Button2
Arduino/ESP button library that provides callback functions to track single, double, triple and long clicks. It also takes care of debouncing.
Install / Use
/learn @LennartHennigs/Button2README
Button2
Arduino/ESP library to simplify working with buttons.
- Author: Lennart Hennigs (https://www.lennarthennigs.de)
- Copyright (C) 2017-2025 Lennart Hennigs.
- Released under the MIT license.
Description
This library allows you to use callback functions to track single, double, triple and long clicks. Alternatively, it provides function to use in your main loop().
The library also takes care of debouncing. Using this lib will reduce and simplify your source code significantly.
It has been tested with Arduino, ESP8266 and ESP32 devices.
To see the latest changes to the library please take a look at the Changelog.
If you find this library helpful please consider giving it a ⭐️ at GitHub and/or buy me a ☕️.
Thank you!
How To Use
This library allows you to define a button and uses callback functions to detect different types of button interactions.
If you don't want to use callback there are also functions available for using it in your code's main loop().
Definition
- Include the library on top
#include "Button2.h"
- Define the button either using the
constructoror thebegin()function.
void begin(uint8_t attachTo, uint8_t buttonMode = INPUT_PULLUP, bool activeLow = true);
Button Types
- You can use the class for "real" buttons (pullup, pulldown, and active low).
- Per default the button pins are defined as
INPUT_PULLUP. You can override this upon creation.
#include "Button2.h"
#define BUTTON_PIN D3
Button2 button;
void setup() {
button.begin(BUTTON_PIN);
}
- You can also the library with other types of buttons, e.g. capacitive touch or ones handled via I2C. See the section on defining custom handlers below.
Callback Handler
-
Instead of frequently checking the button state in your main
loop()this class allows you to assign callback functions. -
You can define callback functions to track various types of clicks:
setTapHandler()will be be called when any click occurs. This is the most basic handler. It ignores all timings built-in the library for double or triple click detection.setClickHandler()will be triggered after a single click occurred.setChangedHandler(),setPressedHandler()andsetReleasedHandler()allow to detect basic interactions.setLongClickDetectedHandler()will be triggered as soon as the long click timeout has passed.setLongClickHandler()will be triggered after the button has released.setDoubleClickHandler()andsetTripleClickHandler()detect complex interactions.
-
Note: You will experience a short delay with
setClickHandler()andsetLongClickHandler()as need to check whether a long or multi-click is in progress. For immediate feedback usesetTapHandler()orsetLongClickDetectedHandler() -
You can assign callback functions for single or for multiple buttons.
-
You can track individual or multiple events with a single handler.
-
Please take a look at the included examples (see below) to get an overview over the different callback handlers and their usage.
-
All callback functions need a
Button2reference parameter. There the reference to the triggered button is stored. This can used to call status functions, e.g.wasPressedFor().
Longpress Handling
- There are two possible callback functions:
setLongClickDetectedHandler()andsetLongClickHandler(). setLongClickDetectedHandler()will be called as soon as the defined timeout has passed.setLongClickHandler()will only be called after the button has been released.setLongClickDetectedRetriggerable(bool retriggerable)allows you to define whether want to get multiple notifications for a single long click depending on the timeout.getLongClickCount()gets you the number of long clicks – this is useful whenretriggerableis set.
The Loop
- For the class to work, you need to call the button's
loop()member function in your sketch'sloop()function.
#include "Button2.h"
#define BUTTON_PIN D3
Button2 button;
void handleTap(Button2& b) {
// check for really long clicks
if (b.wasPressedFor() > 1000) {
// do something
}
}
void setup() {
button.begin(BUTTON_PIN);
button.setTapHandler(handleTap);
}
void loop() {
button.loop();
}
- As the
loop()function needs to be called continuously,delay()and other blocking functions will interfere with the detection of clicks. Consider cleaning up your loop or call theloop()function via an interrupt. - Please see the examples below for more details.
Using an timer interrupt instead
- Alternatively, you can call the button's
loop()function via a timer interrupt. - I haven't tried this extensively, USE THIS AT YOUR OWN RISK!
- You need make sure that the interval is quick enough that it can detect your timeouts (see below).
- There is an example for the ESP32 ESP32TimerInterrupt.ino that I tested.
Timeouts
- The default timeouts for events are (in ms):
#define BTN_DEBOUNCE_MS 50
#define BTN_LONGCLICK_MS 200
#define BTN_DOUBLECLICK_MS 300
- You can define your own timeouts by using these setter functions:
void setDebounceTime(unsigned int ms)void setLongClickTime(unsigned int ms)void setDoubleClickTime(unsigned int ms)
- There are also getter functions available, if needed.
Using Button2 in the main loop()
- Even though I suggest to use handlers for tracking events, you can also use Button2 to check button's state in the main loop
bool wasPressed()allows you to check whether the button was pressedclickType read(bool keepState = false)gives you the type of click that took placeclickType wait(bool keepState = false)combinesread()andwasPressed()and halts execution until a button click was detected. Thus, it is blocking code.- The
clickTypeis an enum defined as...
enum clickType {
single_click,
double_click,
triple_click,
long_click,
empty
};
- Note: When using the
emptyenum value in your code, it's recommended to use the scoped syntaxclickType::emptyto avoid potential naming conflicts with other libraries (particularly when using libraries that dousing namespace std;which importsstd::empty()from the C++17 standard library).
// Recommended - explicit scope avoids ambiguity
if (button.getType() == clickType::empty) {
// handle no click
}
// Also works, but may cause compilation errors with some library combinations
if (button.getType() == empty) {
// handle no click
}
- There are also dedicated waits (
waitForClick(),waitForDouble(),waitForTriple()andwaitForLong()) to detect a specific type - The
read()and the wait functions will reset the state ofwasPressed()unless specified otherwise (via aboolparameter) resetPressedState()allows you to clear value returned bywasPressed()– it is similar to passingkeepState = falseforread()orwait().- Check out the ButtonLoop.ino example to see it in action
Status Functions
- There are several status functions available to check the status of a button:
unsigned int wasPressedFor() const;
uint8_t getNumberOfClicks() const;
clickType getType() const;
bool isPressed() const;
bool isPressedRaw() const;
bool wasPressed() const;
wasPressedFor() - Press Duration
Returns the duration (in milliseconds) that the button was held down during the most recent press.
Important: For multi-click scenarios (double/triple clicks), this returns the duration of the most recent click only, not the cumulative time across all clicks.
Examples:
- Single click held for 500ms →
wasPressedFor()returns500 - Long click held for 1200ms →
wasPressedFor()returns1200 - Double click (1st press: 50ms, 2nd press: 80ms) →
wasPressedFor()returns80 - Triple click (1st: 40ms, 2nd: 60ms, 3rd: 70ms) →
wasPressedFor()returns70
This behavior was confirmed in issue #35.
IDs for Button Instances
- Each button instance gets a unique (auto incremented) ID upon creation.
- You can get a buttons' ID via
getID(). - Alternatively, you can use
setID(int newID)to set a new one. But then you need to make sure that they are unique.
Virtual Buttons and Custom State Handlers
Button2 supports "virtual buttons" - buttons not directly connected to GPIO pins. This is useful for:
- I2C/SPI port expander buttons (e.g., PCF8574, MCP23017)
- Capacitive touch sensors (e.g., ESP32 touch pins, TTP223)
- Custom button sources (e.g., M5Stack Core2 touch buttons)
- Any non-standard input that can be read as a digital state
Setup Requirements
To use a virtual button, you need:
- Use
BTN_VIRTUAL_PINinstead of a real pin number when callingbegin() - Define a state handler function that returns the current button state
- Initialize your hardware either manually or via the optional initialization callback parameter
begin() accepts an optional initialization callback parameter. This is especially useful for virtual buttons that require hardware setup (I2C, SPI, touch sensors, etc.). The callback is invoked immediately by begin(), ensuring your hardware is ready before the button starts polling.
Efficient Pattern for Multiple I2C Buttons
Important: When using multiple buttons on an I2C port expander (PCF8574, MCP23017, etc.), read the entire port once per loop cycle and cache the value. Each button's
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