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esphome/esphome/components/esp32_touch/esp32_touch_v2.cpp

402 lines
13 KiB
C++

#if defined(USE_ESP32_VARIANT_ESP32S2) || defined(USE_ESP32_VARIANT_ESP32S3)
#include "esp32_touch.h"
#include "esphome/core/application.h"
#include "esphome/core/log.h"
#include "esphome/core/hal.h"
namespace esphome {
namespace esp32_touch {
static const char *const TAG = "esp32_touch";
// Helper to update touch state with a known state and value
void ESP32TouchComponent::update_touch_state_(ESP32TouchBinarySensor *child, bool is_touched, uint32_t value) {
// Store the value for get_value() access in lambdas
child->value_ = value;
// Always update timer when touched
if (is_touched) {
child->last_touch_time_ = App.get_loop_component_start_time();
}
if (child->last_state_ != is_touched) {
child->last_state_ = is_touched;
child->publish_state(is_touched);
if (is_touched) {
ESP_LOGV(TAG, "Touch Pad '%s' state: ON (value: %" PRIu32 " > threshold: %" PRIu32 ")", child->get_name().c_str(),
value, child->threshold_ + child->benchmark_);
} 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)
bool ESP32TouchComponent::check_and_update_touch_state_(ESP32TouchBinarySensor *child) {
// Read current touch value
uint32_t value = this->read_touch_value(child->touch_pad_);
// ESP32-S2/S3 v2: Touch is detected when value > threshold + benchmark
ESP_LOGV(TAG,
"Checking touch state for '%s' (T%d): value = %" PRIu32 ", threshold = %" PRIu32 ", benchmark = %" PRIu32,
child->get_name().c_str(), child->touch_pad_, value, child->threshold_, child->benchmark_);
bool is_touched = value > child->benchmark_ + child->threshold_;
this->update_touch_state_(child, is_touched, value);
return is_touched;
}
void ESP32TouchComponent::setup() {
// Create queue for touch events first
if (!this->create_touch_queue_()) {
return;
}
// Initialize touch pad peripheral
esp_err_t init_err = touch_pad_init();
if (init_err != ESP_OK) {
ESP_LOGE(TAG, "Failed to initialize touch pad: %s", esp_err_to_name(init_err));
this->mark_failed();
return;
}
// Configure each touch pad first
for (auto *child : this->children_) {
esp_err_t config_err = touch_pad_config(child->touch_pad_);
if (config_err != ESP_OK) {
ESP_LOGE(TAG, "Failed to configure touch pad %d: %s", child->touch_pad_, esp_err_to_name(config_err));
}
}
// Set up filtering if configured
if (this->filter_configured_()) {
touch_filter_config_t filter_info = {
.mode = this->filter_mode_,
.debounce_cnt = this->debounce_count_,
.noise_thr = this->noise_threshold_,
.jitter_step = this->jitter_step_,
.smh_lvl = this->smooth_level_,
};
touch_pad_filter_set_config(&filter_info);
touch_pad_filter_enable();
}
if (this->denoise_configured_()) {
touch_pad_denoise_t denoise = {
.grade = this->grade_,
.cap_level = this->cap_level_,
};
touch_pad_denoise_set_config(&denoise);
touch_pad_denoise_enable();
}
if (this->waterproof_configured_()) {
touch_pad_waterproof_t waterproof = {
.guard_ring_pad = this->waterproof_guard_ring_pad_,
.shield_driver = this->waterproof_shield_driver_,
};
touch_pad_waterproof_set_config(&waterproof);
touch_pad_waterproof_enable();
}
// Configure measurement parameters
touch_pad_set_voltage(this->high_voltage_reference_, this->low_voltage_reference_, this->voltage_attenuation_);
touch_pad_set_charge_discharge_times(this->meas_cycle_);
touch_pad_set_measurement_interval(this->sleep_cycle_);
// Configure timeout if needed
touch_pad_timeout_set(true, TOUCH_PAD_THRESHOLD_MAX);
// Register ISR handler with interrupt mask
esp_err_t err =
touch_pad_isr_register(touch_isr_handler, this, static_cast<touch_pad_intr_mask_t>(TOUCH_PAD_INTR_MASK_ALL));
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;
}
// Set thresholds for each pad BEFORE starting FSM
for (auto *child : this->children_) {
if (child->threshold_ != 0) {
touch_pad_set_thresh(child->touch_pad_, child->threshold_);
}
}
// 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);
// Start FSM
touch_pad_fsm_start();
// Calculate release timeout based on sleep cycle
this->calculate_release_timeout_();
}
void ESP32TouchComponent::dump_config() {
this->dump_config_base_();
if (this->filter_configured_()) {
const char *filter_mode_s;
switch (this->filter_mode_) {
case TOUCH_PAD_FILTER_IIR_4:
filter_mode_s = "IIR_4";
break;
case TOUCH_PAD_FILTER_IIR_8:
filter_mode_s = "IIR_8";
break;
case TOUCH_PAD_FILTER_IIR_16:
filter_mode_s = "IIR_16";
break;
case TOUCH_PAD_FILTER_IIR_32:
filter_mode_s = "IIR_32";
break;
case TOUCH_PAD_FILTER_IIR_64:
filter_mode_s = "IIR_64";
break;
case TOUCH_PAD_FILTER_IIR_128:
filter_mode_s = "IIR_128";
break;
case TOUCH_PAD_FILTER_IIR_256:
filter_mode_s = "IIR_256";
break;
case TOUCH_PAD_FILTER_JITTER:
filter_mode_s = "JITTER";
break;
default:
filter_mode_s = "UNKNOWN";
break;
}
ESP_LOGCONFIG(TAG,
" Filter mode: %s\n"
" Debounce count: %" PRIu32 "\n"
" Noise threshold coefficient: %" PRIu32 "\n"
" Jitter filter step size: %" PRIu32,
filter_mode_s, this->debounce_count_, this->noise_threshold_, this->jitter_step_);
const char *smooth_level_s;
switch (this->smooth_level_) {
case TOUCH_PAD_SMOOTH_OFF:
smooth_level_s = "OFF";
break;
case TOUCH_PAD_SMOOTH_IIR_2:
smooth_level_s = "IIR_2";
break;
case TOUCH_PAD_SMOOTH_IIR_4:
smooth_level_s = "IIR_4";
break;
case TOUCH_PAD_SMOOTH_IIR_8:
smooth_level_s = "IIR_8";
break;
default:
smooth_level_s = "UNKNOWN";
break;
}
ESP_LOGCONFIG(TAG, " Smooth level: %s", smooth_level_s);
}
if (this->denoise_configured_()) {
const char *grade_s;
switch (this->grade_) {
case TOUCH_PAD_DENOISE_BIT12:
grade_s = "BIT12";
break;
case TOUCH_PAD_DENOISE_BIT10:
grade_s = "BIT10";
break;
case TOUCH_PAD_DENOISE_BIT8:
grade_s = "BIT8";
break;
case TOUCH_PAD_DENOISE_BIT4:
grade_s = "BIT4";
break;
default:
grade_s = "UNKNOWN";
break;
}
ESP_LOGCONFIG(TAG, " Denoise grade: %s", grade_s);
const char *cap_level_s;
switch (this->cap_level_) {
case TOUCH_PAD_DENOISE_CAP_L0:
cap_level_s = "L0";
break;
case TOUCH_PAD_DENOISE_CAP_L1:
cap_level_s = "L1";
break;
case TOUCH_PAD_DENOISE_CAP_L2:
cap_level_s = "L2";
break;
case TOUCH_PAD_DENOISE_CAP_L3:
cap_level_s = "L3";
break;
case TOUCH_PAD_DENOISE_CAP_L4:
cap_level_s = "L4";
break;
case TOUCH_PAD_DENOISE_CAP_L5:
cap_level_s = "L5";
break;
case TOUCH_PAD_DENOISE_CAP_L6:
cap_level_s = "L6";
break;
case TOUCH_PAD_DENOISE_CAP_L7:
cap_level_s = "L7";
break;
default:
cap_level_s = "UNKNOWN";
break;
}
ESP_LOGCONFIG(TAG, " Denoise capacitance level: %s", cap_level_s);
}
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();
// 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
this->process_setup_mode_logging_(now);
// Process any queued touch events from interrupts
TouchPadEventV2 event;
while (xQueueReceive(this->touch_queue_, &event, 0) == pdTRUE) {
ESP_LOGD(TAG, "Event received, mask = 0x%" PRIx32 ", pad = %d", event.intr_mask, event.pad);
// Handle timeout events
if (event.intr_mask & TOUCH_PAD_INTR_MASK_TIMEOUT) {
// 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)) {
// Skip if not an active/timeout event
continue;
}
// Find the child for the pad that triggered the interrupt
for (auto *child : this->children_) {
if (child->touch_pad_ == event.pad) {
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 if (event.intr_mask & TOUCH_PAD_INTR_MASK_ACTIVE) {
// We only get ACTIVE interrupts now, releases are detected by timeout
// Read the current value
uint32_t value = this->read_touch_value(child->touch_pad_);
this->update_touch_state_(child, true, value); // Always touched for ACTIVE interrupts
}
break;
}
}
}
// Check for released pads periodically (like v1)
if (!this->should_check_for_releases_(now)) {
return;
}
size_t pads_off = 0;
for (auto *child : this->children_) {
if (child->benchmark_ == 0)
touch_pad_read_benchmark(child->touch_pad_, &child->benchmark_);
// 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 - 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_LOGVV(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
this->check_and_disable_loop_if_all_released_(pads_off);
}
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_TIMEOUT));
touch_pad_isr_deregister(touch_isr_handler, this);
this->cleanup_touch_queue_();
// 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);
BaseType_t x_higher_priority_task_woken = pdFALSE;
// Read interrupt status
TouchPadEventV2 event;
event.intr_mask = touch_pad_read_intr_status_mask();
event.pad = touch_pad_get_current_meas_channel();
// Send event to queue for processing in main loop
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();
}
}
uint32_t ESP32TouchComponent::read_touch_value(touch_pad_t pad) const {
// Unlike ESP32 v1, touch reads on ESP32-S2/S3 v2 are non-blocking operations.
// The hardware continuously samples in the background and we can read the
// latest value at any time without waiting.
uint32_t value = 0;
if (this->filter_configured_()) {
// Read filtered/smoothed value when filter is enabled
touch_pad_filter_read_smooth(pad, &value);
} else {
// Read raw value when filter is not configured
touch_pad_read_raw_data(pad, &value);
}
return value;
}
} // namespace esp32_touch
} // namespace esphome
#endif // USE_ESP32_VARIANT_ESP32S2 || USE_ESP32_VARIANT_ESP32S3