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esphome/esphome/components/esp32_touch/esp32_touch_v1.cpp
2025-07-22 07:25:08 +12:00

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#ifdef USE_ESP32_VARIANT_ESP32
#include "esp32_touch.h"
#include "esphome/core/application.h"
#include "esphome/core/log.h"
#include "esphome/core/hal.h"
#include <algorithm>
#include <cinttypes>
// Include HAL for ISR-safe touch reading
#include "hal/touch_sensor_ll.h"
namespace esphome {
namespace esp32_touch {
static const char *const TAG = "esp32_touch";
static const uint32_t SETUP_MODE_THRESHOLD = 0xFFFF;
void ESP32TouchComponent::setup() {
// Create queue for touch events
// Queue size calculation: children * 4 allows for burst scenarios where ISR
// fires multiple times before main loop processes. This is important because
// ESP32 v1 scans all pads on each interrupt, potentially sending multiple events.
if (!this->create_touch_queue_()) {
return;
}
touch_pad_init();
touch_pad_set_fsm_mode(TOUCH_FSM_MODE_TIMER);
// Set up IIR filter if enabled
if (this->iir_filter_enabled_()) {
touch_pad_filter_start(this->iir_filter_);
}
// Configure measurement parameters
#if ESP_IDF_VERSION_MAJOR >= 5
touch_pad_set_measurement_clock_cycles(this->meas_cycle_);
touch_pad_set_measurement_interval(this->sleep_cycle_);
#else
touch_pad_set_meas_time(this->sleep_cycle_, this->meas_cycle_);
#endif
touch_pad_set_voltage(this->high_voltage_reference_, this->low_voltage_reference_, this->voltage_attenuation_);
// Configure each touch pad
for (auto *child : this->children_) {
if (this->setup_mode_) {
touch_pad_config(child->get_touch_pad(), SETUP_MODE_THRESHOLD);
} else {
touch_pad_config(child->get_touch_pad(), child->get_threshold());
}
}
// Register ISR handler
esp_err_t err = touch_pad_isr_register(touch_isr_handler, this);
if (err != ESP_OK) {
ESP_LOGE(TAG, "Failed to register touch ISR: %s", esp_err_to_name(err));
this->cleanup_touch_queue_();
this->mark_failed();
return;
}
// Calculate release timeout based on sleep cycle
this->calculate_release_timeout_();
// Enable touch pad interrupt
touch_pad_intr_enable();
}
void ESP32TouchComponent::dump_config() {
this->dump_config_base_();
if (this->iir_filter_enabled_()) {
ESP_LOGCONFIG(TAG, " IIR Filter: %" PRIu32 "ms", this->iir_filter_);
} else {
ESP_LOGCONFIG(TAG, " IIR Filter DISABLED");
}
if (this->setup_mode_) {
ESP_LOGCONFIG(TAG, " Setup Mode ENABLED");
}
this->dump_config_sensors_();
}
void ESP32TouchComponent::loop() {
const uint32_t now = App.get_loop_component_start_time();
// Print debug info for all pads in setup mode
this->process_setup_mode_logging_(now);
// Process any queued touch events from interrupts
// Note: Events are only sent by ISR for pads that were measured in that cycle (value != 0)
// This is more efficient than sending all pad states every interrupt
TouchPadEventV1 event;
while (xQueueReceive(this->touch_queue_, &event, 0) == pdTRUE) {
// Find the corresponding sensor - O(n) search is acceptable since events are infrequent
for (auto *child : this->children_) {
if (child->get_touch_pad() != event.pad) {
continue;
}
// Found matching pad - process it
child->value_ = event.value;
// The interrupt gives us the touch state directly
bool new_state = event.is_touched;
// Track when we last saw this pad as touched
if (new_state) {
child->last_touch_time_ = now;
}
// Only publish if state changed - this filters out repeated events
if (new_state != child->last_state_) {
child->initial_state_published_ = true;
child->last_state_ = new_state;
child->publish_state(new_state);
// Original ESP32: ISR only fires when touched, release is detected by timeout
// Note: ESP32 v1 uses inverted logic - touched when value < threshold
ESP_LOGV(TAG, "Touch Pad '%s' state: %s (value: %" PRIu32 " < threshold: %" PRIu32 ")",
child->get_name().c_str(), ONOFF(new_state), event.value, child->get_threshold());
}
break; // Exit inner loop after processing matching pad
}
}
// Check for released pads periodically
if (!this->should_check_for_releases_(now)) {
return;
}
size_t pads_off = 0;
for (auto *child : this->children_) {
// Handle initial state publication after startup
this->publish_initial_state_if_needed_(child, now);
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 - child->last_touch_time_;
// Check if we haven't seen this pad recently
if (time_diff > this->release_timeout_ms_) {
// Haven't seen this pad recently, assume it's released
child->last_state_ = false;
child->publish_state(false);
ESP_LOGV(TAG, "Touch Pad '%s' state: OFF (timeout)", child->get_name().c_str());
pads_off++;
}
} else {
// Pad is already off
pads_off++;
}
}
// Disable the loop to save CPU cycles when all pads are off and not in setup mode.
// The loop will be re-enabled by the ISR when any touch pad is touched.
// v1 hardware limitations require us to check all pads are off because:
// - v1 only generates interrupts on touch events (not releases)
// - We must poll for release timeouts in the main loop
// - We can only safely disable when no pads need timeout monitoring
this->check_and_disable_loop_if_all_released_(pads_off);
}
void ESP32TouchComponent::on_shutdown() {
touch_pad_intr_disable();
touch_pad_isr_deregister(touch_isr_handler, this);
this->cleanup_touch_queue_();
if (this->iir_filter_enabled_()) {
touch_pad_filter_stop();
touch_pad_filter_delete();
}
// Configure wakeup pads if any are set
this->configure_wakeup_pads_();
}
void IRAM_ATTR ESP32TouchComponent::touch_isr_handler(void *arg) {
ESP32TouchComponent *component = static_cast<ESP32TouchComponent *>(arg);
uint32_t mask = 0;
touch_ll_read_trigger_status_mask(&mask);
touch_ll_clear_trigger_status_mask();
touch_pad_clear_status();
// INTERRUPT BEHAVIOR: On ESP32 v1 hardware, the interrupt fires when ANY configured
// touch pad detects a touch (value goes below threshold). The hardware does NOT
// generate interrupts on release - only on touch events.
// The interrupt will continue to fire periodically (based on sleep_cycle) as long
// as any pad remains touched. This allows us to detect both new touches and
// continued touches, but releases must be detected by timeout in the main loop.
// Process all configured pads to check their current state
// Note: ESP32 v1 doesn't tell us which specific pad triggered the interrupt,
// so we must scan all configured pads to find which ones were touched
for (auto *child : component->children_) {
touch_pad_t pad = child->get_touch_pad();
// Read current value using ISR-safe API
uint32_t value;
if (component->iir_filter_enabled_()) {
uint16_t temp_value = 0;
touch_pad_read_filtered(pad, &temp_value);
value = temp_value;
} else {
// Use low-level HAL function when filter is not enabled
value = touch_ll_read_raw_data(pad);
}
// Skip pads that arent in the trigger mask
if (((mask >> pad) & 1) == 0) {
continue;
}
// IMPORTANT: ESP32 v1 touch detection logic - INVERTED compared to v2!
// ESP32 v1: Touch is detected when capacitance INCREASES, causing the measured value to DECREASE
// Therefore: touched = (value < threshold)
// This is opposite to ESP32-S2/S3 v2 where touched = (value > threshold)
bool is_touched = value < child->get_threshold();
// Always send the current state - the main loop will filter for changes
// We send both touched and untouched states because the ISR doesn't
// track previous state (to keep ISR fast and simple)
TouchPadEventV1 event;
event.pad = pad;
event.value = value;
event.is_touched = is_touched;
// Send to queue from ISR - non-blocking, drops if queue full
BaseType_t x_higher_priority_task_woken = pdFALSE;
xQueueSendFromISR(component->touch_queue_, &event, &x_higher_priority_task_woken);
component->enable_loop_soon_any_context();
if (x_higher_priority_task_woken) {
portYIELD_FROM_ISR();
}
}
}
} // namespace esp32_touch
} // namespace esphome
#endif // USE_ESP32_VARIANT_ESP32