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