FSM/vscode/FSM_OOP/keytest/keyFSM_private.h

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#ifndef __KEY_PRIVATE_FSM_H_
#define __KEY_PRIVATE_FSM_H_
#include "FSM_protected.h"
#include "keyFSM.h"
#include <stdio.h>
#include <assert.h>
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/*
*/
typedef struct _KeyFSM
{
// 继承父类
FSM base;
}KeyFSM;
/*
action, exit, during
*/
typedef enum _State
{
Idle_State,
Waiting,
DownDebouncing,
Downing,
Holding,
HoldUpDebouncing,
UpDebouncing,
MultiDownWaiting,
MultiDowning,
MultiDownDebouncing,
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Count_State,
} State;
#define DEFAULT_STATE Waiting
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/* -------------------------------------------------------------------------- */
/* 下一个状态选择函数 */
/* -------------------------------------------------------------------------- */
static State selectNextStateFcn(Waiting)(KeyFSMData *data){
if(data->in == Down){
FSM_LOG(" 物理按键按下 ");
return DownDebouncing;
}
return Idle_State;
}
static State selectNextStateFcn(DownDebouncing)(KeyFSMData *data){
if(data->in == Up){
FSM_LOG(" 物理按键松开 ");
return Waiting;
}
else if(data->countDelay == 5){
return Downing;
}
return Idle_State;
}
static State selectNextStateFcn(Downing)(KeyFSMData *data){
if(data->in == Up){
FSM_LOG(" 物理按键松开 ");
return UpDebouncing;
}
else if(data->countDelay == 10){
return Holding;
}
return Idle_State;
}
static State selectNextStateFcn(Holding)(KeyFSMData *data){
if(data->in == Up){
FSM_LOG(" 物理按键松开 ");
return HoldUpDebouncing;
}
return Idle_State;
}
static State selectNextStateFcn(HoldUpDebouncing)(KeyFSMData *data){
if(data->in == Down){
FSM_LOG(" 物理按键按下 ");
return Holding;
}
else if(data->countDelay == 5){
return Waiting;
}
return Idle_State;
}
static State selectNextStateFcn(UpDebouncing)(KeyFSMData *data){
if(data->in == Down){
FSM_LOG(" 物理按键按下 ");
if(data->countMultiDown){
return MultiDowning;
}
else{
return Downing;
}
}
else if(data->countDelay == 5){
return MultiDownWaiting;
}
return Idle_State;
}
static State selectNextStateFcn(MultiDownWaiting)(KeyFSMData *data){
if(data->in == Down){
FSM_LOG(" 物理按键按下 ");
return MultiDownDebouncing;
}
else if(data->countDelay == 5){
return Waiting;
}
return Idle_State;
}
static State selectNextStateFcn(MultiDowning)(KeyFSMData *data){
if(data->in == Up){
FSM_LOG(" 物理按键松开 ");
return UpDebouncing;
}
return Idle_State;
}
static State selectNextStateFcn(MultiDownDebouncing)(KeyFSMData *data){
if(data->in == Up){
FSM_LOG(" 物理按键松开 ");
return MultiDownWaiting;
}
else if(data->countDelay == 5){
return MultiDowning;
}
return Idle_State;
}
/* -------------------------------------------------------------------------- */
/* 对应的 action, exit, during 函数 */
/* -------------------------------------------------------------------------- */
static void actionFcn(enter, Waiting)(KeyFSMData* data){
data->out = Idle;
data->countDelay = 0;
data->countMultiDown = 0;
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}
static void actionFcn(during, DownDebouncing)(KeyFSMData* data)
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{
data->countDelay++;
FSM_LOG(" during开启消抖 ");
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}
static void actionFcn(during, Downing)(KeyFSMData* data)
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{
data->countDelay++;
data->out = Idle;
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}
static void actionFcn(during, UpDebouncing)(KeyFSMData* data){
data->countDelay++;
FSM_LOG(" during松开消抖 ");
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}
static void actionFcn(during, Holding)(KeyFSMData* data){
data->out = Idle;
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data->countDelay++;
if(data->countDelay == 2){
data->out = Hold;
data->countDelay = 0;
}
}
static void actionFcn(exit, Holding)(KeyFSMData* data){
data->out = Idle;
}
static void actionFcn(during, MultiDownWaiting)(KeyFSMData* data){
data->countDelay++;
FSM_LOG(" during多击等待 ");
}
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static void actionFcn(during, HoldUpDebouncing)(KeyFSMData* data)
{
data->countDelay++;
}
static void actionFcn(during, MultiDownDebouncing)(KeyFSMData* data)
{
data->countDelay++;
}
/* -------------------------------------------------------------------------- */
/* 转移函数 */
/* -------------------------------------------------------------------------- */
void transitionGeneralAction(KeyFSMData *data){
data->countDelay = 0;
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}
static State transitionHandler(DownDebouncing, Downing)(KeyFSMData* data, int *delayedIndex){
data->out = Down;
*delayedIndex = index(DownDebouncing, Downing);
}
static void delayHanlder(DownDebouncing, Downing)(KeyFSMData* data){
data->out = Idle;
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}
static State transitionHandler(UpDebouncing, MultiDownWaiting)(KeyFSMData* data, int *delayedIndex){
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data->out = Idle;
data->countMultiDown++;
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}
static State transitionHandler(MultiDownDebouncing, MultiDowning)(KeyFSMData* data, int *delayedIndex){
switch (data->countMultiDown + 1)
{
case 2:
data->out = Down_2times;
break;
case 3:
data->out = Down_3times;
break;
default:
printf("reach MultiDown Limit!\n");
break;
}
FSM_LOG(" 多击%d ", data->countMultiDown+1);
*delayedIndex = index(MultiDownDebouncing, MultiDowning);
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}
static void delayHanlder(MultiDownDebouncing, MultiDowning)(KeyFSMData* data){
data->out = Idle;
}
static State transitionHandler(Downing, Holding)(KeyFSMData* data, int *delayedIndex){
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data->out = Hold;
}
static State transitionHandler(MultiDownWaiting, Waiting)(KeyFSMData* data){
data->countMultiDown = 0;
}
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/*
begin
*/
const static char *stateStr[] = {
"Idle",
"Waiting",
"DownDebouncing",
"Downing",
"Holding",
"HoldUpDebouncing",
"UpDebouncing",
"MultiDownWaiting",
"MultiDowning",
"MultiDownDebouncing",
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};
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static void printFSM(KeyFSM* pFSM){
KeyFSMData* data = pFSM->base.data;
FSM_LOG("KeyFSM: ");
FSM_LOG("%d, 当前状态:%s, \t上一个下次事件:%s \t转移:", data->countDelay, stateStr[getFSMCurState((FSM *)pFSM)], stateStr[getFSMNextState((FSM *)pFSM)]);
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}
#endif