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File: src/io/Button.js

/**
 * Copyright (c) 2011-2012 Jeff Hoefs <soundanalogous@gmail.com>
 * Released under the MIT license. See LICENSE file for details.
 */

JSUTILS.namespace('BO.io.Button');

BO.io.Button = (function() {

  var Button;

  // dependencies
  var PhysicalInputBase = BO.PhysicalInputBase,
    PinEvent = BO.PinEvent,
    Pin = BO.Pin,
    ButtonEvent = BO.io.ButtonEvent;

  /**
   * Creates and interface to a physical button. The Button object
   * dispatches events on state changes such as Pressed, Released and
   * Sustained Press. The Button object also handles debouncing.
   *
   * The advantage of using the Button class over listening for pin change
   * events on a Pin object, is that the Button class handles debouncing and
   * provides helpful button events: Pressed, Released, Long Press and
   * Sustained Press
   *
   * <p>`PULL_UP` vs `PULL_DOWN`. If the other end of the resistor connected to
   * the button is connected to ground, configuration is `PULL_DOWN`, if the
   * resistor is connected to power, then the configuration is `PULL_UP`.</p>
   *
   * @class Button
   * @constructor
   * @extends BO.PhysicalInputBase
   * @param {IOBoard} board A reference to the IOBoard instance
   * @param {Pin} pin A reference to the Pin the button is connected to.
   * @param {Number} buttonMode The mode of the button (either
   * `Button.PULL_DOWN` or `Button.PULL_UP` if wired with external resistors or
   * `Button.INTERNAL_PULL_UP` if using the internal pull-up resistors. Default
   * is `PULL_DOWN`.
   * @param {Number} sustainedPressInterval The delay time in milliseconds
   * before a sustained press event is fired.
   */
  Button = function(board, pin, buttonMode, sustainedPressInterval) {
    "use strict";

    PhysicalInputBase.call(this);

    this.name = "Button";
    this._pin = pin;

    var pinNumber = pin.number;

    this.buttonMode = buttonMode || Button.PULL_DOWN;
    this._sustainedPressInterval = sustainedPressInterval || 1000;

    this._debounceInterval = 20;
    this._repeatCount = 0;
    this._timer = null;
    this._timeout = null;

    this._board = board;
    board.setDigitalPinMode(pinNumber, Pin.DIN);

    if (this.buttonMode === Button.INTERNAL_PULL_UP) {
      // Enable internal pull up resistor
      board.enablePullUp(pinNumber);
      // Set value to high to avoid initial change event
      this._pin.value = Pin.HIGH;
    } else if (this.buttonMode === Button.PULL_UP) {
      // Set value to high to avoid initial change event
      this._pin.value = Pin.HIGH;
    }
    this._pin.addEventListener(PinEvent.CHANGE, this.onPinChange.bind(this));
  };

  Button.prototype = JSUTILS.inherit(PhysicalInputBase.prototype);
  Button.prototype.constructor = Button;

  /**
   * @private
   * @method onPinChange
   */
  Button.prototype.onPinChange = function(evt) {

    var btnVal = evt.target.value;
    var stateHandler;

    if (this.buttonMode === Button.PULL_DOWN) {
      if (btnVal === 1) {
        stateHandler = this.pressed;
      } else {
        stateHandler = this.released;
      }
    } else if (this.buttonMode === Button.PULL_UP || this.buttonMode === Button.INTERNAL_PULL_UP) {
      if (btnVal === 1) {
        stateHandler = this.released;
      } else {
        stateHandler = this.pressed;
      }
    }

    if (this._timeout === null) {
      this._timeout = setTimeout(stateHandler.bind(this), this._debounceInterval);
    } else {
      clearTimeout(this._timeout);
      this._timeout = setTimeout(stateHandler.bind(this), this._debounceInterval);
    }
  };

  /**
   * @private
   * @method pressed
   */
  Button.prototype.pressed = function() {
    this._timeout = null;

    this.dispatchEvent(new ButtonEvent(ButtonEvent.PRESS));

    this._timer = setInterval(this.sustainedPress.bind(this), this._sustainedPressInterval);
  };

  /**
   * @private
   * @method released
   */
  Button.prototype.released = function() {
    this._timeout = null;
    this.dispatchEvent(new ButtonEvent(ButtonEvent.RELEASE));

    if (this._timer !== null) {
      clearInterval(this._timer);
      this._timer = null;
    }

    this._repeatCount = 0;
  };

  /**
   * @private
   * @method sustainedPress
   */
  Button.prototype.sustainedPress = function() {
    if (this._repeatCount > 0) {
      this.dispatchEvent(new ButtonEvent(ButtonEvent.SUSTAINED_PRESS));
    } else {
      this.dispatchEvent(new ButtonEvent(ButtonEvent.LONG_PRESS));
    }

    this._repeatCount++;
  };

  Object.defineProperties(Button.prototype, {
    /**
     * The debounce time interval in milliseconds.
     * @property debounceInterval
     * @type Number
     */
    debounceInterval: {
      get: function() {
        return this._debounceInterval;
      },
      set: function(interval) {
        this._debounceInterval = interval;
      }
    },

    /**
     * The delay time (in milliseconds) the button must be held before a
     * sustained press event is fired.
     * @property sustainedPressInterval
     * @type Number
     */
    sustainedPressInterval: {
      get: function() {
        return this._sustainedPressInterval;
      },
      set: function(intervalTime) {
        this._sustainedPressInterval = intervalTime;
      }
    },

    /**
     * [read-only] The pin number of the pin the button is attached to.
     * @property pinNumber
     * @type Number
     */
    pinNumber: {
      get: function() {
        return this._pin.number;
      }
    }
  });

  /**
   * @property Button.PULL_DOWN
   * @static
   */
  Button.PULL_DOWN = 0;
  /**
   * @property Button.PULL_UP
   * @static
   */
  Button.PULL_UP = 1;
  /**
   * @property Button.INTERNAL_PULL_UP
   * @static
   */
  Button.INTERNAL_PULL_UP = 2;


  // Document events

  /**
   * The pressed event is dispatched when the button is pressed.
   * @type BO.io.ButtonEvent.PRESS
   * @event pressed
   * @param {BO.io.Button} target A reference to the Button object
   */

  /**
   * The released event is dispatched when the button is released.
   * @type BO.io.ButtonEvent.RELEASE
   * @event released
   * @param {BO.io.Button} target A reference to the Button object
   */

  /**
   * The longPress event is dispatched once when the button has been held for
   * the time duration specified by the sustainedPressInterval property.
   * @type BO.io.ButtonEvent.LONG_PRESS
   * @event longPress
   * @param {BO.io.Button} target A reference to the Button object
   */

  /**
   * The sustainedPress event is dispatched continuously at the rate
   * specified by the sustainedPressInterval property while the button is
   * held.
   * @type BO.io.ButtonEvent.SUSTAINED_PRESS
   * @event sustainedPress
   * @param {BO.io.Button} target A reference to the Button object
   */

  return Button;

}());