fix: recognize actual button, not wrong one

This commit was merged in pull request #30.
This commit is contained in:
2026-08-22 18:29:35 +02:00
parent 07c5210d7b
commit b6f43d1055
7 changed files with 136 additions and 75 deletions
+63
View File
@@ -1,3 +1,7 @@
use embassy_futures::select::select_array;
use embassy_time::{Duration, Timer};
use embedded_hal::digital::InputPin;
use embedded_hal_async::digital::Wait;
use esp_hal::gpio::Input;
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
@@ -16,3 +20,62 @@ pub struct Inputs {
pub back: Input<'static>,
pub ok: Input<'static>,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum ButtonAction {
Up = 0,
Down = 1,
Left = 2,
Right = 3,
Ok = 4,
Back = 5,
}
impl Inputs {
pub async fn wait_for_press(&mut self) -> ButtonAction {
let (_, index) = select_array([
wait_for_button(&mut self.up),
wait_for_button(&mut self.down),
wait_for_button(&mut self.left),
wait_for_button(&mut self.right),
wait_for_button(&mut self.ok),
wait_for_button(&mut self.back),
])
.await;
match index {
0 => ButtonAction::Up,
1 => ButtonAction::Down,
2 => ButtonAction::Left,
3 => ButtonAction::Right,
4 => ButtonAction::Ok,
5 => ButtonAction::Back,
id => panic!("Unknown button {id} pressed"),
}
}
}
/// Waits for a button press, filtering out fast transients and mechanical bounce.
async fn wait_for_button<P>(pin: &mut P)
where
P: Wait + InputPin,
{
loop {
// 1. Wait for the hardware interrupt (could be a real press or crosstalk)
let _ = pin.wait_for_falling_edge().await;
// 2. Debounce window: let the noise settle
Timer::after(Duration::from_millis(30)).await;
// 3. Verify the pin is still held down
// (Adapt unwrap() based on your specific HAL's Error type)
if pin.is_low().unwrap_or(false) {
// OPTIONAL: Wait for the button to be released before returning
// so holding it down doesn't spam triggers.
// let _ = pin.wait_for_rising_edge().await;
// Timer::after(Duration::from_millis(30)).await;
return;
}
}
}
+14 -30
View File
@@ -1,13 +1,12 @@
use crate::card::model::Card;
use crate::navigation::inputs::ButtonAction;
use crate::navigation::state::NavigationState;
use crate::views::view::View;
use crate::{display::primary_lcd::PrimaryLcdDisplay, navigation::inputs::Inputs};
use embassy_futures::select::{Either, Either6, select};
use embassy_futures::select::select6;
use embassy_time::{Duration, Timer};
use embassy_futures::select::{Either, select};
use embassy_sync::blocking_mutex::raw::CriticalSectionRawMutex;
use embassy_time::{Duration, Timer};
pub type Mutex<T> = embassy_sync::mutex::Mutex<CriticalSectionRawMutex, T>;
pub type Signal<T> = embassy_sync::signal::Signal<CriticalSectionRawMutex, T>;
@@ -16,12 +15,7 @@ const DEBOUNCE_DURATION_MILLIS: u64 = 100;
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Action {
Up,
Down,
Left,
Right,
Ok,
Back,
Button(ButtonAction),
Timer,
}
@@ -40,39 +34,29 @@ pub trait Navigable {
}
#[embassy_executor::task]
pub async fn run(mut inputs: Inputs, display: &'static mut PrimaryLcdDisplay<'static>, ) {
pub async fn run(mut inputs: Inputs, display: &'static mut PrimaryLcdDisplay<'static>) {
log::info!("starting navigation");
let mut state = NavigationState::new();
state.screens.last().unwrap().display(display).await;
loop {
let selection_buttons = select6(
inputs.up.wait_for_low(),
inputs.down.wait_for_low(),
inputs.left.wait_for_low(),
inputs.right.wait_for_low(),
inputs.ok.wait_for_low(),
inputs.back.wait_for_low(),
);
let selection = select(selection_buttons, Timer::after(Duration::from_millis(DEBOUNCE_DURATION_MILLIS))).await;
let selection = select(
inputs.wait_for_press(),
Timer::after(Duration::from_millis(DEBOUNCE_DURATION_MILLIS)),
)
.await;
let action = match selection {
Either::First(selection_buttons) => match selection_buttons {
Either6::First(_) => Action::Up,
Either6::Second(_) => Action::Down,
Either6::Third(_) => Action::Left,
Either6::Fourth(_) => Action::Right,
Either6::Fifth(_) => Action::Ok,
Either6::Sixth(_) => Action::Back,
},
Either::First(button) => Action::Button(button),
Either::Second(_) => Action::Timer,
};
if Action::Timer != action {
log::info!("Action: {:?}", action);
}
let new_state = if action == Action::Back {
let new_state = if action == Action::Button(ButtonAction::Back) {
if state.screens.len() > 1 {
state.screens.pop();
}