mirror of
https://github.com/esphome/esphome.git
synced 2025-09-02 19:32:19 +01:00
402 lines
13 KiB
C++
402 lines
13 KiB
C++
#if defined(USE_ESP32_VARIANT_ESP32S2) || defined(USE_ESP32_VARIANT_ESP32S3)
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#include "esp32_touch.h"
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#include "esphome/core/application.h"
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#include "esphome/core/log.h"
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#include "esphome/core/hal.h"
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namespace esphome {
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namespace esp32_touch {
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static const char *const TAG = "esp32_touch";
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// Helper to update touch state with a known state and value
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void ESP32TouchComponent::update_touch_state_(ESP32TouchBinarySensor *child, bool is_touched, uint32_t value) {
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// Store the value for get_value() access in lambdas
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child->value_ = value;
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// Always update timer when touched
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if (is_touched) {
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child->last_touch_time_ = App.get_loop_component_start_time();
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}
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if (child->last_state_ != is_touched) {
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child->last_state_ = is_touched;
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child->publish_state(is_touched);
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if (is_touched) {
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ESP_LOGV(TAG, "Touch Pad '%s' state: ON (value: %" PRIu32 " > threshold: %" PRIu32 ")", child->get_name().c_str(),
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value, child->threshold_ + child->benchmark_);
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} else {
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ESP_LOGV(TAG, "Touch Pad '%s' state: OFF", child->get_name().c_str());
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}
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}
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}
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// Helper to read touch value and update state for a given child (used for timeout events)
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bool ESP32TouchComponent::check_and_update_touch_state_(ESP32TouchBinarySensor *child) {
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// Read current touch value
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uint32_t value = this->read_touch_value(child->touch_pad_);
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// ESP32-S2/S3 v2: Touch is detected when value > threshold + benchmark
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ESP_LOGV(TAG,
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"Checking touch state for '%s' (T%d): value = %" PRIu32 ", threshold = %" PRIu32 ", benchmark = %" PRIu32,
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child->get_name().c_str(), child->touch_pad_, value, child->threshold_, child->benchmark_);
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bool is_touched = value > child->benchmark_ + child->threshold_;
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this->update_touch_state_(child, is_touched, value);
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return is_touched;
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}
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void ESP32TouchComponent::setup() {
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// Create queue for touch events first
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if (!this->create_touch_queue_()) {
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return;
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}
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// Initialize touch pad peripheral
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esp_err_t init_err = touch_pad_init();
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if (init_err != ESP_OK) {
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ESP_LOGE(TAG, "Failed to initialize touch pad: %s", esp_err_to_name(init_err));
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this->mark_failed();
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return;
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}
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// Configure each touch pad first
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for (auto *child : this->children_) {
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esp_err_t config_err = touch_pad_config(child->touch_pad_);
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if (config_err != ESP_OK) {
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ESP_LOGE(TAG, "Failed to configure touch pad %d: %s", child->touch_pad_, esp_err_to_name(config_err));
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}
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}
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// Set up filtering if configured
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if (this->filter_configured_()) {
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touch_filter_config_t filter_info = {
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.mode = this->filter_mode_,
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.debounce_cnt = this->debounce_count_,
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.noise_thr = this->noise_threshold_,
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.jitter_step = this->jitter_step_,
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.smh_lvl = this->smooth_level_,
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};
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touch_pad_filter_set_config(&filter_info);
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touch_pad_filter_enable();
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}
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if (this->denoise_configured_()) {
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touch_pad_denoise_t denoise = {
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.grade = this->grade_,
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.cap_level = this->cap_level_,
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};
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touch_pad_denoise_set_config(&denoise);
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touch_pad_denoise_enable();
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}
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if (this->waterproof_configured_()) {
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touch_pad_waterproof_t waterproof = {
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.guard_ring_pad = this->waterproof_guard_ring_pad_,
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.shield_driver = this->waterproof_shield_driver_,
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};
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touch_pad_waterproof_set_config(&waterproof);
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touch_pad_waterproof_enable();
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}
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// Configure measurement parameters
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touch_pad_set_voltage(this->high_voltage_reference_, this->low_voltage_reference_, this->voltage_attenuation_);
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touch_pad_set_charge_discharge_times(this->meas_cycle_);
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touch_pad_set_measurement_interval(this->sleep_cycle_);
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// Configure timeout if needed
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touch_pad_timeout_set(true, TOUCH_PAD_THRESHOLD_MAX);
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// Register ISR handler with interrupt mask
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esp_err_t err =
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touch_pad_isr_register(touch_isr_handler, this, static_cast<touch_pad_intr_mask_t>(TOUCH_PAD_INTR_MASK_ALL));
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if (err != ESP_OK) {
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ESP_LOGE(TAG, "Failed to register touch ISR: %s", esp_err_to_name(err));
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this->cleanup_touch_queue_();
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this->mark_failed();
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return;
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}
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// Set thresholds for each pad BEFORE starting FSM
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for (auto *child : this->children_) {
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if (child->threshold_ != 0) {
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touch_pad_set_thresh(child->touch_pad_, child->threshold_);
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}
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}
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// Enable interrupts - only ACTIVE and TIMEOUT
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// NOTE: We intentionally don't enable INACTIVE interrupts because they are unreliable
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// on ESP32-S2/S3 hardware and sometimes don't fire. Instead, we use timeout-based
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// release detection with the ability to verify the actual state.
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touch_pad_intr_enable(static_cast<touch_pad_intr_mask_t>(TOUCH_PAD_INTR_MASK_ACTIVE | TOUCH_PAD_INTR_MASK_TIMEOUT));
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// Set FSM mode before starting
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touch_pad_set_fsm_mode(TOUCH_FSM_MODE_TIMER);
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// Start FSM
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touch_pad_fsm_start();
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// Calculate release timeout based on sleep cycle
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this->calculate_release_timeout_();
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}
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void ESP32TouchComponent::dump_config() {
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this->dump_config_base_();
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if (this->filter_configured_()) {
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const char *filter_mode_s;
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switch (this->filter_mode_) {
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case TOUCH_PAD_FILTER_IIR_4:
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filter_mode_s = "IIR_4";
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break;
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case TOUCH_PAD_FILTER_IIR_8:
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filter_mode_s = "IIR_8";
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break;
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case TOUCH_PAD_FILTER_IIR_16:
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filter_mode_s = "IIR_16";
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break;
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case TOUCH_PAD_FILTER_IIR_32:
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filter_mode_s = "IIR_32";
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break;
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case TOUCH_PAD_FILTER_IIR_64:
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filter_mode_s = "IIR_64";
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break;
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case TOUCH_PAD_FILTER_IIR_128:
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filter_mode_s = "IIR_128";
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break;
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case TOUCH_PAD_FILTER_IIR_256:
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filter_mode_s = "IIR_256";
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break;
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case TOUCH_PAD_FILTER_JITTER:
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filter_mode_s = "JITTER";
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break;
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default:
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filter_mode_s = "UNKNOWN";
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break;
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}
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ESP_LOGCONFIG(TAG,
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" Filter mode: %s\n"
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" Debounce count: %" PRIu32 "\n"
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" Noise threshold coefficient: %" PRIu32 "\n"
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" Jitter filter step size: %" PRIu32,
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filter_mode_s, this->debounce_count_, this->noise_threshold_, this->jitter_step_);
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const char *smooth_level_s;
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switch (this->smooth_level_) {
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case TOUCH_PAD_SMOOTH_OFF:
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smooth_level_s = "OFF";
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break;
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case TOUCH_PAD_SMOOTH_IIR_2:
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smooth_level_s = "IIR_2";
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break;
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case TOUCH_PAD_SMOOTH_IIR_4:
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smooth_level_s = "IIR_4";
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break;
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case TOUCH_PAD_SMOOTH_IIR_8:
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smooth_level_s = "IIR_8";
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break;
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default:
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smooth_level_s = "UNKNOWN";
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break;
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}
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ESP_LOGCONFIG(TAG, " Smooth level: %s", smooth_level_s);
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}
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if (this->denoise_configured_()) {
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const char *grade_s;
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switch (this->grade_) {
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case TOUCH_PAD_DENOISE_BIT12:
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grade_s = "BIT12";
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break;
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case TOUCH_PAD_DENOISE_BIT10:
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grade_s = "BIT10";
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break;
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case TOUCH_PAD_DENOISE_BIT8:
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grade_s = "BIT8";
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break;
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case TOUCH_PAD_DENOISE_BIT4:
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grade_s = "BIT4";
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break;
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default:
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grade_s = "UNKNOWN";
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break;
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}
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ESP_LOGCONFIG(TAG, " Denoise grade: %s", grade_s);
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const char *cap_level_s;
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switch (this->cap_level_) {
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case TOUCH_PAD_DENOISE_CAP_L0:
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cap_level_s = "L0";
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break;
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case TOUCH_PAD_DENOISE_CAP_L1:
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cap_level_s = "L1";
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break;
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case TOUCH_PAD_DENOISE_CAP_L2:
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cap_level_s = "L2";
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break;
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case TOUCH_PAD_DENOISE_CAP_L3:
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cap_level_s = "L3";
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break;
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case TOUCH_PAD_DENOISE_CAP_L4:
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cap_level_s = "L4";
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break;
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case TOUCH_PAD_DENOISE_CAP_L5:
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cap_level_s = "L5";
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break;
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case TOUCH_PAD_DENOISE_CAP_L6:
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cap_level_s = "L6";
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break;
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case TOUCH_PAD_DENOISE_CAP_L7:
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cap_level_s = "L7";
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break;
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default:
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cap_level_s = "UNKNOWN";
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break;
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}
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ESP_LOGCONFIG(TAG, " Denoise capacitance level: %s", cap_level_s);
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}
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if (this->setup_mode_) {
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ESP_LOGCONFIG(TAG, " Setup Mode ENABLED");
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}
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this->dump_config_sensors_();
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}
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void ESP32TouchComponent::loop() {
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const uint32_t now = App.get_loop_component_start_time();
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// V2 TOUCH HANDLING:
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// Due to unreliable INACTIVE interrupts on ESP32-S2/S3, we use a hybrid approach:
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// 1. Process ACTIVE interrupts when pads are touched
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// 2. Use timeout-based release detection (like v1)
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// 3. But smarter than v1: verify actual state before releasing on timeout
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// This prevents false releases if we missed interrupts
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// In setup mode, periodically log all pad values
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this->process_setup_mode_logging_(now);
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// Process any queued touch events from interrupts
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TouchPadEventV2 event;
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while (xQueueReceive(this->touch_queue_, &event, 0) == pdTRUE) {
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ESP_LOGD(TAG, "Event received, mask = 0x%" PRIx32 ", pad = %d", event.intr_mask, event.pad);
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// Handle timeout events
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if (event.intr_mask & TOUCH_PAD_INTR_MASK_TIMEOUT) {
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// Resume measurement after timeout
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touch_pad_timeout_resume();
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// For timeout events, always check the current state
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} else if (!(event.intr_mask & TOUCH_PAD_INTR_MASK_ACTIVE)) {
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// Skip if not an active/timeout event
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continue;
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}
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// Find the child for the pad that triggered the interrupt
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for (auto *child : this->children_) {
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if (child->touch_pad_ == event.pad) {
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if (event.intr_mask & TOUCH_PAD_INTR_MASK_TIMEOUT) {
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// For timeout events, we need to read the value to determine state
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this->check_and_update_touch_state_(child);
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} else if (event.intr_mask & TOUCH_PAD_INTR_MASK_ACTIVE) {
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// We only get ACTIVE interrupts now, releases are detected by timeout
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// Read the current value
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uint32_t value = this->read_touch_value(child->touch_pad_);
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this->update_touch_state_(child, true, value); // Always touched for ACTIVE interrupts
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}
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break;
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}
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}
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}
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// Check for released pads periodically (like v1)
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if (!this->should_check_for_releases_(now)) {
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return;
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}
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size_t pads_off = 0;
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for (auto *child : this->children_) {
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if (child->benchmark_ == 0)
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touch_pad_read_benchmark(child->touch_pad_, &child->benchmark_);
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// Handle initial state publication after startup
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this->publish_initial_state_if_needed_(child, now);
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if (child->last_state_) {
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// Pad is currently in touched state - check for release timeout
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// Using subtraction handles 32-bit rollover correctly
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uint32_t time_diff = now - child->last_touch_time_;
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// Check if we haven't seen this pad recently
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if (time_diff > this->release_timeout_ms_) {
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// Haven't seen this pad recently - verify actual state
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// Unlike v1, v2 hardware allows us to read the current state anytime
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// This makes v2 smarter: we can verify if it's actually released before
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// declaring a timeout, preventing false releases if interrupts were missed
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bool still_touched = this->check_and_update_touch_state_(child);
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if (still_touched) {
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// Still touched! Timer was reset in update_touch_state_
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ESP_LOGVV(TAG, "Touch Pad '%s' still touched after %" PRIu32 "ms timeout, resetting timer",
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child->get_name().c_str(), this->release_timeout_ms_);
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} else {
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// Actually released - already handled by check_and_update_touch_state_
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pads_off++;
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}
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}
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} else {
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// Pad is already off
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pads_off++;
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}
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}
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// Disable the loop when all pads are off and not in setup mode (like v1)
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// We need to keep checking for timeouts, so only disable when all pads are confirmed off
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this->check_and_disable_loop_if_all_released_(pads_off);
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}
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void ESP32TouchComponent::on_shutdown() {
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// Disable interrupts
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touch_pad_intr_disable(static_cast<touch_pad_intr_mask_t>(TOUCH_PAD_INTR_MASK_ACTIVE | TOUCH_PAD_INTR_MASK_TIMEOUT));
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touch_pad_isr_deregister(touch_isr_handler, this);
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this->cleanup_touch_queue_();
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// Configure wakeup pads if any are set
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this->configure_wakeup_pads_();
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}
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void IRAM_ATTR ESP32TouchComponent::touch_isr_handler(void *arg) {
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ESP32TouchComponent *component = static_cast<ESP32TouchComponent *>(arg);
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BaseType_t x_higher_priority_task_woken = pdFALSE;
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// Read interrupt status
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TouchPadEventV2 event;
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event.intr_mask = touch_pad_read_intr_status_mask();
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event.pad = touch_pad_get_current_meas_channel();
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// Send event to queue for processing in main loop
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xQueueSendFromISR(component->touch_queue_, &event, &x_higher_priority_task_woken);
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component->enable_loop_soon_any_context();
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if (x_higher_priority_task_woken) {
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portYIELD_FROM_ISR();
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}
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}
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uint32_t ESP32TouchComponent::read_touch_value(touch_pad_t pad) const {
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// Unlike ESP32 v1, touch reads on ESP32-S2/S3 v2 are non-blocking operations.
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// The hardware continuously samples in the background and we can read the
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// latest value at any time without waiting.
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uint32_t value = 0;
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if (this->filter_configured_()) {
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// Read filtered/smoothed value when filter is enabled
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touch_pad_filter_read_smooth(pad, &value);
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} else {
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// Read raw value when filter is not configured
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touch_pad_read_raw_data(pad, &value);
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}
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return value;
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}
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} // namespace esp32_touch
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} // namespace esphome
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#endif // USE_ESP32_VARIANT_ESP32S2 || USE_ESP32_VARIANT_ESP32S3
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