | ||||
|     child->publish_initial_state(is_touched); | ||||
|  | ||||
|     // Note: ESP32-S2/S3 v2 uses inverted logic compared to v1 - touched when value > threshold | ||||
|     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()); | ||||
|   } | ||||
| @@ -260,56 +272,20 @@ void ESP32TouchComponent::loop() { | ||||
|     if (event.intr_mask & TOUCH_PAD_INTR_MASK_TIMEOUT) { | ||||
|       // Resume measurement after timeout | ||||
|       touch_pad_timeout_resume(); | ||||
|  | ||||
|       // For timeout events, we should check if the pad is actually touched | ||||
|       // Timeout occurs when a pad stays above threshold for too long | ||||
|       for (auto *child : this->children_) { | ||||
|         if (child->get_touch_pad() != event.pad) { | ||||
|       // 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 | ||||
|       continue; | ||||
|     } | ||||
|  | ||||
|         // Read current value to determine actual state | ||||
|         uint32_t value = this->read_touch_value(event.pad); | ||||
|         bool is_touched = value > child->get_threshold(); | ||||
|  | ||||
|         // Update state if changed | ||||
|         if (child->last_state_ != is_touched) { | ||||
|           child->last_state_ = is_touched; | ||||
|           child->publish_state(is_touched); | ||||
|           ESP_LOGD(TAG, "Touch Pad '%s' %s via timeout (value: %d %s threshold: %d)", child->get_name().c_str(), | ||||
|                    is_touched ? "touched" : "released", value, is_touched ? ">" : "<=", child->get_threshold()); | ||||
|         } | ||||
|         break; | ||||
|       } | ||||
|       continue; | ||||
|     } | ||||
|  | ||||
|     // Skip if not an active/inactive event | ||||
|     if (!(event.intr_mask & (TOUCH_PAD_INTR_MASK_ACTIVE | TOUCH_PAD_INTR_MASK_INACTIVE))) { | ||||
|       continue; | ||||
|     } | ||||
|  | ||||
|     bool is_touch_event = (event.intr_mask & TOUCH_PAD_INTR_MASK_ACTIVE) != 0; | ||||
|  | ||||
|     // Find the child for the pad that triggered the interrupt | ||||
|     for (auto *child : this->children_) { | ||||
|       if (child->get_touch_pad() != event.pad) { | ||||
|         continue; | ||||
|       } | ||||
|  | ||||
|       // Skip if state hasn't changed | ||||
|       if (child->last_state_ == is_touch_event) { | ||||
|         break; | ||||
|       } | ||||
|  | ||||
|       // Read current value | ||||
|       uint32_t value = this->read_touch_value(event.pad); | ||||
|  | ||||
|       child->last_state_ = is_touch_event; | ||||
|       child->publish_state(is_touch_event); | ||||
|       // Note: ESP32-S2/S3 v2 uses inverted logic compared to v1 - touched when value > threshold | ||||
|       ESP_LOGD(TAG, "Touch Pad '%s' %s (value: %d %s threshold: %d)", child->get_name().c_str(), | ||||
|                is_touch_event ? "touched" : "released", value, is_touch_event ? ">" : "<=", child->get_threshold()); | ||||
|       // Check and update state | ||||
|       this->check_and_update_touch_state_(child); | ||||
|       break; | ||||
|     } | ||||
|   } | ||||
|   | ||||
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