/** * Copyright 2014 Maxwell R Hadley * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. **/ // Require main module var RED = require(process.env.NODE_RED_HOME + "/red/red"); // Require bonescript try { var bonescript = require("bonescript"); } catch (err) { require("util").log("[145-digital-in] Error: cannot find module 'bonescript'"); } // discrete-in node constructor function DiscreteInputNode(n) { RED.nodes.createNode(this, n); // Store local copies of the node configuration (as defined in the .html) this.topic = n.topic; // the topic is not currently used this.pin = n.pin; // The Beaglebone Black pin identifying string if (n.activeLow) // Set the 'active' state 0 or 1 as appropriate this.activeState = 0; else this.activeState = 1; this.updateInterval = n.updateInterval * 1000; // How often to send totalActiveTime messages this.debounce = n.debounce; // Enable switch contact debouncing algorithm this.interruptAttached = false; // Flag: should we detach interrupt when we are closed? this.intervalId = null; // Remember the timer ID so we can delete it when we are closed this.currentState = 0; // The pin input state "1" or "0" this.lastActiveTime = NaN; // The date (in ms since epoch) when the pin last went high // switch to process.hrtime() this.totalActiveTime = 0; // The total time in ms that the pin has been high (since reset) this.starting = true; this.debouncing = false; // True after a change of state while waiting for the 7ms debounce time to elapse // Define 'node' to allow us to access 'this' from within callbacks (the 'var' is essential - // otherwise there is only one global 'node' for all instances of DiscreteInputNode!) var node = this; // This function is called by the input pin change-of-state interrupt. If // debounce is disabled, send the output message. Otherwise, if we are // currently debouncing, ignore this interrupt. If we are not debouncing, // schedule a re-read of the input pin in 7ms time, and set the debouncing flag // Note: this function gets called spuriously when the interrupt is first enabled: // in this case x.value is undefined - we must test for this var interruptCallback = function (x) { if (x.value !== undefined && node.currentState !== Number(x.value)) { if (node.debounce) { if (node.debouncing === false) { node.debouncing = true; setTimeout(function () { bonescript.digitalRead(node.pin, debounceCallback); }, 7); } } else { sendStateMessage(x); } } }; // This function is called approx 7ms after a potential change-of-state which we // are debouncing. Terminate the debounce, and send a message if the state has // actually changed var debounceCallback = function (x) { node.debouncing = false; if (x.value !== undefined && node.currentState !== Number(x.value)) { sendStateMessage(x); } }; // This function is called when either the interruptCallback or the debounceCallback // have determined we have a 'genuine' change of state. Update the currentState and // ActiveTime variables, and send a message on the first output with the new state var sendStateMessage = function (x) { node.currentState = Number(x.value); var now = Date.now(); // switch to process.hrtime() if (node.currentState === node.activeState) { node.lastActiveTime = now; } else if (!isNaN(node.lastActiveTime)) { node.totalActiveTime += now - node.lastActiveTime; } var msg = {}; msg.topic = node.topic; msg.payload = node.currentState; node.send([msg, null]); }; // This function is called by the timer. It updates the ActiveTime variables, and sends a // message on the second output with the latest value of the total active time, in seconds var timerCallback = function () { if (node.currentState === node.activeState) { var now = Date.now(); node.totalActiveTime += now - node.lastActiveTime; node.lastActiveTime = now; // switch to process.hrtime() } var msg = {}; msg.topic = node.topic; msg.payload = node.totalActiveTime / 1000; node.send([null, msg]); // Re-synchronise the pin state if we have missed a state change interrupt for some // reason, and we are not in the process of debouncing one if (node.debouncing === false) { bonescript.digitalRead(node.pin, interruptCallback); } }; // This function is called when we receive an input message. If the topic is "load" // set the totalActiveTime to the numeric value of the payload, if possible. Otherwise // clear the totalActiveTime (so we start counting from zero again) var inputCallback = function (ipMsg) { if (String(ipMsg.topic).search("load") < 0 || isFinite(ipMsg.payload) == false) { node.totalActiveTime = 0; } else { node.totalActiveTime = Number(ipMsg.payload); } if (node.currentState === node.activeState) { node.lastActiveTime = Date.now(); // switch to process.hrtime() } if (node.starting) { node.starting = false; var msg = [{topic:node.topic}, {topic:node.topic}]; msg[0].payload = node.currentState; msg[1].payload = node.totalActiveTime; node.send(msg); } }; // If we have a valid pin, set it as an input and read the (digital) state if (["P8_7", "P8_8", "P8_9", "P8_10", "P8_11", "P8_12", "P8_13", "P8_14", "P8_15", "P8_16", "P8_17", "P8_18", "P8_19", "P8_26", "P9_11", "P9_12", "P9_13", "P9_14", "P9_15", "P9_16", "P9_17", "P9_18", "P9_21", "P9_22", "P9_23", "P9_24", "P9_26", "P9_27", "P9_30", "P9_41", "P9_42"].indexOf(node.pin) >= 0) { // Don't set up interrupts & intervals until after the close event handler has been installed process.nextTick(function () { bonescript.pinMode(node.pin, bonescript.INPUT); bonescript.digitalRead(node.pin, function (x) { // Initialise the currentState and lastActveTime variables based on the value read node.currentState = Number(x.value); if (node.currentState === node.activeState) { node.lastActiveTime = Date.now(); // switch to process.hrtime() } // Attempt to attach a change-of-state interrupt handler to the pin. If we succeed, // set the input event and interval handlers, then send an initial message with the // pin state on the first output if (bonescript.attachInterrupt(node.pin, true, bonescript.CHANGE, interruptCallback)) { node.interruptAttached = true; node.on("input", inputCallback); node.intervalId = setInterval(timerCallback, node.updateInterval); } else { node.error("Failed to attach interrupt"); } setTimeout(function () { node.emit("input", {}); }, 50); }); }); } else { node.error("Unconfigured input pin"); } } // Node constructor for pulse-in // The node constructor function PulseInputNode(n) { RED.nodes.createNode(this, n); // Store local copies of the node configuration (as defined in the .html) this.topic = n.topic; // the topic is not currently used this.pin = n.pin; // The Beaglebone Black pin identifying string this.updateInterval = n.updateInterval * 1000; // How often to send totalActiveTime messages this.countType = n.countType; this.countUnit = n.countUnit; this.countRate = n.countRate; this.interruptAttached = false; // Flag: should we detach interrupt when we are closed? this.intervalId = null; // Remember the timer ID so we can delete it when we are closed this.pulseTime = [[NaN, NaN], [NaN, NaN]]; this.pulseCount = 0; // Define 'node' to allow us to access 'this' from within callbacks (the 'var' is essential - // otherwise there is only one global 'node' for all instances of DiscreteInputNode!) var node = this; var interruptCallback = function (x) { node.pulseTime = node.pulseTime[[1], process.hrtime()]; node.pulseCount = node.pulseCount + 1; }; var inputCallback = function (msg) { if (String(msg.topic).search("load") < 0 || isFinite(msg.payload) == false) { node.pulseCount = 0; } else { node.pulseCount = Number(msg.payload); } }; var timerCallback = function () { var now = process.hrtime(); var lastTime = pulseTime[1][0] - pulseTime[0][0] + (pulseTime[1][1] - pulseTime[0][1]) / 1e9; var thisTime = now[0] - pulseTime[1][0] + (now[1] - pulseTime[1][1]) / 1e9; var msg = [{ topic:node.topic }, { topic:node.topic }]; msg[0].payload = node.countUnit * node.pulseCount; msg[1].payload = node.countRate / Math.max(thisTime, lastTime); node.send(msg); }; // If we have a valid pin, set it as an input and read the (digital) state if (["P8_7", "P8_8", "P8_9", "P8_10", "P8_11", "P8_12", "P8_13", "P8_14", "P8_15", "P8_16", "P8_17", "P8_18", "P8_19", "P8_26", "P9_11", "P9_12", "P9_13", "P9_14", "P9_15", "P9_16", "P9_17", "P9_18", "P9_21", "P9_22", "P9_23", "P9_24", "P9_26", "P9_27", "P9_30", "P9_41", "P9_42"].indexOf(node.pin) >= 0) { // Don't set up interrupts & intervals until after the close event handler has been installed process.nextTick(function () { bonescript.pinMode(node.pin, bonescript.INPUT); bonescript.digitalRead(node.pin, function (x) { // Initialise the currentState based on the value read node.currentState = Number(x.value); // Attempt to attach a change-of-state interrupt handler to the pin. If we succeed, // set the input event and interval handlers, then send an initial message with the // pin state on the first output var interruptType; if (node.countType == "pulse") { interruptType = bonescript.FALLING ; } else { interruptType = bonescript.CHANGE; } if (bonescript.attachInterrupt(node.pin, true, interruptType, interruptCallback)) { node.interruptAttached = true; node.on("input", inputCallback); node.intervalId = setInterval(timerCallback, node.updateInterval); } else { node.error("Failed to attach interrupt"); } }); }); } else { node.error("Unconfigured input pin"); } } // Register the node by name. This must be called before overriding any of the Node functions. RED.nodes.registerType("discrete-in", DiscreteInputNode); RED.nodes.registerType("pulse-in", PulseInputNode); // On close, detach the interrupt (if we attached one) and clear the interval (if we set one) DiscreteInputNode.prototype.close = function () { if (this.interruptAttached) { bonescript.detachInterrupt(this.pin); } if (this.intervalId !== null) { clearInterval(this.intervalId); } }; // On close, detach the interrupt (if we attached one) and clear the interval (if we set one) PulseInputNode.prototype.close = function () { if (this.interruptAttached) { bonescript.detachInterrupt(this.pin); } if (this.intervalId !== null) { clearInterval(this.intervalId); } };