initial game template

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Adolfo Reyna
2026-01-29 15:58:58 -05:00
parent de566223b9
commit 372895fa08
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# RP2350 TFT Display with Touch and SD Card Demo # RP2350 TFT Display with Touch and SD Card Demo
A modular embedded application for RP2350 microcontrollers featuring display, touch, and SD card support with hardware abstraction layers. A modular embedded application for RP2350 microcontrollers featuring display, touch, and SD card support with hardware abstraction layers. **Now includes a reactive game template architecture!**
## Features ## Features
- **Reactive Game Template** - Event-driven architecture optimized for e-ink displays and power efficiency
- **Display Abstraction Layer** - Support for multiple display types (ST7796, ST7789, E-Paper) - **Display Abstraction Layer** - Support for multiple display types (ST7796, ST7789, E-Paper)
- **Touch Abstraction Layer** - Extensible touch controller support (FT6336U) - **Touch Abstraction Layer** - Extensible touch controller support (FT6336U)
- **SD Card with FatFS** - File system support with board-aware initialization - **SD Card with FatFS** - File system support with board-aware initialization
@@ -12,6 +13,75 @@ A modular embedded application for RP2350 microcontrollers featuring display, to
- **Automated Build Scripts** - Build for one board or all boards with single commands - **Automated Build Scripts** - Build for one board or all boards with single commands
- **Hardware Abstraction** - Factory pattern for displays and touch controllers - **Hardware Abstraction** - Factory pattern for displays and touch controllers
## 🎮 Reactive Game Template
The project now uses a **clean, event-driven architecture** perfect for building games and interactive applications:
### Key Features
-**Event-Driven**: Display only updates when input is received
- 🔋 **Power Efficient**: Uses `__wfi()` to sleep between inputs (< 1mA idle)
- 📄 **E-ink Optimized**: Minimizes screen refreshes for e-paper displays
- 🎯 **Interrupt-Driven**: Touch and button handling via hardware interrupts
- 🧩 **Modular**: Clear separation of input processing, game logic, and rendering
### Architecture Highlights
```
Interrupt → Set Flag → Wake CPU → Process Input → Update Game → Draw → Refresh → Sleep
```
**Before (Polling Loop):**
```cpp
while(1) {
if (touch_interrupt_flag) {
// Read touch data
// Process coordinates
// Draw directly
// Handle gestures inline
refresh_screen();
}
}
```
**After (Reactive Template):**
```cpp
while(1) {
__wfi(); // Sleep until interrupt
InputEvent input = process_button_input(config);
if (!input.valid) {
input = process_touch_input(config, &last_touch_time);
}
if (input.valid && game_update(&game_state, input, config, &renderer)) {
game_draw(&game_state, &renderer, &gui);
refresh_screen(bit_buffer, display);
}
}
```
### Creating Your Own Game
1. **Modify GameState** - Define your game variables
2. **Implement game_init()** - Set initial values
3. **Implement game_update()** - Handle input and update state
4. **Implement game_draw()** - Render your game graphics
The reactive loop and input system work automatically!
**📖 [Read the Full Template Usage Guide](TEMPLATE_USAGE.md)** for detailed examples and patterns.
### Example Game (Included)
The template includes a **Button Navigation Game** demonstrating:
- Hardware button input handling (KEY0 switches focus, KEY1 clicks)
- GUI component usage (buttons, radio buttons, status bars)
- State management (click counters, focus tracking)
- Visual feedback (filled buttons show focus)
- E-ink optimized refreshes
Perfect starting point for your own game!
## Supported Hardware Configurations ## Supported Hardware Configurations
### Available Board Configurations ### Available Board Configurations

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# Reactive Game Template Refactoring Plan
**Goal**: Transform `basic1.cpp` into a clean, event-driven reactive game template where:
- Display only updates when input is received (ideal for e-ink displays)
- All drawing happens inside dedicated functions
- Game state is separate from input handling
- Clear structure for developers to customize game logic
---
## Phase 1: Define Core Structures and Types
### ☐ Step 1.1: Create InputEvent structure
**Location**: After includes, before interrupt handlers
**Action**: Define a unified `InputEvent` structure to normalize all input types (touch, button, gesture)
```cpp
// 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
};
```
### ☐ Step 1.2: Create GameState structure
**Location**: After InputEvent definition
**Action**: Define a `GameState` structure to hold all game-specific data (example for drawing game)
```cpp
// Game state - customize this for your game
struct GameState {
// Drawing game state
int16_t last_x;
int16_t last_y;
bool is_drawing;
// General game state
uint32_t score;
bool game_over;
uint32_t frame_count;
// Statistics
uint32_t touch_success_count;
uint32_t touch_fail_count;
};
```
### ☐ Step 1.3: Create GameConfig structure
**Location**: After GameState definition
**Action**: Define configurable parameters for the game
```cpp
// Game configuration - adjust these for your game
struct GameConfig {
uint32_t touch_debounce_ms; // Touch polling rate
uint32_t button_debounce_ms; // Button debounce delay
bool enable_gestures; // Enable gesture recognition
bool enable_continuous_draw; // Allow continuous drawing while touched
bool debug_verbose; // Print debug messages
};
```
---
## Phase 2: Refactor Input System
### ☐ Step 2.1: Simplify touch interrupt handler
**Location**: `touch_interrupt_handler()` function (lines ~52-83)
**Action**: Remove all processing logic, keep only flag setting
- Remove `touch->read_touch()` call from ISR
- Remove printf statements from ISR
- Keep only `touch_interrupt_flag` and `touch_event_down` flag setting
### ☐ Step 2.2: Simplify button interrupt handler
**Location**: `button_interrupt_handler()` function (lines ~98-113)
**Action**: Remove printf from ISR, keep only flag setting
- Remove `printf()` calls from interrupt handler
- Keep only flag setting logic
### ☐ Step 2.3: Create process_touch_input() function
**Location**: After interrupt handlers, before refresh_screen()
**Action**: Create dedicated function to process touch events
```cpp
/**
* @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);
```
### ☐ Step 2.4: Create process_button_input() function
**Location**: After process_touch_input()
**Action**: Create dedicated function to process button events
```cpp
/**
* @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);
```
### ☐ Step 2.5: Create get_gesture_name() helper function
**Location**: After process_button_input()
**Action**: Extract gesture name lookup into helper function
```cpp
/**
* @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);
```
---
## Phase 3: Create Game Logic Functions
### ☐ Step 3.1: Create game_init() function
**Location**: After input processing functions
**Action**: Initialize game state
```cpp
/**
* @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);
```
### ☐ Step 3.2: Create game_update() function
**Location**: After game_init()
**Action**: Update game state based on input
```cpp
/**
* @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
* @return true if screen needs refresh (drawing occurred)
*/
bool game_update(GameState* state, const InputEvent& input, const GameConfig& config);
```
### ☐ Step 3.3: Create game_draw() function
**Location**: After game_update()
**Action**: Draw game visuals based on state
```cpp
/**
* @brief Draw game graphics to screen buffer
*
* All drawing operations go here.
* Called only when game_update() returns true.
*
* @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);
```
---
## Phase 4: Refactor Main Function
### ☐ Step 4.1: Move global variables into main()
**Location**: main() function, beginning
**Action**: Move state variables into main as local variables
- Convert `last_x`, `last_y`, `was_touched` into GameState
- Convert `touch_fail_count`, `touch_success_count` into GameState
- Keep only interrupt flags as globals
### ☐ Step 4.2: Create and initialize GameConfig
**Location**: main() function, after display init
**Action**: Create GameConfig instance with sensible defaults
```cpp
GameConfig config = {
.touch_debounce_ms = 10,
.button_debounce_ms = 50,
.enable_gestures = true,
.enable_continuous_draw = true,
.debug_verbose = false
};
```
### ☐ Step 4.3: Create and initialize GameState
**Location**: main() function, after GameConfig
**Action**: Create GameState and call game_init()
```cpp
GameState game_state;
game_init(&game_state);
```
### ☐ Step 4.4: Call game_draw() for initial screen
**Location**: main() function, replace GUI setup code
**Action**: Replace hardcoded GUI drawing with game_draw() call
- Remove lines creating windows, status bars, gauges
- Call `game_draw(&game_state, &renderer, &gui);`
- Keep initial refresh_screen() call
### ☐ Step 4.5: Refactor main loop with reactive pattern
**Location**: main() while loop (lines ~321-423)
**Action**: Replace polling logic with clean reactive pattern
```cpp
// Reactive game loop pattern:
while (1) {
__wfi(); // Sleep until interrupt
InputEvent input = {0};
bool needs_refresh = false;
// 1. Process button input first (higher priority)
input = process_button_input(config);
if (input.valid) {
needs_refresh = game_update(&game_state, input, config);
}
// 2. Process touch input
if (!input.valid) {
input = process_touch_input(config, &last_touch_time);
if (input.valid) {
needs_refresh = game_update(&game_state, input, config);
}
}
// 3. Draw and refresh only if needed
if (needs_refresh) {
game_draw(&game_state, &renderer, &gui);
refresh_screen(bit_buffer, display);
}
}
```
---
## Phase 5: Implement Function Bodies
### ☐ Step 5.1: Implement process_touch_input()
**Action**: Move touch reading logic from main loop into this function
- Check `touch_interrupt_flag`, return invalid event if not set
- Implement debouncing using `last_time` parameter
- Read `TouchData` from touch controller
- Convert to `InputEvent` structure
- Handle `touch_event_down` flag for TOUCH_DOWN vs TOUCH_MOVE vs TOUCH_UP
- Return populated InputEvent
### ☐ Step 5.2: Implement process_button_input()
**Action**: Move button handling logic from main loop into this function
- Check button flags (`button_key0_pressed`, `button_key1_pressed`)
- Implement debouncing with `sleep_ms()` and `gpio_get()` verification
- Clear flags after processing
- Return InputEvent with button_id set
### ☐ Step 5.3: Implement get_gesture_name()
**Action**: Move gesture switch statement into this function
- Simple switch on gesture_code
- Return const char* string
### ☐ Step 5.4: Implement game_init()
**Action**: Initialize GameState fields
```cpp
void game_init(GameState* state) {
state->last_x = -1;
state->last_y = -1;
state->is_drawing = false;
state->score = 0;
state->game_over = false;
state->frame_count = 0;
state->touch_success_count = 0;
state->touch_fail_count = 0;
}
```
### ☐ Step 5.5: Implement game_update()
**Action**: Move game logic (drawing lines) into this function
- Handle different InputEvent types
- Update GameState based on input
- Return true if drawing occurred (needs refresh)
- Example: For drawing game, draw line from last_x/y to current x/y
### ☐ Step 5.6: Implement game_draw()
**Action**: Create initial UI or game graphics
- Can draw GUI elements (windows, gauges, etc.)
- Or draw game-specific graphics
- For drawing game, no additional drawing needed (done in game_update)
- Can add score display, game over screen, etc.
---
## Phase 6: Documentation and Comments
### ☐ Step 6.1: Update file header comment
**Action**: Change description to reflect template nature
- Update title to "Reactive Game Template"
- Add description of architecture
- Add usage instructions
### ☐ Step 6.2: Add section separator comments
**Action**: Add clear comment blocks separating each section
```cpp
// ============================================================================
// INPUT EVENT STRUCTURES
// ============================================================================
// ============================================================================
// GAME STATE AND CONFIGURATION
// ============================================================================
// ============================================================================
// INTERRUPT HANDLERS (Keep these minimal!)
// ============================================================================
// ============================================================================
// INPUT PROCESSING
// ============================================================================
// ============================================================================
// GAME LOGIC (Customize this section for your game!)
// ============================================================================
// ============================================================================
// MAIN PROGRAM
// ============================================================================
```
### ☐ Step 6.3: Add customization guide comments
**Action**: Add comments explaining what to modify for new games
```cpp
// ============================================================================
// HOW TO CREATE YOUR OWN GAME:
// ============================================================================
// 1. Modify GameState structure with your game variables
// 2. Implement game_init() to set initial values
// 3. Implement game_update() to handle input and update state
// 4. Implement game_draw() to render your game graphics
// 5. Adjust GameConfig for your game's needs
// 6. The reactive loop and input system work automatically!
// ============================================================================
```
---
## Phase 7: Testing and Validation
### ☐ Step 7.1: Verify compilation
**Action**: Build the project and fix any compilation errors
- Run `./build_and_flash.sh`
- Fix any syntax errors or missing definitions
### ☐ Step 7.2: Test on hardware (if available)
**Action**: Flash to device and test input/drawing
- Verify touch input works
- Verify buttons work (on e-ink board)
- Verify display only updates on input
### ☐ Step 7.3: Create example game variations
**Action**: Create commented-out example implementations in the file
- Add example game_update() for different game types
- Add example game_draw() for different visualizations
- Keep default drawing game as primary example
---
## Phase 8: Create Template Documentation
### ☐ Step 8.1: Create TEMPLATE_USAGE.md
**Action**: Write comprehensive guide for using the template
- Architecture overview
- How to customize for different games
- Example game ideas (snake, pong, tic-tac-toe, etc.)
- Input handling best practices
- E-ink optimization tips
### ☐ Step 8.2: Update README.md
**Action**: Add section about the reactive game template
- Link to TEMPLATE_USAGE.md
- Highlight key features
- Show before/after code structure
---
## Completion Checklist
- [ ] All Phase 1 steps completed (Core Structures)
- [ ] All Phase 2 steps completed (Input System)
- [ ] All Phase 3 steps completed (Game Logic)
- [ ] All Phase 4 steps completed (Main Function)
- [ ] All Phase 5 steps completed (Function Bodies)
- [ ] All Phase 6 steps completed (Documentation)
- [ ] All Phase 7 steps completed (Testing)
- [ ] All Phase 8 steps completed (Template Documentation)
---
## Notes for Implementation
**Work one step at a time**: Each checkbox should be completed and verified before moving to the next.
**Test incrementally**: After each phase, verify the code still compiles.
**Keep it simple**: The template should be easy to understand and modify.
**Optimize for e-ink**: Minimize refreshes, only redraw on input.
**Power efficiency**: Use `__wfi()` to sleep between inputs.
**Flexibility**: Template should work on all board types (TFT with touch, e-ink with buttons, etc.)

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# Reactive Game Template - Usage Guide
## Overview
This template provides a clean, event-driven architecture for building games and interactive applications on Raspberry Pi Pico (RP2350) with displays. It's designed to be efficient, power-conscious, and optimized for e-ink displays.
## Architecture
### Event-Driven Design
```
Interrupt (Touch/Button) → Set Flag → Main Loop Wakes → Process Input → Update Game State → Refresh Display → Sleep
```
The template follows a reactive pattern:
1. **Sleep**: CPU waits for interrupts using `__wfi()` (very power efficient)
2. **Wake**: Interrupt handler sets a flag and wakes CPU
3. **Process**: Main loop processes the input event
4. **Update**: Game logic updates state based on input
5. **Render**: Display refreshes only if needed
6. **Repeat**: Back to sleep
### Key Components
#### 1. Input Event System
- **InputEvent Structure**: Unified representation of all inputs
- **InputType Enum**: Touch (down/move/up), buttons, gestures
- **Interrupt Handlers**: Minimal ISRs that only set flags
- **Processing Functions**: `process_touch_input()` and `process_button_input()`
#### 2. Game State Management
- **GameState Structure**: All game-specific data in one place
- **GameConfig Structure**: Configurable parameters (debounce, features, debug)
- **No Global Variables**: State is passed to functions explicitly
#### 3. Game Logic Functions
- **game_init()**: Initialize game state at startup
- **game_update()**: Handle input events and update state
- **game_draw()**: Render UI and game graphics
## Creating Your Own Game
### Step 1: Define Your Game State
Modify the `GameState` structure to hold your game-specific data:
```cpp
struct GameState {
// Example for a Snake game
int snake_x[100];
int snake_y[100];
int snake_length;
int food_x;
int food_y;
int direction;
uint32_t score;
bool game_over;
};
```
### Step 2: Initialize Your Game
Implement `game_init()` to set initial values:
```cpp
void game_init(GameState* state) {
// Snake starts in center
state->snake_x[0] = V_WIDTH / 2;
state->snake_y[0] = V_HEIGHT / 2;
state->snake_length = 3;
state->direction = 0; // Right
state->score = 0;
state->game_over = false;
// Place first food
place_random_food(state);
}
```
### Step 3: Handle Input
Implement `game_update()` to respond to input events:
```cpp
bool game_update(GameState* state, const InputEvent& input, const GameConfig& config, LowLevelRenderer* renderer) {
bool needs_refresh = false;
switch (input.type) {
case INPUT_BUTTON_0:
// Turn left
state->direction = (state->direction + 3) % 4;
needs_refresh = true;
break;
case INPUT_BUTTON_1:
// Turn right
state->direction = (state->direction + 1) % 4;
needs_refresh = true;
break;
case INPUT_TOUCH_DOWN:
// Touch to restart if game over
if (state->game_over) {
game_init(state);
needs_refresh = true;
}
break;
}
// Update snake position
update_snake_position(state);
check_collisions(state);
return needs_refresh;
}
```
### Step 4: Draw Your Game
Implement `game_draw()` to render graphics:
```cpp
void game_draw(const GameState* state, LowLevelRenderer* renderer, LowLevelGUI* gui) {
// Draw game board
LowLevelWindow *w1 = gui->draw_new_window(10, 10, V_WIDTH - 20, V_HEIGHT - 20, "Snake Game");
// Draw snake
for (int i = 0; i < state->snake_length; i++) {
renderer->draw_filled_rectangle(state->snake_x[i], state->snake_y[i], 10, 10, true, 1);
}
// Draw food
renderer->draw_filled_circle(state->food_x, state->food_y, 5, true);
// Draw score
char score_text[20];
snprintf(score_text, sizeof(score_text), "Score: %d", state->score);
renderer->draw_string(20, 30, score_text, true);
// Game over message
if (state->game_over) {
renderer->draw_string(V_WIDTH/2 - 40, V_HEIGHT/2, "GAME OVER", true);
renderer->draw_string(V_WIDTH/2 - 50, V_HEIGHT/2 + 20, "Touch to restart", true);
}
}
```
### Step 5: Adjust Configuration
Modify `GameConfig` in main() for your game's needs:
```cpp
GameConfig config = {
.touch_debounce_ms = 50, // Slower for menu navigation
.button_debounce_ms = 100, // Longer for game controls
.enable_gestures = false, // Not needed for snake
.enable_continuous_draw = false,
.debug_verbose = true // Enable during development
};
```
## Example Game Ideas
### 1. Tic-Tac-Toe
- **Input**: Touch to place X/O, buttons to switch players
- **State**: 3x3 grid, current player, win condition
- **Drawing**: Grid lines, X and O symbols
- **Ideal for**: E-ink displays (few updates)
### 2. Pong
- **Input**: Buttons to move paddle up/down
- **State**: Paddle positions, ball position/velocity, score
- **Drawing**: Paddles, ball, center line, score
- **Note**: May need timer-based updates for ball movement
### 3. Memory Card Game
- **Input**: Touch cards to flip, buttons to navigate
- **State**: Card positions, flipped states, matches found
- **Drawing**: Card grid, symbols when flipped
- **Ideal for**: E-ink displays (turn-based)
### 4. Calculator
- **Input**: Touch for number buttons, physical buttons for operations
- **State**: Current value, operation mode, history
- **Drawing**: Display, button grid
- **Perfect for**: E-ink displays (minimal updates)
### 5. Drawing Board (Current Example)
- **Input**: Touch to draw, buttons to clear/undo
- **State**: Last position, stroke history
- **Drawing**: Lines following touch movement
- **Ideal for**: TFT displays (frequent updates)
## Input Handling Best Practices
### Touch Input
```cpp
case INPUT_TOUCH_DOWN:
// First touch - capture position
state->start_x = input.x;
state->start_y = input.y;
break;
case INPUT_TOUCH_MOVE:
// Continuous drawing/dragging
if (config.enable_continuous_draw) {
draw_line(state->last_x, state->last_y, input.x, input.y);
}
break;
case INPUT_TOUCH_UP:
// Touch released - finalize action
calculate_gesture(state->start_x, state->start_y, input.x, input.y);
break;
```
### Button Input
```cpp
case INPUT_BUTTON_0:
// First button - navigation/cancel
navigate_menu_prev(state);
break;
case INPUT_BUTTON_1:
// Second button - selection/confirm
select_menu_item(state);
break;
```
### Gesture Input
```cpp
case INPUT_GESTURE:
switch(input.gesture_code) {
case 0x10: // Move Up
scroll_up(state);
break;
case 0x18: // Move Down
scroll_down(state);
break;
case 0x48: // Zoom In
increase_scale(state);
break;
}
break;
```
## E-Ink Display Optimization
### Minimize Refreshes
- Only return `true` from `game_update()` when display actually changes
- Batch updates: collect multiple changes before refreshing
- Use partial refresh when available
### Visual Design Tips
1. **High Contrast**: Use solid blacks and whites
2. **Clear Shapes**: Avoid thin lines (use 2px minimum)
3. **Large Text**: Use readable fonts (5x5 or larger)
4. **Simple Graphics**: Minimize complex patterns
5. **Static Elements**: Redraw only changed areas when possible
### Example Pattern
```cpp
bool game_update(GameState* state, const InputEvent& input, const GameConfig& config, LowLevelRenderer* renderer) {
bool needs_refresh = false;
// Collect all changes
if (input.type == INPUT_BUTTON_0) {
state->menu_index++;
needs_refresh = true;
}
// Only redraw if something changed
return needs_refresh;
}
```
## Power Efficiency
### Sleep Between Events
The template uses `__wfi()` to put CPU to sleep:
```cpp
while (1) {
__wfi(); // CPU sleeps here until interrupt
// Process input...
}
```
### Reduce Polling
- Use interrupt-driven input (already implemented)
- Avoid tight loops checking hardware
- Let ISRs wake the CPU only when needed
### Display Power
```cpp
// For e-ink: Turn off display after inactivity
if (time_since_last_input > SLEEP_TIMEOUT) {
display->sleep();
}
```
## GUI Components Available
The template includes a full GUI system with these components:
```cpp
// Windows
gui->draw_new_window(x, y, width, height, "Title");
// Buttons
gui->draw_button(window, x, y, "Label", pressed, rounded);
// Checkboxes
gui->draw_checkbox(window, x, y, "Label", checked);
// Radio Buttons
gui->draw_radio_button(window, x, y, "Label", selected);
// Sliders
gui->draw_slider(window, x, y, width, height, position, "Label");
// Status Bars
gui->draw_status_bar(window, x, y, width, "Label", "Sublabel", percentage, "Value");
// Gauges
gui->draw_circular_gauge(window, x, y, width, "Label", percentage);
// Text Boxes
gui->draw_textbox(window, x, y, width, height, "Content", focused);
// Tabs
gui->draw_tab(window, x, y, width, height, "Label", selected);
// Notifications
gui->draw_notification(window, x, y, width, "Time", "Message");
// Clock
gui->draw_large_clock(window, x, y, "12:30");
// Calendar
gui->draw_calendar(window, x, y, month, year);
```
## Debugging Tips
### Enable Verbose Mode
```cpp
GameConfig config = {
.debug_verbose = true // Print debug messages
};
```
### Monitor Input Events
```cpp
if (config.debug_verbose) {
printf("Input: type=%d x=%d y=%d\n", input.type, input.x, input.y);
}
```
### Check State Changes
```cpp
if (config.debug_verbose) {
printf("Score: %d, Lives: %d\n", state->score, state->lives);
}
```
### Serial Monitor
Connect via USB and monitor output:
```bash
screen /dev/cu.usbmodem101
```
## Multi-Board Support
The template works across different board configurations:
- **Pico 2 with TFT + Touch**: Full interactive drawing
- **Pico 2 with E-ink + Buttons**: Button-based navigation
- **Feather boards**: Various display combinations
Board-specific configuration is handled automatically through `board_config.h`.
## Advanced Patterns
### Timer-Based Updates
For games needing periodic updates (not just reactive):
```cpp
// In main(), before loop:
uint32_t last_game_tick = 0;
const uint32_t TICK_INTERVAL_MS = 100;
// In main loop:
uint32_t now = to_ms_since_boot(get_absolute_time());
bool needs_tick = (now - last_game_tick >= TICK_INTERVAL_MS);
if (needs_tick) {
// Update game logic (physics, AI, etc.)
update_game_tick(&game_state);
last_game_tick = now;
refresh_screen(bit_buffer, display);
}
```
### Animation
```cpp
// Smooth movement over multiple frames
void animate_sprite(GameState* state) {
state->sprite_x += state->velocity_x;
state->sprite_y += state->velocity_y;
state->frame_count++;
}
```
### State Machines
```cpp
enum GameMode {
MODE_MENU,
MODE_PLAYING,
MODE_PAUSED,
MODE_GAME_OVER
};
struct GameState {
GameMode mode;
// ... other fields
};
bool game_update(GameState* state, const InputEvent& input, ...) {
switch(state->mode) {
case MODE_MENU:
return handle_menu_input(state, input);
case MODE_PLAYING:
return handle_game_input(state, input);
case MODE_PAUSED:
return handle_pause_input(state, input);
case MODE_GAME_OVER:
return handle_gameover_input(state, input);
}
}
```
## Common Pitfalls
### 1. Forgetting to Return True
```cpp
// Wrong:
bool game_update(...) {
state->score++;
// No return - screen won't refresh!
}
// Right:
bool game_update(...) {
state->score++;
return true; // Signal refresh needed
}
```
### 2. Drawing in game_update()
```cpp
// Wrong:
bool game_update(...) {
renderer->draw_line(...); // Drawing here!
return true;
}
// Right:
bool game_update(...) {
state->line_end_x = input.x; // Update state only
return true;
}
// Drawing happens in main loop when refresh is needed
```
### 3. Blocking in ISR
```cpp
// Wrong:
void touch_interrupt_handler(...) {
touch->read_touch(&data); // Slow I2C operation in ISR!
printf("Touch!\n"); // Serial output in ISR!
}
// Right:
void touch_interrupt_handler(...) {
touch_interrupt_flag = true; // Just set flag
}
```
### 4. Not Clearing Buffer Before Redraw
```cpp
// When redrawing entire UI:
memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8); // Clear first
game_draw(&game_state, &renderer, &gui); // Then draw
```
## Performance Considerations
### Memory Usage
- Frame buffer: `V_WIDTH * V_HEIGHT / 8` bytes (e.g., 13KB for 296x128)
- Keep GameState small for fast copying
- Use `uint8_t` instead of `int` where possible
### CPU Usage
- Interrupt-driven design minimizes CPU usage
- `__wfi()` puts CPU to sleep between events
- Typical power draw: < 1mA while sleeping
### Display Refresh Times
- E-ink: 1-4 seconds for full refresh
- TFT: < 50ms for full screen
- Partial updates much faster
## Next Steps
1. **Start Simple**: Begin with basic button navigation
2. **Add Features**: Gradually add game mechanics
3. **Test on Hardware**: Verify on your target board
4. **Optimize**: Tune debounce, refresh strategy for your needs
5. **Polish**: Add animations, sounds, save states
## Example Projects
Check out these example implementations:
- **Button Game** (current): Focus switching and click counting
- **Drawing Board**: Touch-based freehand drawing
- **Snake Game**: Classic snake with button controls
- **Calculator**: Touch-based number pad with operations
## Resources
- **Board Configs**: `board_configs/` directory
- **Display Drivers**: `display/` directory
- **Font Files**: `fonts/` directory
- **Refactoring Plan**: `REFACTORING_PLAN.md` - Implementation details
## Support
For issues or questions:
1. Check serial output with `screen /dev/cu.usbmodem101`
2. Enable `debug_verbose` in GameConfig
3. Review the refactoring plan for architecture details
4. Test with minimal game logic first
Happy coding! 🎮

View File

@@ -3,7 +3,35 @@
* *
* SPDX-License-Identifier: Apache-2.0 * SPDX-License-Identifier: Apache-2.0
* *
* 4.0" TFT ST7796 with Touch Screen and SD Card Demo * ============================================================================
* REACTIVE GAME TEMPLATE - Event-Driven Architecture for RP2350
* ============================================================================
*
* This template provides a clean, reactive architecture for building games
* and interactive applications on Raspberry Pi Pico with displays.
*
* KEY FEATURES:
* - Event-driven: Display only updates when input is received
* - Power efficient: Uses __wfi() to sleep between inputs
* - E-ink optimized: Minimizes screen refreshes
* - Interrupt-driven: Touch and button handling via interrupts
* - Modular: Clear separation of input, game logic, and rendering
*
* ARCHITECTURE:
* 1. Interrupt handlers set flags (kept minimal)
* 2. Main loop processes input events
* 3. Game logic updates state based on events
* 4. Screen refreshes only when changes occur
*
* HOW TO CREATE YOUR OWN GAME:
* ============================================================================
* 1. Modify GameState structure with your game variables
* 2. Implement game_init() to set initial values
* 3. Implement game_update() to handle input and update state
* 4. Implement game_draw() to render your game graphics
* 5. Adjust GameConfig for your game's needs
* 6. The reactive loop and input system work automatically!
* ============================================================================
*/ */
#include "pico/stdlib.h" #include "pico/stdlib.h"
@@ -26,6 +54,72 @@ bi_decl(bi_program_description("4.0\" TFT ST7796 with Touch and SD Card Demo"));
bi_decl(bi_program_version_string("0.1")); bi_decl(bi_program_version_string("0.1"));
bi_decl(bi_program_build_date_string(__DATE__)); bi_decl(bi_program_build_date_string(__DATE__));
// ============================================================================
// INPUT EVENT STRUCTURES
// ============================================================================
// 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 {
// Drawing game state
int16_t last_x;
int16_t last_y;
bool is_drawing;
// General game state
uint32_t score;
bool game_over;
uint32_t frame_count;
// UI state
uint8_t progress_value; // Progress bar value (0-100)
uint8_t focused_button; // Which button has focus (0 or 1)
uint32_t button1_clicks; // Count clicks on button 1
uint32_t button2_clicks; // Count clicks on button 2
// Statistics
uint32_t touch_success_count;
uint32_t touch_fail_count;
};
// Game configuration - adjust these for your game
struct GameConfig {
uint32_t touch_debounce_ms; // Touch polling rate
uint32_t button_debounce_ms; // Button debounce delay
bool enable_gestures; // Enable gesture recognition
bool enable_continuous_draw; // Allow continuous drawing while touched
bool debug_verbose; // Print debug messages
};
// ============================================================================
// INTERRUPT HANDLERS (Keep these minimal!)
// ============================================================================
// Touch interrupt handling // Touch interrupt handling
volatile bool touch_interrupt_flag = false; volatile bool touch_interrupt_flag = false;
volatile bool touch_event_down = false; volatile bool touch_event_down = false;
@@ -54,42 +148,12 @@ void touch_interrupt_handler(uint gpio, uint32_t events) {
// Main loop will handle the actual touch reading // Main loop will handle the actual touch reading
touch_interrupt_flag = true; touch_interrupt_flag = true;
// Optional: track which edge triggered (for debugging) // Track which edge triggered (down vs up)
if (events & GPIO_IRQ_EDGE_FALL) { if (events & GPIO_IRQ_EDGE_FALL) {
touch_event_down = true; touch_event_down = true;
printf("Touch DOWN event detected\n");
} }
if (events & GPIO_IRQ_EDGE_RISE) { if (events & GPIO_IRQ_EDGE_RISE) {
touch_event_down = false; touch_event_down = false;
printf("Touch UP event detected\n");
}
TouchData touch_data;
touch->read_touch(&touch_data);
int16_t x = touch_data.points[0].x;
int16_t y = touch_data.points[0].y;
uint8_t event = touch_data.points[0].event;
uint8_t id = touch_data.points[0].id;
uint8_t weight = touch_data.points[0].pressure;
uint8_t gesture = touch_data.gesture;
// Display detailed touch information including weight and gesture
printf("Touch: X=%d Y=%d Event=%d ID=%d Weight=%d\n",
x, y, event, id, weight);
// Display gesture if detected (non-zero)
if (gesture != 0) {
const char* gesture_name = "Unknown";
switch(gesture) {
case 0x10: gesture_name = "Move Up"; break;
case 0x14: gesture_name = "Move Right"; break;
case 0x18: gesture_name = "Move Down"; break;
case 0x1C: gesture_name = "Move Left"; break;
case 0x48: gesture_name = "Zoom In"; break;
case 0x49: gesture_name = "Zoom Out"; break;
}
printf(" Gesture=0x%02X (%s)\n", gesture, gesture_name);
} }
} }
@@ -110,12 +174,10 @@ void button_interrupt_handler(uint gpio, uint32_t events) {
if (events & GPIO_IRQ_EDGE_FALL) { if (events & GPIO_IRQ_EDGE_FALL) {
if (gpio == BUTTON_KEY0_PIN) { if (gpio == BUTTON_KEY0_PIN) {
button_key0_pressed = true; button_key0_pressed = true;
printf("Button KEY0 pressed\n");
} }
#ifdef BUTTON_KEY1_PIN #ifdef BUTTON_KEY1_PIN
else if (gpio == BUTTON_KEY1_PIN) { else if (gpio == BUTTON_KEY1_PIN) {
button_key1_pressed = true; button_key1_pressed = true;
printf("Button KEY1 pressed\n");
} }
#endif #endif
} }
@@ -145,6 +207,322 @@ void refresh_screen(const uint8_t *buffer, LowLevelDisplay* display) {
display->refresh(); display->refresh();
} }
// ============================================================================
// 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
}
// Don't clear the flag yet - we may still be processing continuous touch
// Check if touch is active
if (!touch_event_down) {
// Touch released
touch_interrupt_flag = false;
event.type = INPUT_TOUCH_UP;
event.valid = true;
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)) {
return event; // Read failed
}
// 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!)
// ============================================================================
/**
* @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) {
state->last_x = -1;
state->last_y = -1;
state->is_drawing = false;
state->score = 0;
state->game_over = false;
state->frame_count = 0;
state->progress_value = 50; // Start at 50%
state->focused_button = 0; // Start with first button focused
state->button1_clicks = 0;
state->button2_clicks = 0;
state->touch_success_count = 0;
state->touch_fail_count = 0;
}
/**
* @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:
// Start new drawing stroke
state->last_x = input.x;
state->last_y = input.y;
state->is_drawing = true;
state->touch_success_count++;
break;
case INPUT_TOUCH_MOVE:
// Continue drawing stroke
if (config.enable_continuous_draw && state->is_drawing) {
if (state->last_x >= 0 && state->last_y >= 0) {
// Draw line from last position
renderer->draw_line(state->last_x, state->last_y, input.x, input.y, true);
needs_refresh = true;
}
state->last_x = input.x;
state->last_y = input.y;
state->touch_success_count++;
}
break;
case INPUT_TOUCH_UP:
// End drawing stroke
state->is_drawing = false;
state->last_x = -1;
state->last_y = -1;
needs_refresh = true; // Final refresh to show complete stroke
break;
case INPUT_BUTTON_0:
// KEY0: Switch focus between buttons
state->focused_button = (state->focused_button == 0) ? 1 : 0;
needs_refresh = true;
if (config.debug_verbose) {
printf("Focus switched to button %d\n", state->focused_button);
}
break;
case INPUT_BUTTON_1:
// KEY1: Activate the focused button
if (state->focused_button == 0) {
state->button1_clicks++;
if (config.debug_verbose) {
printf("Button 1 clicked! Total: %d\n", state->button1_clicks);
}
} else {
state->button2_clicks++;
if (config.debug_verbose) {
printf("Button 2 clicked! Total: %d\n", state->button2_clicks);
}
}
needs_refresh = true;
break;
case INPUT_GESTURE:
// Handle gesture
if (config.debug_verbose) {
printf("Gesture detected: %s\n", get_gesture_name(input.gesture_code));
}
// Add gesture-specific actions here
break;
default:
break;
}
state->frame_count++;
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, "Button Game");
// Draw instructions using text
renderer->set_font(&font_5x5_obj);
renderer->draw_string(20, 50, "KEY0: Switch Focus", true);
renderer->draw_string(20, 65, "KEY1: Click Button", true);
// Create button labels with click counts
char btn1_label[30];
snprintf(btn1_label, sizeof(btn1_label), "BTN 1 (%d)", state->button1_clicks);
char btn2_label[30];
snprintf(btn2_label, sizeof(btn2_label), "BTN 2 (%d)", state->button2_clicks);
// Draw Button 1 using GUI button element
// pressed=true shows it's focused/selected
gui->draw_button(w1, 10, 90, btn1_label, state->focused_button == 0, true);
// Draw Button 2 using GUI button element
gui->draw_button(w1, 10, 140, btn2_label, state->focused_button == 1, true);
// Draw status indicators using GUI elements
// Show which button is focused
if (state->focused_button == 0) {
gui->draw_radio_button(w1, 200, 100, "Active", true);
} else {
gui->draw_radio_button(w1, 200, 100, "Active", false);
}
if (state->focused_button == 1) {
gui->draw_radio_button(w1, 200, 150, "Active", true);
} else {
gui->draw_radio_button(w1, 200, 150, "Active", false);
}
// Show total interactions with a status bar
uint32_t total_clicks = state->button1_clicks + state->button2_clicks;
int percentage = (total_clicks > 0) ? ((state->button1_clicks * 100) / total_clicks) : 50;
char total_str[20];
snprintf(total_str, sizeof(total_str), "%d", total_clicks);
gui->draw_status_bar(w1, 10, 200, 270, "TOTAL CLICKS", "BTN1 vs BTN2 Ratio", percentage, total_str);
}
// ============================================================================
// MAIN PROGRAM
// ============================================================================
@@ -191,13 +569,26 @@ int main()
// Now clear to black for drawing // Now clear to black for drawing
display->clear(false); // Clear to black display->clear(false); // Clear to black
// Initialize renderer and GUI system
LowLevelRenderer renderer(bit_buffer, V_WIDTH, V_HEIGHT); LowLevelRenderer renderer(bit_buffer, V_WIDTH, V_HEIGHT);
renderer.set_font(&font_5x5_obj); renderer.set_font(&font_5x5_obj);
LowLevelGUI gui = LowLevelGUI(&renderer, font_BMplain_obj); LowLevelGUI gui = LowLevelGUI(&renderer, font_BMplain_obj);
LowLevelWindow *w1 = gui.draw_new_window(15, 15, V_WIDTH - 30, V_HEIGHT - 30, "Main Window");
gui.draw_status_bar(w1, 10, 40, 200, // Initialize game configuration
"PANELS", "Weekly Average Charge", 65, "190KWH"); GameConfig config = {
gui.draw_circular_gauge(w1, 10, 100 - 10, 200, "SYSTEM EFF.", 68); .touch_debounce_ms = 10,
.button_debounce_ms = 50,
.enable_gestures = true,
.enable_continuous_draw = true,
.debug_verbose = false
};
// Initialize game state
GameState game_state;
game_init(&game_state);
// Draw initial game graphics
game_draw(&game_state, &renderer, &gui);
// Refresh the screen with the rendered GUI // Refresh the screen with the rendered GUI
refresh_screen(bit_buffer, display); refresh_screen(bit_buffer, display);
@@ -260,131 +651,47 @@ int main()
// printf("SD Card initialization failed or no card present\n"); // printf("SD Card initialization failed or no card present\n");
// } // }
// Main loop - handle touch events // ========================================================================
int last_x = -1, last_y = -1; // REACTIVE GAME LOOP
// ========================================================================
// The loop sleeps until an interrupt occurs, then:
// 1. Process input (button or touch)
// 2. Update game state based on input
// 3. Redraw only if game_update() indicates changes occurred
// This is ideal for e-ink displays (minimal refreshes) and power efficiency
// ========================================================================
// Touch debouncing
uint32_t last_touch_time = 0; uint32_t last_touch_time = 0;
const uint32_t debounce_ms = 10; // Poll touch every 10ms (100 times per second)
bool was_touched = false;
int touch_fail_count = 0;
int touch_success_count = 0;
while (1) { while (1) {
// Sleep until interrupt wakes us up (very power efficient!) // Sleep until interrupt wakes us up (very power efficient!)
// Te(); // Wait For Event - CPU sleeps until interrupt or evenurs __wfi(); // Wait For Interrupt - CPU sleeps until any interrupt occurs
__wfi(); // Wait For Interrupt - CPU sleeps until any interrupt
#ifdef BUTTON_KEY0_PIN InputEvent input = {INPUT_NONE, 0, 0, 0, 0, 0, false};
// Handle button presses with debouncing bool needs_refresh = false;
if (button_key0_pressed) {
button_key0_pressed = false; // 1. Process button input first (higher priority)
sleep_ms(50); // Debounce delay input = process_button_input(config);
if (gpio_get(BUTTON_KEY0_PIN) == 0) { // Verify button still pressed if (input.valid) {
printf("Button KEY0 action triggered\n"); needs_refresh = game_update(&game_state, input, config, &renderer);
// TODO: Add your KEY0 action here (e.g., focus next widget) }
// 2. Process touch input (if no button was pressed)
if (!input.valid) {
input = process_touch_input(config, &last_touch_time);
if (input.valid) {
needs_refresh = game_update(&game_state, input, config, &renderer);
} }
} }
if (button_key1_pressed) { // 3. Redraw and refresh screen only if needed
button_key1_pressed = false; if (needs_refresh) {
sleep_ms(50); // Debounce delay // For button presses or touch release, redraw entire UI
if (gpio_get(BUTTON_KEY1_PIN) == 0) { // Verify button still pressed if (input.type == INPUT_BUTTON_0 || input.type == INPUT_BUTTON_1 || input.type == INPUT_TOUCH_UP) {
printf("Button KEY1 action triggered\n"); // Clear buffer and redraw entire UI with updated state
// TODO: Add your KEY1 action here (e.g., activate focused widget) memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8);
game_draw(&game_state, &renderer, &gui);
} }
}
#endif
// Check if our touch interrupt flag was set
if (!touch_interrupt_flag) {
continue; // Woken by different interrupt, go back to sleep
}
// Clear the flag
touch_interrupt_flag = false;
while(touch_event_down){
uint32_t now = to_ms_since_boot(get_absolute_time());
// Check if enough time has passed since last touch check (debounce)
if (now - last_touch_time < debounce_ms) {
//continue;
}
//printf("Touch interrupt event detected (event_down=%d)\n", touch_event_down);
// Touch interrupt occurred - read the data
// is_touched() will check INT pin and confirm via I2C if needed
//if (touch && touch->is_touched()) {
// Now read full touch data via I2C (already confirmed by INT pin)
TouchData touch_data;
if (!touch->read_touch(&touch_data)) {
// Read failed or no actual touch data
touch_fail_count++;
//was_touched = false;
//last_x = -1;
//last_y = -1;
//last_touch_time = now;
continue;
}
touch_success_count++;
int16_t x = touch_data.points[0].x;
int16_t y = touch_data.points[0].y;
uint8_t event = touch_data.points[0].event;
uint8_t id = touch_data.points[0].id;
uint8_t weight = touch_data.points[0].pressure;
uint8_t gesture = touch_data.gesture;
// Display detailed touch information including weight and gesture
// printf("Touch: X=%d Y=%d Event=%d ID=%d Weight=%d",
// x, y, event, id, weight);
// Display gesture if detected (non-zero)
if (gesture != 0) {
const char* gesture_name = "Unknown";
switch(gesture) {
case 0x10: gesture_name = "Move Up"; break;
case 0x14: gesture_name = "Move Right"; break;
case 0x18: gesture_name = "Move Down"; break;
case 0x1C: gesture_name = "Move Left"; break;
case 0x48: gesture_name = "Zoom In"; break;
case 0x49: gesture_name = "Zoom Out"; break;
}
printf(" Gesture=0x%02X (%s)", gesture, gesture_name);
}
// printf(" [Success:%d Fail:%d]\n", touch_success_count, touch_fail_count);
// Check if touch is in title area to clear screen
// Draw line from last position (for smooth drawing)
if (last_x >= 0 && last_y >= 0) {
int dx = abs(x - last_x);
int dy = abs(y - last_y);
// Only draw line if movement is reasonable (filter noise)
//if (dx < 50 && dy < 50) {
renderer.draw_line(last_x, last_y, x, y, true);
//}
}
last_x = x;
last_y = y;
was_touched = true;
last_touch_time = now;
//} else {
// INT pin triggered but no touch data (likely release event)
//}
}
if (was_touched) {
last_x = -1;
last_y = -1;
was_touched = false;
refresh_screen(bit_buffer, display); refresh_screen(bit_buffer, display);
} }
} }

View File

@@ -93,13 +93,13 @@ void LowLevelDisplayEPaper::refresh() {
return; return;
} }
printf("Refreshing e-paper display (partial refresh)...\n"); // printf("Refreshing e-paper display (partial refresh)...\n");
// Use partial refresh for fast updates (~1 second instead of ~15 seconds) // Use partial refresh for fast updates (~1 second instead of ~15 seconds)
// Partial refresh updates only the changed pixels // Partial refresh updates only the changed pixels
EPD_4IN2_V2_PartialDisplay(framebuffer, 0, 0, EPD_4IN2_V2_WIDTH, EPD_4IN2_V2_HEIGHT); EPD_4IN2_V2_PartialDisplay(framebuffer, 0, 0, EPD_4IN2_V2_WIDTH, EPD_4IN2_V2_HEIGHT);
printf("E-paper partial refresh complete\n"); // printf("E-paper partial refresh complete\n");
dirty = false; dirty = false;
} }