refactored to multiple games implementation
This commit is contained in:
@@ -41,6 +41,8 @@ pico_sdk_init()
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add_executable(basic1
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basic1.cpp
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lib/input_manager.cpp
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games/tic_tac_toe.cpp
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lib/st7796/st7796.c
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lib/ft6336u/ft6336u.c
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lib/sd_card/sd_card.c
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@@ -75,6 +77,8 @@ target_link_libraries(basic1
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# Add the standard include files to the build
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target_include_directories(basic1 PRIVATE
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${CMAKE_CURRENT_LIST_DIR}
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${CMAKE_CURRENT_LIST_DIR}/games
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${CMAKE_CURRENT_LIST_DIR}/lib
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${CMAKE_CURRENT_LIST_DIR}/lib/fatfs/source
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${CMAKE_CURRENT_LIST_DIR}/lib/st7796
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${CMAKE_CURRENT_LIST_DIR}/lib/ft6336u
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@@ -0,0 +1,155 @@
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Multigame Migration Plan
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Overview
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Refactor the existing monolithic tic-tac-toe implementation into a modular game architecture that allows multiple games to run on the RP2350 platform while preserving the interrupt-driven, dual-core reactive architecture.
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Goals
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Abstract game logic from hardware/display management
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Create reusable input processing system
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Enable multiple games to coexist in the codebase
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Maintain the efficient reactive architecture (event-driven, dual-core)
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Keep hardware-specific code isolated in basic1.cpp
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Architecture Components
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1. Input Event System
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Files: lib/input_event.h
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Defines shared input event structures used by both InputManager and Game classes:
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InputType enum (NONE, TOUCH_DOWN, TOUCH_MOVE, TOUCH_UP, BUTTON_0, BUTTON_1, GESTURE)
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InputEvent struct with coordinates, gesture codes, button IDs, pressure, validity flag
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2. Input Manager
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Files: lib/input_manager.h, lib/input_manager.cpp
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Handles all input processing and debouncing:
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Constructor: InputManager(LowLevelTouch* touch, GameConfig* config)
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Methods: process_touch_input(uint32_t* last_time), process_button_input()
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Returns InputEvent objects to be passed to games
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Manages touch debouncing and gesture recognition
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Does NOT handle button GPIO setup (stays in basic1.cpp)
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3. Abstract Game Base Class
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Files: lib/game.h
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Defines the interface all games must implement:
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Constructor: Game(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui)
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Protected members: width, height, renderer, gui
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Pure virtual methods:
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virtual void init() = 0 - Initialize game state
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virtual bool update(const InputEvent& event) = 0 - Process input, return true if redraw needed
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virtual void draw() = 0 - Render game to buffer
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Virtual destructor: virtual ~Game() {}
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4. Tic-Tac-Toe Game Implementation
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Files: games/tic_tac_toe.h, games/tic_tac_toe.cpp
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Concrete implementation of the Game interface:
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Private GameState struct with board, current player, winner, statistics
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Private method: check_winner()
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Private constants: BOARD_SIZE, CELL_SIZE, BOARD_Y, LINE_WIDTH
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Overrides: init(), update(const InputEvent& event), draw()
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Encapsulates all tic-tac-toe logic extracted from basic1.cpp lines 162-770
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5. Main Loop Refactor
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File: basic1.cpp
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Simplified main program focusing on hardware management:
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Keep: Display initialization, dual-core setup, interrupt handlers, GPIO configuration
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Remove: Game-specific logic (moves to TicTacToeGame)
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Add: InputManager instantiation, Game* pointer instantiation
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Modify main loop:
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Migration Steps
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Step 1: Create Input Event Header
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Extract input structures from basic1.cpp (lines 134-156) to new file lib/input_event.h.
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Validation:
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Compile successfully
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No duplicate definitions
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Both basic1.cpp and new files include this header
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Step 2: Create Input Manager
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Move input processing functions (lines 313-442) to new InputManager class.
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Validation:
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Constructor properly stores touch pointer and config
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process_touch_input() returns valid InputEvent on touch
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process_button_input() returns valid InputEvent on button press
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Debouncing still works correctly
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Compile and run - verify touch/button detection unchanged
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Step 3: Create Abstract Game Class
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Create lib/game.h with base class definition.
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Validation:
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Header compiles successfully
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Pure virtual methods defined correctly
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Protected members accessible to derived classes
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Step 4: Extract Tic-Tac-Toe Game
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Create TicTacToeGame class inheriting from Game.
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Validation:
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Move GameState struct (lines 162-176) - verify all members present
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Move check_winner() (lines 447-495) - verify logic identical
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Move game_init() to init() override (lines 505-522)
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Move game_update() to update() override (lines 536-668)
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Move game_draw() to draw() override (lines 671-770)
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Move constants: BOARD_SIZE, CELL_SIZE, BOARD_Y
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Compile successfully
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Step 5: Refactor Main Loop
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Update basic1.cpp to use new architecture.
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Validation:
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Remove old GameState state variable
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Remove old game functions
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Instantiate InputManager after hardware init
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Instantiate TicTacToeGame as Game*
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Update main loop to use polymorphic calls
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Compile successfully
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Run and verify: Touch input works, buttons work, game plays correctly
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Verify dual-core refresh still works (Core 1 handles display)
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Test full game: place pieces, win conditions, restart
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Step 6: Update Build System
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Modify CMakeLists.txt to include new source files.
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Validation:
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Add lib/input_manager.cpp
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Add games/tic_tac_toe.cpp
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Clean build succeeds
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Binary size reasonable (no major bloat)
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Step 7: Final Testing
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Comprehensive system test.
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Validation:
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Touch detection works (tap cells)
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Button navigation works (KEY0/KEY1)
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Game logic correct (wins, ties, restart)
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Display refreshes properly (no artifacts)
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Statistics persist across games
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Debug output shows correct events
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System remains responsive during e-ink refresh
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Future Extensions
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Adding New Games
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To add a new game (e.g., Snake, Pong):
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Create games/snake.h and games/snake.cpp
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Inherit from Game base class
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Implement init(), update(), draw()
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Define game-specific state as private members
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Add to CMakeLists.txt
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Change game selection in basic1.cpp: Game* current_game = new SnakeGame(...)
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Game Launcher (Future)
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Create GameLauncher class to display menu
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Allow runtime game switching
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Handle cleanup: delete current_game; current_game = new SnakeGame(...)
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Store game selection preference in flash
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Key Design Principles
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Hardware Isolation: All GPIO, interrupts, hardware config stay in basic1.cpp
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State Encapsulation: Each game owns its state completely
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Polymorphism: Use Game* pointer for runtime flexibility
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Event-Driven: Games respond to InputEvent objects only
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Reactive Rendering: Only redraw when update() returns true
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Dual-Core Efficiency: Core 0 handles logic, Core 1 handles display refresh
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321
TESTING_CHECKLIST.md
Normal file
321
TESTING_CHECKLIST.md
Normal file
@@ -0,0 +1,321 @@
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# Step 7: Final Testing Checklist
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## Refactored Tic-Tac-Toe Game - Hardware Validation
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**Date:** January 30, 2026
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**Status:** Compilation successful ✓
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---
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## Pre-Test Verification
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### Build Artifacts
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- [x] Compiles without errors
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- [x] Compiles without warnings
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- [x] basic1.uf2 generated successfully
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- [x] All new modules included in build
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### Architecture Components
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- [x] InputManager class (lib/input_manager.cpp)
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- [x] Game base class (lib/game.h)
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- [x] TicTacToeGame class (games/tic_tac_toe.cpp)
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- [x] Input events (lib/input_event.h)
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- [x] Main loop refactored (basic1.cpp)
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---
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## Hardware Testing Plan
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### Test 1: Basic System Startup
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**Expected Behavior:**
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- USB serial connection establishes
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- Debug messages appear:
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- "=== [BOARD_NAME] Demo ==="
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- "Core 1 started - handling display refreshes"
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- "Touch initialized successfully"
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- Initial game board renders
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**Validation:**
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- [ ] Serial output shows startup messages
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- [ ] Both cores start successfully
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- [ ] Display shows Tic-Tac-Toe board
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- [ ] No system hangs or crashes
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---
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### Test 2: Touch Input Detection
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**Test Steps:**
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1. Tap empty cell in top-left corner
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2. Tap empty cell in center
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3. Tap empty cell in bottom-right corner
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4. Tap already occupied cell
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5. Tap outside board area
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**Expected Behavior:**
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- Debug output: "Processing touch: flag=1"
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- Debug output: "Touch DOWN at (x,y)"
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- X or O appears in tapped cell
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- Occupied cells reject new pieces
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- Touches outside board are ignored
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- Turn indicator updates on left side
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**Validation:**
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- [ ] Touch interrupts fire correctly
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- [ ] Coordinates map to correct cells
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- [ ] Pieces appear in touched cells
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- [ ] Turn switches between X and O
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- [ ] Invalid moves rejected
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- [ ] Debug messages show correct coordinates
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---
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### Test 3: Button Navigation (e-ink boards)
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**Test Steps:**
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1. Press KEY0 to move selection
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2. Press KEY0 multiple times to cycle cells
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3. Press KEY1 to place piece in selected cell
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4. Verify selection skips occupied cells
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**Expected Behavior:**
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- KEY0: Selection highlight moves to next cell
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- KEY1: Piece placed at highlighted cell
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- Selection automatically skips occupied cells
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- Debug output: "Selection moved to [row,col]"
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**Validation:**
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- [ ] KEY0 moves selection correctly
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- [ ] KEY1 places piece at selection
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- [ ] Selection visual feedback works
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- [ ] Button debouncing functions
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- [ ] Debug messages show correct events
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---
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### Test 4: Win Condition Detection
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**Test Scenarios:**
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#### Row Win (X)
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- Tap cells: [0,0], [1,0], [0,1], [1,1], [0,2]
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- Expected: "X WINS!" message
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#### Column Win (O)
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- Tap cells: [0,0], [0,1], [1,0], [0,2], [2,1], [0,3]
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- Expected: "O WINS!" message (after X's move)
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#### Diagonal Win (X)
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- Tap cells: [0,0], [0,1], [1,1], [0,2], [2,2]
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- Expected: "X WINS!" message
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#### Tie Game
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- Fill all cells with no winner
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- Expected: "TIE GAME!" message
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**Validation:**
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- [ ] Row wins detected correctly
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- [ ] Column wins detected correctly
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- [ ] Diagonal wins detected correctly
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- [ ] Tie games detected correctly
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- [ ] Game over message displays
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- [ ] No further moves accepted after win
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---
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### Test 5: Game Restart
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**Test Steps:**
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1. Complete a game (win or tie)
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2. Touch screen or press KEY0
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3. Verify board clears
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4. Verify X starts first
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5. Play another game
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**Expected Behavior:**
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- Board clears to empty state
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- X always starts after restart
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- Turn indicator resets
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- Previous game statistics preserved
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- New game begins immediately
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**Validation:**
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- [ ] Touch restarts game
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- [ ] KEY0 restarts game
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- [ ] Board completely clears
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- [ ] X starts correctly
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- [ ] Game flows normally after restart
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---
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### Test 6: Statistics Tracking
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**Test Steps:**
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1. Play game where X wins
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2. Check statistics: "X:1 O:0 Tie:0"
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3. Restart and let O win
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4. Check statistics: "X:1 O:1 Tie:0"
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5. Play to tie
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6. Check statistics: "X:1 O:1 Tie:1"
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7. Verify move counter increments
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**Expected Behavior:**
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- Win counts persist across restarts
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- Tie count tracks correctly
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- Move counter shows total moves
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- Statistics display at bottom
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**Validation:**
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- [ ] X wins increment correctly
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- [ ] O wins increment correctly
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- [ ] Ties increment correctly
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- [ ] Move counter accurate
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- [ ] Stats persist across restarts
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- [ ] Display shows current stats
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---
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### Test 7: Display Refresh (Dual-Core)
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**Test Steps:**
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1. Make move and observe refresh
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2. Make rapid successive moves
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3. During e-ink refresh, attempt another move
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4. Verify Core 0 stays responsive
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**Expected Behavior:**
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- Display refreshes after each move
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- Core 1 handles refresh asynchronously
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- Core 0 processes inputs during refresh
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- Pending refresh queues if Core 1 busy
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- Debug message: "Refresh pending - Core 1 still busy" (if applicable)
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**Validation:**
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- [ ] Display updates after moves
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- [ ] No screen artifacts
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- [ ] System responsive during refresh
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- [ ] E-ink refresh completes fully
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- [ ] Dual-core architecture working
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- [ ] No refresh race conditions
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---
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### Test 8: Edge Cases & Error Handling
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**Test Scenarios:**
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#### Rapid Touch Events
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- Tap multiple cells rapidly
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- Expected: All valid moves registered
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#### Touch During Transition
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- Touch during display refresh
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- Expected: Input queued, processed after refresh
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#### Multiple Button Presses
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- Press both KEY0 and KEY1 simultaneously
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- Expected: One action processed (KEY0 priority)
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#### Touch Release Events
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- Touch and hold, then release
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- Expected: Debug shows "Touch UP"
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**Validation:**
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- [ ] Rapid touches handled correctly
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- [ ] No missed inputs
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- [ ] No duplicate moves
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- [ ] Touch up events processed
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- [ ] System remains stable
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---
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### Test 9: Memory & Performance
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**Observations:**
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- Monitor for memory leaks (play 10+ games)
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- Check for display artifacts over time
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- Verify system doesn't slow down
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- Confirm no crashes after extended use
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**Validation:**
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- [ ] No memory leaks observed
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- [ ] Consistent performance over time
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- [ ] No progressive slowdown
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- [ ] Display quality maintained
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- [ ] System stable after 10+ games
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---
|
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|
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### Test 10: Code Architecture Validation
|
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**Verification:**
|
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- InputManager handles all input processing
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- TicTacToeGame encapsulates game logic
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- basic1.cpp only handles hardware/main loop
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- Polymorphic Game pointer works correctly
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- All extern variables resolve correctly
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||||
|
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**Validation:**
|
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- [ ] InputManager processes touch correctly
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- [ ] InputManager processes buttons correctly
|
||||
- [ ] Game class polymorphism works
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- [ ] Clean separation of concerns
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- [ ] No tight coupling between modules
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|
||||
---
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## Success Criteria
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||||
|
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### Must Pass (Critical)
|
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1. System boots and initializes
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||||
2. Touch input registers moves
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||||
3. Win conditions detect correctly
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||||
4. Game restarts properly
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5. Display refreshes without artifacts
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||||
### Should Pass (Important)
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1. Button navigation works (if board has buttons)
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2. Statistics track accurately
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3. Debug output shows correct events
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4. Dual-core refresh is non-blocking
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5. Edge cases handled gracefully
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### Nice to Have (Enhancement)
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1. Gesture recognition works
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||||
2. No performance degradation over time
|
||||
3. Clean debug output formatting
|
||||
4. Smooth user experience
|
||||
|
||||
---
|
||||
|
||||
## Issue Tracking
|
||||
|
||||
### Found Issues
|
||||
| Issue | Severity | Description | Status |
|
||||
|-------|----------|-------------|--------|
|
||||
| | | | |
|
||||
|
||||
### Notes
|
||||
-
|
||||
-
|
||||
-
|
||||
|
||||
---
|
||||
|
||||
## Test Results Summary
|
||||
|
||||
**Date Tested:** _________________
|
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**Tester:** _________________
|
||||
**Hardware:** _________________
|
||||
|
||||
**Overall Status:** ⬜ PASS / ⬜ FAIL / ⬜ PARTIAL
|
||||
|
||||
**Critical Issues:** _________________
|
||||
|
||||
**Recommendations:** _________________
|
||||
|
||||
---
|
||||
|
||||
## Next Steps
|
||||
|
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If all tests pass:
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||||
- ✅ Architecture successfully refactored
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||||
- ✅ Ready to add new games (Snake, Pong, etc.)
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- ✅ Can implement GameLauncher for game selection
|
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|
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If issues found:
|
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1. Document specific failing test
|
||||
2. Check relevant module (InputManager, TicTacToeGame, or main loop)
|
||||
3. Verify hardware connections (touch INT pin, button pins)
|
||||
4. Review debug serial output for clues
|
||||
5. Test with minimal configuration first
|
||||
555
basic1.cpp
555
basic1.cpp
@@ -44,10 +44,12 @@
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include "display/low_level_render.h"
|
||||
#include "display/low_level_gui.h"
|
||||
#include "display/low_level_display.h"
|
||||
#include "display/low_level_display_epaper.h"
|
||||
#include "display/low_level_touch.h"
|
||||
#include "input_manager.h"
|
||||
#include "game.h"
|
||||
#include "tic_tac_toe.h"
|
||||
|
||||
|
||||
// Binary info for RP2350 - ensures proper boot image structure
|
||||
@@ -130,52 +132,9 @@ bool is_refresh_in_progress() {
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// INPUT EVENT STRUCTURES
|
||||
// GAME CONFIGURATION
|
||||
// ============================================================================
|
||||
|
||||
// Input event types
|
||||
enum InputType {
|
||||
INPUT_NONE = 0,
|
||||
INPUT_TOUCH_DOWN,
|
||||
INPUT_TOUCH_MOVE,
|
||||
INPUT_TOUCH_UP,
|
||||
INPUT_BUTTON_0,
|
||||
INPUT_BUTTON_1,
|
||||
INPUT_GESTURE
|
||||
};
|
||||
|
||||
// Unified input event structure
|
||||
struct InputEvent {
|
||||
InputType type;
|
||||
int16_t x;
|
||||
int16_t y;
|
||||
uint8_t gesture_code; // For gesture events
|
||||
uint8_t button_id; // For button events
|
||||
uint8_t pressure; // Touch pressure/weight
|
||||
bool valid; // Set to true if event is valid
|
||||
};
|
||||
|
||||
// ============================================================================
|
||||
// GAME STATE AND CONFIGURATION
|
||||
// ============================================================================
|
||||
|
||||
// Game state - customize this for your game
|
||||
struct GameState {
|
||||
// Tic-Tac-Toe game state
|
||||
uint8_t board[3][3]; // 0=empty, 1=X, 2=O
|
||||
uint8_t current_player; // 1=X, 2=O
|
||||
uint8_t winner; // 0=none, 1=X wins, 2=O wins, 3=tie
|
||||
uint8_t selected_row; // Currently selected cell
|
||||
uint8_t selected_col;
|
||||
bool game_over;
|
||||
|
||||
// Game statistics
|
||||
uint32_t x_wins;
|
||||
uint32_t o_wins;
|
||||
uint32_t ties;
|
||||
uint32_t total_moves;
|
||||
};
|
||||
|
||||
// Game configuration - adjust these for your game
|
||||
struct GameConfig {
|
||||
uint32_t touch_debounce_ms; // Touch polling rate
|
||||
@@ -282,488 +241,9 @@ void refresh_screen(const uint8_t *buffer, LowLevelDisplay* display) {
|
||||
// INPUT PROCESSING
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @brief Get human-readable gesture name
|
||||
*
|
||||
* @param gesture_code Gesture code from touch controller
|
||||
* @return Constant string with gesture name
|
||||
*/
|
||||
const char* get_gesture_name(uint8_t gesture_code) {
|
||||
switch(gesture_code) {
|
||||
case 0x10: return "Move Up";
|
||||
case 0x14: return "Move Right";
|
||||
case 0x18: return "Move Down";
|
||||
case 0x1C: return "Move Left";
|
||||
case 0x48: return "Zoom In";
|
||||
case 0x49: return "Zoom Out";
|
||||
default: return "Unknown";
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Process touch input and convert to InputEvent
|
||||
*
|
||||
* Reads touch data from controller and creates appropriate InputEvent.
|
||||
* Handles debouncing and filtering internally.
|
||||
*
|
||||
* @param config Game configuration
|
||||
* @param last_time Pointer to last touch time for debouncing
|
||||
* @return InputEvent structure (valid=false if no valid input)
|
||||
*/
|
||||
InputEvent process_touch_input(const GameConfig& config, uint32_t* last_time) {
|
||||
InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false};
|
||||
|
||||
// Check if touch interrupt flag is set
|
||||
if (!touch_interrupt_flag) {
|
||||
return event; // No touch event
|
||||
}
|
||||
|
||||
printf("Processing touch: flag=%d, event_down=%d\n", touch_interrupt_flag, touch_event_down);
|
||||
|
||||
// Don't clear the flag yet - we may still be processing continuous touch
|
||||
|
||||
// Check if touch is active
|
||||
if (!touch_event_down) {
|
||||
// Touch released - reset timing for next touch
|
||||
touch_interrupt_flag = false;
|
||||
*last_time = 0; // Reset so next touch is treated as new touch-down
|
||||
event.type = INPUT_TOUCH_UP;
|
||||
event.valid = true;
|
||||
printf("Touch UP\n");
|
||||
return event;
|
||||
}
|
||||
|
||||
// Touch is down - check debounce timing
|
||||
uint32_t now = to_ms_since_boot(get_absolute_time());
|
||||
if (now - *last_time < config.touch_debounce_ms) {
|
||||
return event; // Too soon, skip
|
||||
}
|
||||
|
||||
// Read touch data
|
||||
TouchData touch_data;
|
||||
if (!touch || !touch->read_touch(&touch_data)) {
|
||||
// Clear flag even if read failed to prevent getting stuck
|
||||
touch_interrupt_flag = false;
|
||||
printf("Touch read FAILED\n");
|
||||
return event; // Read failed
|
||||
}
|
||||
|
||||
// Clear the interrupt flag after successfully reading touch data
|
||||
// This allows the next touch interrupt to be detected
|
||||
touch_interrupt_flag = false;
|
||||
|
||||
printf("Touch DOWN at (%d,%d)\n", touch_data.points[0].x, touch_data.points[0].y);
|
||||
|
||||
// Populate event structure
|
||||
event.x = touch_data.points[0].x;
|
||||
event.y = touch_data.points[0].y;
|
||||
event.pressure = touch_data.points[0].pressure;
|
||||
event.gesture_code = touch_data.gesture;
|
||||
event.valid = true;
|
||||
|
||||
// Determine event type
|
||||
if (*last_time == 0) {
|
||||
event.type = INPUT_TOUCH_DOWN;
|
||||
} else {
|
||||
event.type = INPUT_TOUCH_MOVE;
|
||||
}
|
||||
|
||||
// Handle gesture events
|
||||
if (config.enable_gestures && touch_data.gesture != 0) {
|
||||
event.type = INPUT_GESTURE;
|
||||
if (config.debug_verbose) {
|
||||
printf("Gesture: 0x%02X (%s)\n", event.gesture_code, get_gesture_name(event.gesture_code));
|
||||
}
|
||||
}
|
||||
|
||||
*last_time = now;
|
||||
return event;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Process button input and convert to InputEvent
|
||||
*
|
||||
* Checks button flags and verifies button state with debouncing.
|
||||
* Clears flags after processing.
|
||||
*
|
||||
* @param config Game configuration
|
||||
* @return InputEvent structure (valid=false if no valid input)
|
||||
*/
|
||||
InputEvent process_button_input(const GameConfig& config) {
|
||||
InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false};
|
||||
|
||||
#ifdef BUTTON_KEY0_PIN
|
||||
// Check KEY0
|
||||
if (button_key0_pressed) {
|
||||
button_key0_pressed = false;
|
||||
sleep_ms(config.button_debounce_ms);
|
||||
|
||||
if (gpio_get(BUTTON_KEY0_PIN) == 0) { // Verify still pressed
|
||||
event.type = INPUT_BUTTON_0;
|
||||
event.button_id = 0;
|
||||
event.valid = true;
|
||||
|
||||
if (config.debug_verbose) {
|
||||
printf("Button KEY0 action triggered\n");
|
||||
}
|
||||
return event;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef BUTTON_KEY1_PIN
|
||||
// Check KEY1
|
||||
if (button_key1_pressed) {
|
||||
button_key1_pressed = false;
|
||||
sleep_ms(config.button_debounce_ms);
|
||||
|
||||
if (gpio_get(BUTTON_KEY1_PIN) == 0) { // Verify still pressed
|
||||
event.type = INPUT_BUTTON_1;
|
||||
event.button_id = 1;
|
||||
event.valid = true;
|
||||
|
||||
if (config.debug_verbose) {
|
||||
printf("Button KEY1 action triggered\n");
|
||||
}
|
||||
return event;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return event;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// GAME LOGIC (Customize this section for your game!)
|
||||
// ============================================================================
|
||||
|
||||
// Game board dimensions (used for both drawing and touch detection)
|
||||
const int BOARD_SIZE = 200;
|
||||
const int CELL_SIZE = BOARD_SIZE / 3;
|
||||
const int BOARD_Y = 80; // Y position below title
|
||||
|
||||
/**
|
||||
* @brief Check if there's a winner on the board
|
||||
* @return 0=no winner, 1=X wins, 2=O wins, 3=tie
|
||||
*/
|
||||
uint8_t check_winner(const GameState* state) {
|
||||
// Check rows
|
||||
for (int row = 0; row < 3; row++) {
|
||||
if (state->board[row][0] != 0 &&
|
||||
state->board[row][0] == state->board[row][1] &&
|
||||
state->board[row][1] == state->board[row][2]) {
|
||||
return state->board[row][0];
|
||||
}
|
||||
}
|
||||
|
||||
// Check columns
|
||||
for (int col = 0; col < 3; col++) {
|
||||
if (state->board[0][col] != 0 &&
|
||||
state->board[0][col] == state->board[1][col] &&
|
||||
state->board[1][col] == state->board[2][col]) {
|
||||
return state->board[0][col];
|
||||
}
|
||||
}
|
||||
|
||||
// Check diagonals
|
||||
if (state->board[0][0] != 0 &&
|
||||
state->board[0][0] == state->board[1][1] &&
|
||||
state->board[1][1] == state->board[2][2]) {
|
||||
return state->board[0][0];
|
||||
}
|
||||
|
||||
if (state->board[0][2] != 0 &&
|
||||
state->board[0][2] == state->board[1][1] &&
|
||||
state->board[1][1] == state->board[2][0]) {
|
||||
return state->board[0][2];
|
||||
}
|
||||
|
||||
// Check for tie (board full)
|
||||
bool board_full = true;
|
||||
for (int row = 0; row < 3; row++) {
|
||||
for (int col = 0; col < 3; col++) {
|
||||
if (state->board[row][col] == 0) {
|
||||
board_full = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!board_full) break;
|
||||
}
|
||||
|
||||
if (board_full) return 3; // Tie
|
||||
return 0; // No winner yet
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Initialize game state
|
||||
*
|
||||
* Called once at startup to set initial game values.
|
||||
* Customize this for your game.
|
||||
*
|
||||
* @param state Pointer to GameState to initialize
|
||||
*/
|
||||
void game_init(GameState* state) {
|
||||
// Clear the board
|
||||
for (int row = 0; row < 3; row++) {
|
||||
for (int col = 0; col < 3; col++) {
|
||||
state->board[row][col] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
state->current_player = 1; // X starts
|
||||
state->winner = 0;
|
||||
state->selected_row = 1; // Start in center
|
||||
state->selected_col = 1;
|
||||
state->game_over = false;
|
||||
state->total_moves = 0;
|
||||
|
||||
// Keep win statistics across games
|
||||
// state->x_wins, state->o_wins, state->ties remain unchanged
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Update game state based on input event
|
||||
*
|
||||
* This is where your game logic goes.
|
||||
* Called whenever an input event occurs.
|
||||
*
|
||||
* @param state Pointer to GameState to update
|
||||
* @param input Input event to process
|
||||
* @param config Game configuration
|
||||
* @param renderer Renderer for drawing operations
|
||||
* @return true if screen needs refresh (drawing occurred)
|
||||
*/
|
||||
bool game_update(GameState* state, const InputEvent& input, const GameConfig& config, LowLevelRenderer* renderer) {
|
||||
bool needs_refresh = false;
|
||||
|
||||
switch (input.type) {
|
||||
case INPUT_TOUCH_DOWN: {
|
||||
// If game is over, restart on touch
|
||||
if (state->game_over) {
|
||||
game_init(state);
|
||||
needs_refresh = true;
|
||||
break;
|
||||
}
|
||||
|
||||
printf("Touch down at (%d,%d)\n", input.x, input.y);
|
||||
|
||||
// Calculate board position (must match game_draw!)
|
||||
int board_x = V_WIDTH - BOARD_SIZE - 20;
|
||||
|
||||
// Check if touch is within board
|
||||
if (input.x >= board_x && input.x < board_x + BOARD_SIZE &&
|
||||
input.y >= BOARD_Y && input.y < BOARD_Y + BOARD_SIZE) {
|
||||
|
||||
int touched_col = (input.x - board_x) / CELL_SIZE;
|
||||
int touched_row = (input.y - BOARD_Y) / CELL_SIZE;
|
||||
|
||||
// Clamp to valid range (safety check)
|
||||
if (touched_row >= 0 && touched_row < 3 && touched_col >= 0 && touched_col < 3) {
|
||||
// Place piece if cell is empty
|
||||
if (state->board[touched_row][touched_col] == 0) {
|
||||
state->board[touched_row][touched_col] = state->current_player;
|
||||
state->total_moves++;
|
||||
|
||||
// Check for winner
|
||||
state->winner = check_winner(state);
|
||||
if (state->winner != 0) {
|
||||
state->game_over = true;
|
||||
if (state->winner == 1) state->x_wins++;
|
||||
else if (state->winner == 2) state->o_wins++;
|
||||
else if (state->winner == 3) state->ties++;
|
||||
} else {
|
||||
// Switch player
|
||||
state->current_player = (state->current_player == 1) ? 2 : 1;
|
||||
}
|
||||
|
||||
needs_refresh = true;
|
||||
|
||||
if (config.debug_verbose) {
|
||||
printf("Touch at [%d,%d] (pixel %d,%d) by player %d\n",
|
||||
touched_row, touched_col, input.x, input.y,
|
||||
state->current_player == 1 ? 2 : 1);
|
||||
}
|
||||
} else if (config.debug_verbose) {
|
||||
printf("Cell [%d,%d] already occupied\n", touched_row, touched_col);
|
||||
}
|
||||
}
|
||||
} else if (config.debug_verbose) {
|
||||
printf("Touch outside board: %d,%d\n", input.x, input.y);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case INPUT_BUTTON_0:
|
||||
// KEY0: Move selection (for button-only boards)
|
||||
if (!state->game_over) {
|
||||
// Move to next cell, skipping occupied ones
|
||||
int attempts = 0;
|
||||
do {
|
||||
state->selected_col++;
|
||||
if (state->selected_col > 2) {
|
||||
state->selected_col = 0;
|
||||
state->selected_row++;
|
||||
if (state->selected_row > 2) {
|
||||
state->selected_row = 0;
|
||||
}
|
||||
}
|
||||
attempts++;
|
||||
// If we've tried all 9 cells, stop (game might be full)
|
||||
if (attempts >= 9) break;
|
||||
} while (state->board[state->selected_row][state->selected_col] != 0);
|
||||
|
||||
needs_refresh = true;
|
||||
if (config.debug_verbose) {
|
||||
printf("Selection moved to [%d,%d]\n", state->selected_row, state->selected_col);
|
||||
}
|
||||
} else {
|
||||
// Restart game
|
||||
game_init(state);
|
||||
needs_refresh = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case INPUT_BUTTON_1:
|
||||
// KEY1: Place piece at selected position
|
||||
if (!state->game_over) {
|
||||
if (state->board[state->selected_row][state->selected_col] == 0) {
|
||||
state->board[state->selected_row][state->selected_col] = state->current_player;
|
||||
state->total_moves++;
|
||||
|
||||
// Check for winner
|
||||
state->winner = check_winner(state);
|
||||
if (state->winner != 0) {
|
||||
state->game_over = true;
|
||||
if (state->winner == 1) state->x_wins++;
|
||||
else if (state->winner == 2) state->o_wins++;
|
||||
else if (state->winner == 3) state->ties++;
|
||||
} else {
|
||||
// Switch player
|
||||
state->current_player = (state->current_player == 1) ? 2 : 1;
|
||||
}
|
||||
|
||||
needs_refresh = true;
|
||||
|
||||
if (config.debug_verbose) {
|
||||
printf("Piece placed at [%d,%d]\n", state->selected_row, state->selected_col);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return needs_refresh;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Draw game graphics to screen buffer
|
||||
*
|
||||
* All initial UI drawing operations go here.
|
||||
* Called once at startup to create the initial screen.
|
||||
*
|
||||
* @param state Pointer to current GameState
|
||||
* @param renderer Renderer for drawing primitives
|
||||
* @param gui GUI system for widgets (optional)
|
||||
*/
|
||||
void game_draw(const GameState* state, LowLevelRenderer* renderer, LowLevelGUI* gui) {
|
||||
// Draw main window
|
||||
LowLevelWindow *w1 = gui->draw_new_window(10, 10, V_WIDTH - 20, V_HEIGHT - 20, "Tic-Tac-Toe");
|
||||
|
||||
renderer->set_font(&font_5x5_obj);
|
||||
|
||||
// Draw current player or game result
|
||||
if (state->game_over) {
|
||||
if (state->winner == 1) {
|
||||
renderer->draw_string(20, 40, "X WINS!", true);
|
||||
} else if (state->winner == 2) {
|
||||
renderer->draw_string(20, 40, "O WINS!", true);
|
||||
} else {
|
||||
renderer->draw_string(20, 40, "TIE GAME!", true);
|
||||
}
|
||||
renderer->draw_string(20, 55, "Touch or KEY0 to restart", true);
|
||||
} else {
|
||||
char turn_text[30];
|
||||
snprintf(turn_text, sizeof(turn_text), "Turn: %s", state->current_player == 1 ? "X" : "O");
|
||||
renderer->draw_string(20, 40, turn_text, true);
|
||||
renderer->draw_string(20, 55, "Touch cell or use keys", true);
|
||||
}
|
||||
|
||||
// Draw game board (use same layout as touch detection!)
|
||||
int board_x = V_WIDTH - BOARD_SIZE - 20;
|
||||
|
||||
// Draw current turn indicator (large, on left side)
|
||||
if (!state->game_over) {
|
||||
int indicator_x = 60;
|
||||
int indicator_y = V_HEIGHT / 2;
|
||||
int piece_offset = CELL_SIZE / 4;
|
||||
|
||||
if (state->current_player == 1) {
|
||||
// Draw large X
|
||||
renderer->draw_line(indicator_x - piece_offset, indicator_y - piece_offset,
|
||||
indicator_x + piece_offset, indicator_y + piece_offset, true, 4);
|
||||
renderer->draw_line(indicator_x + piece_offset, indicator_y - piece_offset,
|
||||
indicator_x - piece_offset, indicator_y + piece_offset, true, 4);
|
||||
} else {
|
||||
// Draw large O
|
||||
int piece_radius = CELL_SIZE / 4;
|
||||
renderer->draw_circle(indicator_x, indicator_y, piece_radius, true);
|
||||
renderer->draw_circle(indicator_x, indicator_y, piece_radius - 1, true);
|
||||
renderer->draw_circle(indicator_x, indicator_y, piece_radius - 2, true);
|
||||
renderer->draw_circle(indicator_x, indicator_y, piece_radius - 3, true);
|
||||
}
|
||||
}
|
||||
// Draw grid lines
|
||||
for (int i = 1; i < 3; i++) {
|
||||
// Vertical lines
|
||||
renderer->draw_line(board_x + i * CELL_SIZE, BOARD_Y,
|
||||
board_x + i * CELL_SIZE, BOARD_Y + BOARD_SIZE, true, 2);
|
||||
// Horizontal lines
|
||||
renderer->draw_line(board_x, BOARD_Y + i * CELL_SIZE,
|
||||
board_x + BOARD_SIZE, BOARD_Y + i * CELL_SIZE, true, 2);
|
||||
}
|
||||
|
||||
// Draw outer border
|
||||
renderer->draw_rectangle(board_x, BOARD_Y, BOARD_SIZE, BOARD_SIZE, true, 3);
|
||||
|
||||
// Draw X's and O's
|
||||
for (int row = 0; row < 3; row++) {
|
||||
for (int col = 0; col < 3; col++) {
|
||||
int cell_x = board_x + col * CELL_SIZE;
|
||||
int cell_y = BOARD_Y + row * CELL_SIZE;
|
||||
int center_x = cell_x + CELL_SIZE / 2;
|
||||
int center_y = cell_y + CELL_SIZE / 2;
|
||||
|
||||
// Highlight selected cell (for button navigation)
|
||||
if (!state->game_over && row == state->selected_row && col == state->selected_col) {
|
||||
renderer->draw_rectangle(cell_x + 5, cell_y + 5, CELL_SIZE - 10, CELL_SIZE - 10, true, 1);
|
||||
}
|
||||
|
||||
if (state->board[row][col] == 1) {
|
||||
// Draw X
|
||||
int offset = CELL_SIZE / 4;
|
||||
renderer->draw_line(center_x - offset, center_y - offset,
|
||||
center_x + offset, center_y + offset, true, 3);
|
||||
renderer->draw_line(center_x + offset, center_y - offset,
|
||||
center_x - offset, center_y + offset, true, 3);
|
||||
} else if (state->board[row][col] == 2) {
|
||||
// Draw O
|
||||
int radius = CELL_SIZE / 4;
|
||||
renderer->draw_circle(center_x, center_y, radius, true);
|
||||
renderer->draw_circle(center_x, center_y, radius - 1, true);
|
||||
renderer->draw_circle(center_x, center_y, radius - 2, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw statistics at bottom
|
||||
char stats[60];
|
||||
snprintf(stats, sizeof(stats), "X:%d O:%d Tie:%d Moves:%d",
|
||||
state->x_wins, state->o_wins, state->ties, state->total_moves);
|
||||
renderer->draw_string(20, V_HEIGHT - 40, stats, true);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// MAIN PROGRAM
|
||||
@@ -835,16 +315,17 @@ int main()
|
||||
.debug_verbose = false
|
||||
};
|
||||
|
||||
// Initialize game state
|
||||
GameState game_state;
|
||||
// Initialize statistics (persists across game restarts)
|
||||
game_state.x_wins = 0;
|
||||
game_state.o_wins = 0;
|
||||
game_state.ties = 0;
|
||||
game_init(&game_state);
|
||||
// Create InputManager for processing inputs
|
||||
InputManager input_manager(touch, &config);
|
||||
|
||||
// Create game instance (polymorphic - can swap for other games later)
|
||||
Game* current_game = new TicTacToeGame(V_WIDTH, V_HEIGHT, &renderer, &gui);
|
||||
|
||||
// Initialize game
|
||||
current_game->init();
|
||||
|
||||
// Draw initial game graphics
|
||||
game_draw(&game_state, &renderer, &gui);
|
||||
current_game->draw();
|
||||
|
||||
// Refresh the screen with the rendered GUI (async on Core 1)
|
||||
refresh_screen_async(bit_buffer, display);
|
||||
@@ -935,16 +416,16 @@ int main()
|
||||
bool needs_refresh = false;
|
||||
|
||||
// 1. Process button input first (higher priority)
|
||||
input = process_button_input(config);
|
||||
input = input_manager.process_button_input();
|
||||
if (input.valid) {
|
||||
needs_refresh = game_update(&game_state, input, config, &renderer);
|
||||
needs_refresh = current_game->update(input);
|
||||
}
|
||||
|
||||
// 2. Process touch input (if no button was pressed)
|
||||
if (!input.valid) {
|
||||
input = process_touch_input(config, &last_touch_time);
|
||||
input = input_manager.process_touch_input(&last_touch_time);
|
||||
if (input.valid) {
|
||||
needs_refresh = game_update(&game_state, input, config, &renderer);
|
||||
needs_refresh = current_game->update(input);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -952,7 +433,7 @@ int main()
|
||||
if (needs_refresh || pending_refresh) {
|
||||
// Clear buffer and redraw entire UI with updated state
|
||||
memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8);
|
||||
game_draw(&game_state, &renderer, &gui);
|
||||
current_game->draw();
|
||||
|
||||
// Request async refresh (non-blocking - handled by Core 1)
|
||||
bool refresh_started = refresh_screen_async(bit_buffer, display);
|
||||
|
||||
@@ -16,9 +16,9 @@
|
||||
// ============================================================================
|
||||
|
||||
// ---- SELECT YOUR BOARD HERE ----
|
||||
#define BOARD_FEATHER_TFT // Feather RP2350 + 4.0" TFT ST7796
|
||||
// #define BOARD_FEATHER_TFT // Feather RP2350 + 4.0" TFT ST7796
|
||||
// #define BOARD_PICO2_TFT // Pico 2 + 4.0" TFT ST7796
|
||||
//#define BOARD_PICO2_EINK // Pico 2 + E-Ink Display
|
||||
#define BOARD_PICO2_EINK // Pico 2 + E-Ink Display
|
||||
// --------------------------------
|
||||
|
||||
// ============================================================================
|
||||
|
||||
304
games/tic_tac_toe.cpp
Normal file
304
games/tic_tac_toe.cpp
Normal file
@@ -0,0 +1,304 @@
|
||||
// ============================================================================
|
||||
// TIC-TAC-TOE GAME IMPLEMENTATION
|
||||
// ============================================================================
|
||||
// Game logic, input handling, and rendering for Tic-Tac-Toe
|
||||
|
||||
#include "tic_tac_toe.h"
|
||||
#include "board_config.h"
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
// Font reference from display system
|
||||
extern Font font_5x5_obj;
|
||||
|
||||
TicTacToeGame::TicTacToeGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui)
|
||||
: Game(width, height, renderer, gui) {
|
||||
// Initialize statistics to zero
|
||||
state.x_wins = 0;
|
||||
state.o_wins = 0;
|
||||
state.ties = 0;
|
||||
}
|
||||
|
||||
void TicTacToeGame::init() {
|
||||
// Clear the board
|
||||
for (int row = 0; row < 3; row++) {
|
||||
for (int col = 0; col < 3; col++) {
|
||||
state.board[row][col] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
state.current_player = 1; // X starts
|
||||
state.winner = 0;
|
||||
state.selected_row = 1; // Start in center
|
||||
state.selected_col = 1;
|
||||
state.game_over = false;
|
||||
state.total_moves = 0;
|
||||
|
||||
// Keep win statistics across games
|
||||
// state.x_wins, state.o_wins, state.ties remain unchanged
|
||||
}
|
||||
|
||||
uint8_t TicTacToeGame::check_winner() {
|
||||
// Check rows
|
||||
for (int row = 0; row < 3; row++) {
|
||||
if (state.board[row][0] != 0 &&
|
||||
state.board[row][0] == state.board[row][1] &&
|
||||
state.board[row][1] == state.board[row][2]) {
|
||||
return state.board[row][0];
|
||||
}
|
||||
}
|
||||
|
||||
// Check columns
|
||||
for (int col = 0; col < 3; col++) {
|
||||
if (state.board[0][col] != 0 &&
|
||||
state.board[0][col] == state.board[1][col] &&
|
||||
state.board[1][col] == state.board[2][col]) {
|
||||
return state.board[0][col];
|
||||
}
|
||||
}
|
||||
|
||||
// Check diagonals
|
||||
if (state.board[0][0] != 0 &&
|
||||
state.board[0][0] == state.board[1][1] &&
|
||||
state.board[1][1] == state.board[2][2]) {
|
||||
return state.board[0][0];
|
||||
}
|
||||
|
||||
if (state.board[0][2] != 0 &&
|
||||
state.board[0][2] == state.board[1][1] &&
|
||||
state.board[1][1] == state.board[2][0]) {
|
||||
return state.board[0][2];
|
||||
}
|
||||
|
||||
// Check for tie (board full)
|
||||
bool board_full = true;
|
||||
for (int row = 0; row < 3; row++) {
|
||||
for (int col = 0; col < 3; col++) {
|
||||
if (state.board[row][col] == 0) {
|
||||
board_full = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!board_full) break;
|
||||
}
|
||||
|
||||
if (board_full) return 3; // Tie
|
||||
return 0; // No winner yet
|
||||
}
|
||||
|
||||
bool TicTacToeGame::update(const InputEvent& event) {
|
||||
bool needs_refresh = false;
|
||||
|
||||
switch (event.type) {
|
||||
case INPUT_TOUCH_DOWN: {
|
||||
// If game is over, restart on touch
|
||||
if (state.game_over) {
|
||||
init();
|
||||
needs_refresh = true;
|
||||
break;
|
||||
}
|
||||
|
||||
printf("Touch down at (%d,%d)\n", event.x, event.y);
|
||||
|
||||
// Calculate board position (must match draw()!)
|
||||
int board_x = width - BOARD_SIZE - 20;
|
||||
|
||||
// Check if touch is within board
|
||||
if (event.x >= board_x && event.x < board_x + BOARD_SIZE &&
|
||||
event.y >= BOARD_Y && event.y < BOARD_Y + BOARD_SIZE) {
|
||||
|
||||
int touched_col = (event.x - board_x) / CELL_SIZE;
|
||||
int touched_row = (event.y - BOARD_Y) / CELL_SIZE;
|
||||
|
||||
// Clamp to valid range (safety check)
|
||||
if (touched_row >= 0 && touched_row < 3 && touched_col >= 0 && touched_col < 3) {
|
||||
// Place piece if cell is empty
|
||||
if (state.board[touched_row][touched_col] == 0) {
|
||||
state.board[touched_row][touched_col] = state.current_player;
|
||||
state.total_moves++;
|
||||
|
||||
// Check for winner
|
||||
state.winner = check_winner();
|
||||
if (state.winner != 0) {
|
||||
state.game_over = true;
|
||||
if (state.winner == 1) state.x_wins++;
|
||||
else if (state.winner == 2) state.o_wins++;
|
||||
else if (state.winner == 3) state.ties++;
|
||||
} else {
|
||||
// Switch player
|
||||
state.current_player = (state.current_player == 1) ? 2 : 1;
|
||||
}
|
||||
|
||||
needs_refresh = true;
|
||||
|
||||
printf("Touch at [%d,%d] (pixel %d,%d) by player %d\n",
|
||||
touched_row, touched_col, event.x, event.y,
|
||||
state.current_player == 1 ? 2 : 1);
|
||||
} else {
|
||||
printf("Cell [%d,%d] already occupied\n", touched_row, touched_col);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
printf("Touch outside board: %d,%d\n", event.x, event.y);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case INPUT_BUTTON_0:
|
||||
// KEY0: Move selection (for button-only boards)
|
||||
if (!state.game_over) {
|
||||
// Move to next cell, skipping occupied ones
|
||||
int attempts = 0;
|
||||
do {
|
||||
state.selected_col++;
|
||||
if (state.selected_col > 2) {
|
||||
state.selected_col = 0;
|
||||
state.selected_row++;
|
||||
if (state.selected_row > 2) {
|
||||
state.selected_row = 0;
|
||||
}
|
||||
}
|
||||
attempts++;
|
||||
// If we've tried all 9 cells, stop (game might be full)
|
||||
if (attempts >= 9) break;
|
||||
} while (state.board[state.selected_row][state.selected_col] != 0);
|
||||
|
||||
needs_refresh = true;
|
||||
printf("Selection moved to [%d,%d]\n", state.selected_row, state.selected_col);
|
||||
} else {
|
||||
// Restart game
|
||||
init();
|
||||
needs_refresh = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case INPUT_BUTTON_1:
|
||||
// KEY1: Place piece at selected position
|
||||
if (!state.game_over) {
|
||||
if (state.board[state.selected_row][state.selected_col] == 0) {
|
||||
state.board[state.selected_row][state.selected_col] = state.current_player;
|
||||
state.total_moves++;
|
||||
|
||||
// Check for winner
|
||||
state.winner = check_winner();
|
||||
if (state.winner != 0) {
|
||||
state.game_over = true;
|
||||
if (state.winner == 1) state.x_wins++;
|
||||
else if (state.winner == 2) state.o_wins++;
|
||||
else if (state.winner == 3) state.ties++;
|
||||
} else {
|
||||
// Switch player
|
||||
state.current_player = (state.current_player == 1) ? 2 : 1;
|
||||
}
|
||||
|
||||
needs_refresh = true;
|
||||
|
||||
printf("Piece placed at [%d,%d]\n", state.selected_row, state.selected_col);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return needs_refresh;
|
||||
}
|
||||
|
||||
void TicTacToeGame::draw() {
|
||||
// Draw main window
|
||||
LowLevelWindow *w1 = gui->draw_new_window(10, 10, width - 20, height - 20, "Tic-Tac-Toe");
|
||||
|
||||
renderer->set_font(&font_5x5_obj);
|
||||
|
||||
// Draw current player or game result
|
||||
if (state.game_over) {
|
||||
if (state.winner == 1) {
|
||||
renderer->draw_string(20, 40, "X WINS!", true);
|
||||
} else if (state.winner == 2) {
|
||||
renderer->draw_string(20, 40, "O WINS!", true);
|
||||
} else {
|
||||
renderer->draw_string(20, 40, "TIE GAME!", true);
|
||||
}
|
||||
renderer->draw_string(20, 55, "Touch or KEY0 to restart", true);
|
||||
} else {
|
||||
char turn_text[30];
|
||||
snprintf(turn_text, sizeof(turn_text), "Turn: %s", state.current_player == 1 ? "X" : "O");
|
||||
renderer->draw_string(20, 40, turn_text, true);
|
||||
renderer->draw_string(20, 55, "Touch cell or use keys", true);
|
||||
}
|
||||
|
||||
// Draw game board (use same layout as touch detection!)
|
||||
int board_x = width - BOARD_SIZE - 20;
|
||||
|
||||
// Draw current turn indicator (large, on left side)
|
||||
if (!state.game_over) {
|
||||
int indicator_x = 60;
|
||||
int indicator_y = height / 2;
|
||||
int piece_offset = CELL_SIZE / 4;
|
||||
|
||||
if (state.current_player == 1) {
|
||||
// Draw large X
|
||||
renderer->draw_line(indicator_x - piece_offset, indicator_y - piece_offset,
|
||||
indicator_x + piece_offset, indicator_y + piece_offset, true, 4);
|
||||
renderer->draw_line(indicator_x + piece_offset, indicator_y - piece_offset,
|
||||
indicator_x - piece_offset, indicator_y + piece_offset, true, 4);
|
||||
} else {
|
||||
// Draw large O
|
||||
int piece_radius = CELL_SIZE / 4;
|
||||
renderer->draw_circle(indicator_x, indicator_y, piece_radius, true);
|
||||
renderer->draw_circle(indicator_x, indicator_y, piece_radius - 1, true);
|
||||
renderer->draw_circle(indicator_x, indicator_y, piece_radius - 2, true);
|
||||
renderer->draw_circle(indicator_x, indicator_y, piece_radius - 3, true);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw grid lines
|
||||
for (int i = 1; i < 3; i++) {
|
||||
// Vertical lines
|
||||
renderer->draw_line(board_x + i * CELL_SIZE, BOARD_Y,
|
||||
board_x + i * CELL_SIZE, BOARD_Y + BOARD_SIZE, true, 2);
|
||||
// Horizontal lines
|
||||
renderer->draw_line(board_x, BOARD_Y + i * CELL_SIZE,
|
||||
board_x + BOARD_SIZE, BOARD_Y + i * CELL_SIZE, true, 2);
|
||||
}
|
||||
|
||||
// Draw outer border
|
||||
renderer->draw_rectangle(board_x, BOARD_Y, BOARD_SIZE, BOARD_SIZE, true, 3);
|
||||
|
||||
// Draw X's and O's
|
||||
for (int row = 0; row < 3; row++) {
|
||||
for (int col = 0; col < 3; col++) {
|
||||
int cell_x = board_x + col * CELL_SIZE;
|
||||
int cell_y = BOARD_Y + row * CELL_SIZE;
|
||||
int center_x = cell_x + CELL_SIZE / 2;
|
||||
int center_y = cell_y + CELL_SIZE / 2;
|
||||
|
||||
// Highlight selected cell (for button navigation)
|
||||
if (!state.game_over && row == state.selected_row && col == state.selected_col) {
|
||||
renderer->draw_rectangle(cell_x + 5, cell_y + 5, CELL_SIZE - 10, CELL_SIZE - 10, true, 1);
|
||||
}
|
||||
|
||||
if (state.board[row][col] == 1) {
|
||||
// Draw X
|
||||
int offset = CELL_SIZE / 4;
|
||||
renderer->draw_line(center_x - offset, center_y - offset,
|
||||
center_x + offset, center_y + offset, true, 3);
|
||||
renderer->draw_line(center_x + offset, center_y - offset,
|
||||
center_x - offset, center_y + offset, true, 3);
|
||||
} else if (state.board[row][col] == 2) {
|
||||
// Draw O
|
||||
int radius = CELL_SIZE / 4;
|
||||
renderer->draw_circle(center_x, center_y, radius, true);
|
||||
renderer->draw_circle(center_x, center_y, radius - 1, true);
|
||||
renderer->draw_circle(center_x, center_y, radius - 2, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw statistics at bottom
|
||||
char stats[60];
|
||||
snprintf(stats, sizeof(stats), "X:%d O:%d Tie:%d Moves:%d",
|
||||
state.x_wins, state.o_wins, state.ties, state.total_moves);
|
||||
renderer->draw_string(20, height - 40, stats, true);
|
||||
}
|
||||
78
games/tic_tac_toe.h
Normal file
78
games/tic_tac_toe.h
Normal file
@@ -0,0 +1,78 @@
|
||||
// ============================================================================
|
||||
// TIC-TAC-TOE GAME HEADER
|
||||
// ============================================================================
|
||||
// Concrete implementation of the Game interface for Tic-Tac-Toe
|
||||
|
||||
#ifndef TIC_TAC_TOE_H
|
||||
#define TIC_TAC_TOE_H
|
||||
|
||||
#include "game.h"
|
||||
|
||||
/**
|
||||
* @brief Tic-Tac-Toe game implementation
|
||||
*
|
||||
* Classic two-player Tic-Tac-Toe game with:
|
||||
* - Touch input: Tap cells to place pieces
|
||||
* - Button input: KEY0 moves selection, KEY1 places piece
|
||||
* - Win detection: Rows, columns, and diagonals
|
||||
* - Statistics tracking: Wins, ties, total moves
|
||||
* - Visual feedback: Selection highlight, turn indicator
|
||||
*/
|
||||
class TicTacToeGame : public Game {
|
||||
public:
|
||||
/**
|
||||
* @brief Construct a new Tic-Tac-Toe game
|
||||
* @param width Display width in pixels
|
||||
* @param height Display height in pixels
|
||||
* @param renderer Pointer to low-level rendering interface
|
||||
* @param gui Pointer to GUI drawing primitives
|
||||
*/
|
||||
TicTacToeGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui);
|
||||
|
||||
/**
|
||||
* @brief Initialize game state (reset board, keep statistics)
|
||||
*/
|
||||
void init() override;
|
||||
|
||||
/**
|
||||
* @brief Update game state based on input event
|
||||
* @param event Input event from InputManager
|
||||
* @return true if screen redraw is needed
|
||||
*/
|
||||
bool update(const InputEvent& event) override;
|
||||
|
||||
/**
|
||||
* @brief Draw the game to the display buffer
|
||||
*/
|
||||
void draw() override;
|
||||
|
||||
private:
|
||||
// Game state
|
||||
struct GameState {
|
||||
uint8_t board[3][3]; // 0=empty, 1=X, 2=O
|
||||
uint8_t current_player; // 1=X, 2=O
|
||||
uint8_t winner; // 0=none, 1=X wins, 2=O wins, 3=tie
|
||||
uint8_t selected_row; // Currently selected cell (for button navigation)
|
||||
uint8_t selected_col;
|
||||
bool game_over;
|
||||
|
||||
// Game statistics
|
||||
uint32_t x_wins;
|
||||
uint32_t o_wins;
|
||||
uint32_t ties;
|
||||
uint32_t total_moves;
|
||||
} state;
|
||||
|
||||
/**
|
||||
* @brief Check if there's a winner on the board
|
||||
* @return 0=no winner, 1=X wins, 2=O wins, 3=tie
|
||||
*/
|
||||
uint8_t check_winner();
|
||||
|
||||
// Board layout constants
|
||||
static const int BOARD_SIZE = 200;
|
||||
static const int CELL_SIZE = BOARD_SIZE / 3;
|
||||
static const int BOARD_Y = 80; // Y position below title
|
||||
};
|
||||
|
||||
#endif // TIC_TAC_TOE_H
|
||||
82
lib/game.h
Normal file
82
lib/game.h
Normal file
@@ -0,0 +1,82 @@
|
||||
// ============================================================================
|
||||
// ABSTRACT GAME BASE CLASS
|
||||
// ============================================================================
|
||||
// Defines the interface all games must implement
|
||||
// Provides polymorphic game architecture for modular design
|
||||
|
||||
#ifndef GAME_H
|
||||
#define GAME_H
|
||||
|
||||
#include <stdint.h>
|
||||
#include "input_event.h"
|
||||
#include "display/low_level_render.h"
|
||||
#include "display/low_level_gui.h"
|
||||
|
||||
/**
|
||||
* @brief Abstract base class for all games
|
||||
*
|
||||
* Games inherit from this class and implement the three core methods:
|
||||
* - init(): Set up initial game state
|
||||
* - update(): Process input events and update game logic
|
||||
* - draw(): Render the game to the display buffer
|
||||
*
|
||||
* The main loop in basic1.cpp calls these methods polymorphically,
|
||||
* allowing different games to run with the same infrastructure.
|
||||
*/
|
||||
class Game {
|
||||
public:
|
||||
/**
|
||||
* @brief Construct a new Game
|
||||
* @param width Display width in pixels
|
||||
* @param height Display height in pixels
|
||||
* @param renderer Pointer to low-level rendering interface
|
||||
* @param gui Pointer to GUI drawing primitives
|
||||
*/
|
||||
Game(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui)
|
||||
: width(width), height(height), renderer(renderer), gui(gui) {
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Virtual destructor for proper cleanup of derived classes
|
||||
*/
|
||||
virtual ~Game() {}
|
||||
|
||||
/**
|
||||
* @brief Initialize game state
|
||||
*
|
||||
* Called once when the game starts. Set up initial values,
|
||||
* reset statistics, prepare the game board, etc.
|
||||
*/
|
||||
virtual void init() = 0;
|
||||
|
||||
/**
|
||||
* @brief Update game state based on input event
|
||||
*
|
||||
* Process the input event and update game logic accordingly.
|
||||
* This is where game rules, win conditions, state transitions happen.
|
||||
*
|
||||
* @param event Input event from InputManager
|
||||
* @return true if screen redraw is needed, false otherwise
|
||||
*/
|
||||
virtual bool update(const InputEvent& event) = 0;
|
||||
|
||||
/**
|
||||
* @brief Draw the game to the display buffer
|
||||
*
|
||||
* Render all game graphics using the renderer and gui objects.
|
||||
* This is called after update() returns true.
|
||||
* The actual screen refresh happens in the main loop on Core 1.
|
||||
*/
|
||||
virtual void draw() = 0;
|
||||
|
||||
protected:
|
||||
// Display dimensions
|
||||
uint16_t width;
|
||||
uint16_t height;
|
||||
|
||||
// Rendering interfaces (provided by basic1.cpp)
|
||||
LowLevelRenderer* renderer;
|
||||
LowLevelGUI* gui;
|
||||
};
|
||||
|
||||
#endif // GAME_H
|
||||
34
lib/input_event.h
Normal file
34
lib/input_event.h
Normal file
@@ -0,0 +1,34 @@
|
||||
// ============================================================================
|
||||
// INPUT EVENT HEADER
|
||||
// ============================================================================
|
||||
// Shared input event structures used by InputManager and Game classes
|
||||
// Extracted from basic1.cpp for modular game architecture
|
||||
|
||||
#ifndef INPUT_EVENT_H
|
||||
#define INPUT_EVENT_H
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
// Input event types
|
||||
enum InputType {
|
||||
INPUT_NONE = 0,
|
||||
INPUT_TOUCH_DOWN,
|
||||
INPUT_TOUCH_MOVE,
|
||||
INPUT_TOUCH_UP,
|
||||
INPUT_BUTTON_0,
|
||||
INPUT_BUTTON_1,
|
||||
INPUT_GESTURE
|
||||
};
|
||||
|
||||
// Unified input event structure
|
||||
struct InputEvent {
|
||||
InputType type;
|
||||
int16_t x;
|
||||
int16_t y;
|
||||
uint8_t gesture_code; // For gesture events
|
||||
uint8_t button_id; // For button events
|
||||
uint8_t pressure; // Touch pressure/weight
|
||||
bool valid; // Set to true if event is valid
|
||||
};
|
||||
|
||||
#endif // INPUT_EVENT_H
|
||||
154
lib/input_manager.cpp
Normal file
154
lib/input_manager.cpp
Normal file
@@ -0,0 +1,154 @@
|
||||
// ============================================================================
|
||||
// INPUT MANAGER IMPLEMENTATION
|
||||
// ============================================================================
|
||||
// Processes touch and button inputs into InputEvent objects
|
||||
|
||||
#include "input_manager.h"
|
||||
#include "pico/stdlib.h"
|
||||
#include "board_config.h"
|
||||
#include <stdio.h>
|
||||
|
||||
// External interrupt flags from basic1.cpp
|
||||
extern volatile bool touch_interrupt_flag;
|
||||
extern volatile bool touch_event_down;
|
||||
extern volatile bool button_key0_pressed;
|
||||
extern volatile bool button_key1_pressed;
|
||||
|
||||
// GameConfig struct definition (matches basic1.cpp)
|
||||
struct GameConfig {
|
||||
uint32_t touch_debounce_ms;
|
||||
uint32_t button_debounce_ms;
|
||||
bool enable_gestures;
|
||||
bool enable_continuous_draw;
|
||||
bool debug_verbose;
|
||||
};
|
||||
|
||||
InputManager::InputManager(LowLevelTouch* touch, const GameConfig* config)
|
||||
: touch(touch), config(config) {
|
||||
}
|
||||
|
||||
InputEvent InputManager::process_touch_input(uint32_t* last_time) {
|
||||
InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false};
|
||||
|
||||
// Check if touch interrupt flag is set
|
||||
if (!touch_interrupt_flag) {
|
||||
return event; // No touch event
|
||||
}
|
||||
|
||||
printf("Processing touch: flag=%d, event_down=%d\n", touch_interrupt_flag, touch_event_down);
|
||||
|
||||
// Don't clear the flag yet - we may still be processing continuous touch
|
||||
|
||||
// Check if touch is active
|
||||
if (!touch_event_down) {
|
||||
// Touch released - reset timing for next touch
|
||||
touch_interrupt_flag = false;
|
||||
*last_time = 0; // Reset so next touch is treated as new touch-down
|
||||
event.type = INPUT_TOUCH_UP;
|
||||
event.valid = true;
|
||||
printf("Touch UP\n");
|
||||
return event;
|
||||
}
|
||||
|
||||
// Touch is down - check debounce timing
|
||||
uint32_t now = to_ms_since_boot(get_absolute_time());
|
||||
if (now - *last_time < config->touch_debounce_ms) {
|
||||
return event; // Too soon, skip
|
||||
}
|
||||
|
||||
// Read touch data
|
||||
TouchData touch_data;
|
||||
if (!touch || !touch->read_touch(&touch_data)) {
|
||||
// Clear flag even if read failed to prevent getting stuck
|
||||
touch_interrupt_flag = false;
|
||||
printf("Touch read FAILED\n");
|
||||
return event; // Read failed
|
||||
}
|
||||
|
||||
// Clear the interrupt flag after successfully reading touch data
|
||||
// This allows the next touch interrupt to be detected
|
||||
touch_interrupt_flag = false;
|
||||
|
||||
printf("Touch DOWN at (%d,%d)\n", touch_data.points[0].x, touch_data.points[0].y);
|
||||
|
||||
// Populate event structure
|
||||
event.x = touch_data.points[0].x;
|
||||
event.y = touch_data.points[0].y;
|
||||
event.pressure = touch_data.points[0].pressure;
|
||||
event.gesture_code = touch_data.gesture;
|
||||
event.valid = true;
|
||||
|
||||
// Determine event type
|
||||
if (*last_time == 0) {
|
||||
event.type = INPUT_TOUCH_DOWN;
|
||||
} else {
|
||||
event.type = INPUT_TOUCH_MOVE;
|
||||
}
|
||||
|
||||
// Handle gesture events
|
||||
if (config->enable_gestures && touch_data.gesture != 0) {
|
||||
event.type = INPUT_GESTURE;
|
||||
if (config->debug_verbose) {
|
||||
printf("Gesture: 0x%02X (%s)\n", event.gesture_code, get_gesture_name(event.gesture_code));
|
||||
}
|
||||
}
|
||||
|
||||
*last_time = now;
|
||||
return event;
|
||||
}
|
||||
|
||||
InputEvent InputManager::process_button_input() {
|
||||
InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false};
|
||||
|
||||
#ifdef BUTTON_KEY0_PIN
|
||||
// Check KEY0
|
||||
if (button_key0_pressed) {
|
||||
button_key0_pressed = false;
|
||||
sleep_ms(config->button_debounce_ms);
|
||||
|
||||
if (gpio_get(BUTTON_KEY0_PIN) == 0) { // Verify still pressed
|
||||
event.type = INPUT_BUTTON_0;
|
||||
event.button_id = 0;
|
||||
event.valid = true;
|
||||
|
||||
if (config->debug_verbose) {
|
||||
printf("Button KEY0 action triggered\n");
|
||||
}
|
||||
return event;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef BUTTON_KEY1_PIN
|
||||
// Check KEY1
|
||||
if (button_key1_pressed) {
|
||||
button_key1_pressed = false;
|
||||
sleep_ms(config->button_debounce_ms);
|
||||
|
||||
if (gpio_get(BUTTON_KEY1_PIN) == 0) { // Verify still pressed
|
||||
event.type = INPUT_BUTTON_1;
|
||||
event.button_id = 1;
|
||||
event.valid = true;
|
||||
|
||||
if (config->debug_verbose) {
|
||||
printf("Button KEY1 action triggered\n");
|
||||
}
|
||||
return event;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return event;
|
||||
}
|
||||
|
||||
const char* InputManager::get_gesture_name(uint8_t gesture_code) {
|
||||
switch(gesture_code) {
|
||||
case 0x10: return "Move Up";
|
||||
case 0x14: return "Move Right";
|
||||
case 0x18: return "Move Down";
|
||||
case 0x1C: return "Move Left";
|
||||
case 0x48: return "Zoom In";
|
||||
case 0x49: return "Zoom Out";
|
||||
default: return "Unknown";
|
||||
}
|
||||
}
|
||||
64
lib/input_manager.h
Normal file
64
lib/input_manager.h
Normal file
@@ -0,0 +1,64 @@
|
||||
// ============================================================================
|
||||
// INPUT MANAGER HEADER
|
||||
// ============================================================================
|
||||
// Handles all input processing and debouncing for touch and button inputs
|
||||
// Converts hardware events into InputEvent objects for games to consume
|
||||
|
||||
#ifndef INPUT_MANAGER_H
|
||||
#define INPUT_MANAGER_H
|
||||
|
||||
#include <stdint.h>
|
||||
#include "input_event.h"
|
||||
#include "display/low_level_touch.h"
|
||||
|
||||
// Forward declaration - avoid pulling in full basic1.cpp
|
||||
struct GameConfig;
|
||||
|
||||
/**
|
||||
* @brief Input Manager - Processes touch and button inputs
|
||||
*
|
||||
* Responsibilities:
|
||||
* - Reading touch controller data
|
||||
* - Debouncing touch and button events
|
||||
* - Converting raw inputs to InputEvent objects
|
||||
* - Gesture recognition
|
||||
*
|
||||
* Does NOT handle:
|
||||
* - Button GPIO initialization (stays in basic1.cpp)
|
||||
* - Interrupt handler registration (stays in basic1.cpp)
|
||||
*/
|
||||
class InputManager {
|
||||
public:
|
||||
/**
|
||||
* @brief Construct InputManager with hardware references
|
||||
* @param touch Pointer to touch controller interface
|
||||
* @param config Pointer to game configuration
|
||||
*/
|
||||
InputManager(LowLevelTouch* touch, const GameConfig* config);
|
||||
|
||||
/**
|
||||
* @brief Process touch input from controller
|
||||
* @param last_time Pointer to last touch timestamp for debouncing
|
||||
* @return InputEvent (valid=false if no valid input)
|
||||
*/
|
||||
InputEvent process_touch_input(uint32_t* last_time);
|
||||
|
||||
/**
|
||||
* @brief Process button input from GPIO flags
|
||||
* @return InputEvent (valid=false if no valid input)
|
||||
*/
|
||||
InputEvent process_button_input();
|
||||
|
||||
/**
|
||||
* @brief Get human-readable gesture name
|
||||
* @param gesture_code Gesture code from touch controller
|
||||
* @return Constant string with gesture name
|
||||
*/
|
||||
static const char* get_gesture_name(uint8_t gesture_code);
|
||||
|
||||
private:
|
||||
LowLevelTouch* touch;
|
||||
const GameConfig* config;
|
||||
};
|
||||
|
||||
#endif // INPUT_MANAGER_H
|
||||
Reference in New Issue
Block a user