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/*
 * Copyright (c) 2019, ArduinoGetStarted.com. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *
 * - Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * - Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * - Neither the name of the ArduinoGetStarted.com nor the names of its
 *   contributors may be used to endorse or promote products derived from
 *   this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY ARDUINOGETSTARTED.COM "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ARDUINOGETSTARTED.COM BE LIABLE FOR ANY DIRECT,
 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
 * STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING
 * IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 */

#include <ezButton.h>

ezButton::ezButton(int pin): ezButton(pin, INTERNAL_PULLUP) {};

ezButton::ezButton(int pin, int mode) {
        btnPin = pin;
        debounceTime = 0;
        count = 0;
        countMode = COUNT_FALLING;
        
        if (mode == INTERNAL_PULLUP || mode == INTERNAL_PULLDOWN) {
                pinMode(btnPin, mode);
        } else if (mode == EXTERNAL_PULLUP || mode == EXTERNAL_PULLDOWN) {
                pinMode(btnPin, INPUT);  // External pull-up/pull-down, set as INPUT
        }

        // Set the pressed and unpressed states based on the mode
        if (mode == INTERNAL_PULLDOWN || mode == EXTERNAL_PULLDOWN) {
                pressedState = HIGH;
                unpressedState = LOW;
        } else {
                pressedState = LOW;
                unpressedState = HIGH;
        }

        previousSteadyState = digitalRead(btnPin);
        lastSteadyState = previousSteadyState;
        lastFlickerableState = previousSteadyState;

        lastDebounceTime = 0;
}

void ezButton::setDebounceTime(unsigned long time) {
        debounceTime = time;
}

int ezButton::getState(void) {
        return lastSteadyState;
}

int ezButton::getStateRaw(void) {
        return digitalRead(btnPin);
}

bool ezButton::isPressed(void) {
        if(previousSteadyState == unpressedState && lastSteadyState == pressedState)
                return true;
        else
                return false;
}

bool ezButton::isReleased(void) {
        if(previousSteadyState == pressedState && lastSteadyState == unpressedState)
                return true;
        else
                return false;
}

void ezButton::setCountMode(int mode) {
        countMode = mode;
}

unsigned long ezButton::getCount(void) {
        return count;
}

void ezButton::resetCount(void) {
        count = 0;
}

void ezButton::loop(void) {
        // read the state of the switch/button:
        int currentState = digitalRead(btnPin);
        unsigned long currentTime = millis();

        // check to see if you just pressed the button
        // (i.e. the input went from LOW to HIGH), and you've waited long enough
        // since the last press to ignore any noise:

        // If the switch/button changed, due to noise or pressing:
        if (currentState != lastFlickerableState) {
                // reset the debouncing timer
                lastDebounceTime = currentTime;
                // save the the last flickerable state
                lastFlickerableState = currentState;
        }

        if ((currentTime - lastDebounceTime) >= debounceTime) {
                // whatever the reading is at, it's been there for longer than the debounce
                // delay, so take it as the actual current state:

                // save the the steady state
                previousSteadyState = lastSteadyState;
                lastSteadyState = currentState;
        }

        if(previousSteadyState != lastSteadyState){
                if(countMode == COUNT_BOTH)
                        count++;
                else if(countMode == COUNT_FALLING){
                        if(previousSteadyState == HIGH && lastSteadyState == LOW)
                                count++;
                }
                else if(countMode == COUNT_RISING){
                        if(previousSteadyState == LOW && lastSteadyState == HIGH)
                                count++;
                }
        }
}