#if defined(USE_ESP32_VARIANT_ESP32S2) || defined(USE_ESP32_VARIANT_ESP32S3) #include "esp32_touch.h" #include "esphome/core/application.h" #include "esphome/core/log.h" #include "esphome/core/hal.h" namespace esphome { namespace esp32_touch { static const char *const TAG = "esp32_touch"; // Helper to update touch state with a known state and value void ESP32TouchComponent::update_touch_state_(ESP32TouchBinarySensor *child, bool is_touched, uint32_t value) { // Store the value for get_value() access in lambdas child->value_ = value; // Always update timer when touched if (is_touched) { child->last_touch_time_ = App.get_loop_component_start_time(); } if (child->last_state_ != is_touched) { child->last_state_ = is_touched; child->publish_state(is_touched); if (is_touched) { ESP_LOGV(TAG, "Touch Pad '%s' state: ON (value: %" PRIu32 " > threshold: %" PRIu32 ")", child->get_name().c_str(), value, child->threshold_ + child->benchmark_); } else { ESP_LOGV(TAG, "Touch Pad '%s' state: OFF", child->get_name().c_str()); } } } // Helper to read touch value and update state for a given child (used for timeout events) bool ESP32TouchComponent::check_and_update_touch_state_(ESP32TouchBinarySensor *child) { // Read current touch value uint32_t value = this->read_touch_value(child->touch_pad_); // ESP32-S2/S3 v2: Touch is detected when value > threshold + benchmark ESP_LOGV(TAG, "Checking touch state for '%s' (T%d): value = %" PRIu32 ", threshold = %" PRIu32 ", benchmark = %" PRIu32, child->get_name().c_str(), child->touch_pad_, value, child->threshold_, child->benchmark_); bool is_touched = value > child->benchmark_ + child->threshold_; this->update_touch_state_(child, is_touched, value); return is_touched; } void ESP32TouchComponent::setup() { // Create queue for touch events first if (!this->create_touch_queue_()) { return; } // Initialize touch pad peripheral esp_err_t init_err = touch_pad_init(); if (init_err != ESP_OK) { ESP_LOGE(TAG, "Failed to initialize touch pad: %s", esp_err_to_name(init_err)); this->mark_failed(); return; } // Configure each touch pad first for (auto *child : this->children_) { esp_err_t config_err = touch_pad_config(child->touch_pad_); if (config_err != ESP_OK) { ESP_LOGE(TAG, "Failed to configure touch pad %d: %s", child->touch_pad_, esp_err_to_name(config_err)); } } // Set up filtering if configured if (this->filter_configured_()) { touch_filter_config_t filter_info = { .mode = this->filter_mode_, .debounce_cnt = this->debounce_count_, .noise_thr = this->noise_threshold_, .jitter_step = this->jitter_step_, .smh_lvl = this->smooth_level_, }; touch_pad_filter_set_config(&filter_info); touch_pad_filter_enable(); } if (this->denoise_configured_()) { touch_pad_denoise_t denoise = { .grade = this->grade_, .cap_level = this->cap_level_, }; touch_pad_denoise_set_config(&denoise); touch_pad_denoise_enable(); } if (this->waterproof_configured_()) { touch_pad_waterproof_t waterproof = { .guard_ring_pad = this->waterproof_guard_ring_pad_, .shield_driver = this->waterproof_shield_driver_, }; touch_pad_waterproof_set_config(&waterproof); touch_pad_waterproof_enable(); } // Configure measurement parameters touch_pad_set_voltage(this->high_voltage_reference_, this->low_voltage_reference_, this->voltage_attenuation_); touch_pad_set_charge_discharge_times(this->meas_cycle_); touch_pad_set_measurement_interval(this->sleep_cycle_); // Configure timeout if needed touch_pad_timeout_set(true, TOUCH_PAD_THRESHOLD_MAX); // Register ISR handler with interrupt mask esp_err_t err = touch_pad_isr_register(touch_isr_handler, this, static_cast(TOUCH_PAD_INTR_MASK_ALL)); if (err != ESP_OK) { ESP_LOGE(TAG, "Failed to register touch ISR: %s", esp_err_to_name(err)); this->cleanup_touch_queue_(); this->mark_failed(); return; } // Set thresholds for each pad BEFORE starting FSM for (auto *child : this->children_) { if (child->threshold_ != 0) { touch_pad_set_thresh(child->touch_pad_, child->threshold_); } } // Enable interrupts - only ACTIVE and TIMEOUT // NOTE: We intentionally don't enable INACTIVE interrupts because they are unreliable // on ESP32-S2/S3 hardware and sometimes don't fire. Instead, we use timeout-based // release detection with the ability to verify the actual state. touch_pad_intr_enable(static_cast(TOUCH_PAD_INTR_MASK_ACTIVE | TOUCH_PAD_INTR_MASK_TIMEOUT)); // Set FSM mode before starting touch_pad_set_fsm_mode(TOUCH_FSM_MODE_TIMER); // Start FSM touch_pad_fsm_start(); // Calculate release timeout based on sleep cycle this->calculate_release_timeout_(); } void ESP32TouchComponent::dump_config() { this->dump_config_base_(); if (this->filter_configured_()) { const char *filter_mode_s; switch (this->filter_mode_) { case TOUCH_PAD_FILTER_IIR_4: filter_mode_s = "IIR_4"; break; case TOUCH_PAD_FILTER_IIR_8: filter_mode_s = "IIR_8"; break; case TOUCH_PAD_FILTER_IIR_16: filter_mode_s = "IIR_16"; break; case TOUCH_PAD_FILTER_IIR_32: filter_mode_s = "IIR_32"; break; case TOUCH_PAD_FILTER_IIR_64: filter_mode_s = "IIR_64"; break; case TOUCH_PAD_FILTER_IIR_128: filter_mode_s = "IIR_128"; break; case TOUCH_PAD_FILTER_IIR_256: filter_mode_s = "IIR_256"; break; case TOUCH_PAD_FILTER_JITTER: filter_mode_s = "JITTER"; break; default: filter_mode_s = "UNKNOWN"; break; } ESP_LOGCONFIG(TAG, " Filter mode: %s\n" " Debounce count: %" PRIu32 "\n" " Noise threshold coefficient: %" PRIu32 "\n" " Jitter filter step size: %" PRIu32, filter_mode_s, this->debounce_count_, this->noise_threshold_, this->jitter_step_); const char *smooth_level_s; switch (this->smooth_level_) { case TOUCH_PAD_SMOOTH_OFF: smooth_level_s = "OFF"; break; case TOUCH_PAD_SMOOTH_IIR_2: smooth_level_s = "IIR_2"; break; case TOUCH_PAD_SMOOTH_IIR_4: smooth_level_s = "IIR_4"; break; case TOUCH_PAD_SMOOTH_IIR_8: smooth_level_s = "IIR_8"; break; default: smooth_level_s = "UNKNOWN"; break; } ESP_LOGCONFIG(TAG, " Smooth level: %s", smooth_level_s); } if (this->denoise_configured_()) { const char *grade_s; switch (this->grade_) { case TOUCH_PAD_DENOISE_BIT12: grade_s = "BIT12"; break; case TOUCH_PAD_DENOISE_BIT10: grade_s = "BIT10"; break; case TOUCH_PAD_DENOISE_BIT8: grade_s = "BIT8"; break; case TOUCH_PAD_DENOISE_BIT4: grade_s = "BIT4"; break; default: grade_s = "UNKNOWN"; break; } ESP_LOGCONFIG(TAG, " Denoise grade: %s", grade_s); const char *cap_level_s; switch (this->cap_level_) { case TOUCH_PAD_DENOISE_CAP_L0: cap_level_s = "L0"; break; case TOUCH_PAD_DENOISE_CAP_L1: cap_level_s = "L1"; break; case TOUCH_PAD_DENOISE_CAP_L2: cap_level_s = "L2"; break; case TOUCH_PAD_DENOISE_CAP_L3: cap_level_s = "L3"; break; case TOUCH_PAD_DENOISE_CAP_L4: cap_level_s = "L4"; break; case TOUCH_PAD_DENOISE_CAP_L5: cap_level_s = "L5"; break; case TOUCH_PAD_DENOISE_CAP_L6: cap_level_s = "L6"; break; case TOUCH_PAD_DENOISE_CAP_L7: cap_level_s = "L7"; break; default: cap_level_s = "UNKNOWN"; break; } ESP_LOGCONFIG(TAG, " Denoise capacitance level: %s", cap_level_s); } if (this->setup_mode_) { ESP_LOGCONFIG(TAG, " Setup Mode ENABLED"); } this->dump_config_sensors_(); } void ESP32TouchComponent::loop() { const uint32_t now = App.get_loop_component_start_time(); // V2 TOUCH HANDLING: // Due to unreliable INACTIVE interrupts on ESP32-S2/S3, we use a hybrid approach: // 1. Process ACTIVE interrupts when pads are touched // 2. Use timeout-based release detection (like v1) // 3. But smarter than v1: verify actual state before releasing on timeout // This prevents false releases if we missed interrupts // In setup mode, periodically log all pad values this->process_setup_mode_logging_(now); // Process any queued touch events from interrupts TouchPadEventV2 event; while (xQueueReceive(this->touch_queue_, &event, 0) == pdTRUE) { ESP_LOGD(TAG, "Event received, mask = 0x%" PRIx32 ", pad = %d", event.intr_mask, event.pad); // Handle timeout events if (event.intr_mask & TOUCH_PAD_INTR_MASK_TIMEOUT) { // Resume measurement after timeout touch_pad_timeout_resume(); // For timeout events, always check the current state } else if (!(event.intr_mask & TOUCH_PAD_INTR_MASK_ACTIVE)) { // Skip if not an active/timeout event continue; } // Find the child for the pad that triggered the interrupt for (auto *child : this->children_) { if (child->touch_pad_ == event.pad) { if (event.intr_mask & TOUCH_PAD_INTR_MASK_TIMEOUT) { // For timeout events, we need to read the value to determine state this->check_and_update_touch_state_(child); } else if (event.intr_mask & TOUCH_PAD_INTR_MASK_ACTIVE) { // We only get ACTIVE interrupts now, releases are detected by timeout // Read the current value uint32_t value = this->read_touch_value(child->touch_pad_); this->update_touch_state_(child, true, value); // Always touched for ACTIVE interrupts } break; } } } // Check for released pads periodically (like v1) if (!this->should_check_for_releases_(now)) { return; } size_t pads_off = 0; for (auto *child : this->children_) { if (child->benchmark_ == 0) touch_pad_read_benchmark(child->touch_pad_, &child->benchmark_); // Handle initial state publication after startup this->publish_initial_state_if_needed_(child, now); if (child->last_state_) { // Pad is currently in touched state - check for release timeout // Using subtraction handles 32-bit rollover correctly uint32_t time_diff = now - child->last_touch_time_; // Check if we haven't seen this pad recently if (time_diff > this->release_timeout_ms_) { // Haven't seen this pad recently - verify actual state // Unlike v1, v2 hardware allows us to read the current state anytime // This makes v2 smarter: we can verify if it's actually released before // declaring a timeout, preventing false releases if interrupts were missed bool still_touched = this->check_and_update_touch_state_(child); if (still_touched) { // Still touched! Timer was reset in update_touch_state_ ESP_LOGVV(TAG, "Touch Pad '%s' still touched after %" PRIu32 "ms timeout, resetting timer", child->get_name().c_str(), this->release_timeout_ms_); } else { // Actually released - already handled by check_and_update_touch_state_ pads_off++; } } } else { // Pad is already off pads_off++; } } // Disable the loop when all pads are off and not in setup mode (like v1) // We need to keep checking for timeouts, so only disable when all pads are confirmed off this->check_and_disable_loop_if_all_released_(pads_off); } void ESP32TouchComponent::on_shutdown() { // Disable interrupts touch_pad_intr_disable(static_cast(TOUCH_PAD_INTR_MASK_ACTIVE | TOUCH_PAD_INTR_MASK_TIMEOUT)); touch_pad_isr_deregister(touch_isr_handler, this); this->cleanup_touch_queue_(); // Configure wakeup pads if any are set this->configure_wakeup_pads_(); } void IRAM_ATTR ESP32TouchComponent::touch_isr_handler(void *arg) { ESP32TouchComponent *component = static_cast(arg); BaseType_t x_higher_priority_task_woken = pdFALSE; // Read interrupt status TouchPadEventV2 event; event.intr_mask = touch_pad_read_intr_status_mask(); event.pad = touch_pad_get_current_meas_channel(); // Send event to queue for processing in main loop xQueueSendFromISR(component->touch_queue_, &event, &x_higher_priority_task_woken); component->enable_loop_soon_any_context(); if (x_higher_priority_task_woken) { portYIELD_FROM_ISR(); } } uint32_t ESP32TouchComponent::read_touch_value(touch_pad_t pad) const { // Unlike ESP32 v1, touch reads on ESP32-S2/S3 v2 are non-blocking operations. // The hardware continuously samples in the background and we can read the // latest value at any time without waiting. uint32_t value = 0; if (this->filter_configured_()) { // Read filtered/smoothed value when filter is enabled touch_pad_filter_read_smooth(pad, &value); } else { // Read raw value when filter is not configured touch_pad_read_raw_data(pad, &value); } return value; } } // namespace esp32_touch } // namespace esphome #endif // USE_ESP32_VARIANT_ESP32S2 || USE_ESP32_VARIANT_ESP32S3