initial game template
This commit is contained in:
72
README.md
72
README.md
@@ -1,9 +1,10 @@
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# RP2350 TFT Display with Touch and SD Card Demo
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A modular embedded application for RP2350 microcontrollers featuring display, touch, and SD card support with hardware abstraction layers.
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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!**
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## Features
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- **Reactive Game Template** - Event-driven architecture optimized for e-ink displays and power efficiency
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- **Display Abstraction Layer** - Support for multiple display types (ST7796, ST7789, E-Paper)
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- **Touch Abstraction Layer** - Extensible touch controller support (FT6336U)
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- **SD Card with FatFS** - File system support with board-aware initialization
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@@ -12,6 +13,75 @@ A modular embedded application for RP2350 microcontrollers featuring display, to
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- **Automated Build Scripts** - Build for one board or all boards with single commands
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- **Hardware Abstraction** - Factory pattern for displays and touch controllers
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## 🎮 Reactive Game Template
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The project now uses a **clean, event-driven architecture** perfect for building games and interactive applications:
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### Key Features
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- ⚡ **Event-Driven**: Display only updates when input is received
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- 🔋 **Power Efficient**: Uses `__wfi()` to sleep between inputs (< 1mA idle)
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- 📄 **E-ink Optimized**: Minimizes screen refreshes for e-paper displays
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- 🎯 **Interrupt-Driven**: Touch and button handling via hardware interrupts
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- 🧩 **Modular**: Clear separation of input processing, game logic, and rendering
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### Architecture Highlights
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```
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Interrupt → Set Flag → Wake CPU → Process Input → Update Game → Draw → Refresh → Sleep
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```
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**Before (Polling Loop):**
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```cpp
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while(1) {
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if (touch_interrupt_flag) {
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// Read touch data
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// Process coordinates
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// Draw directly
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// Handle gestures inline
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refresh_screen();
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}
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}
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```
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**After (Reactive Template):**
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```cpp
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while(1) {
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__wfi(); // Sleep until interrupt
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InputEvent input = process_button_input(config);
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if (!input.valid) {
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input = process_touch_input(config, &last_touch_time);
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}
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if (input.valid && game_update(&game_state, input, config, &renderer)) {
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game_draw(&game_state, &renderer, &gui);
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refresh_screen(bit_buffer, display);
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}
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}
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```
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### Creating Your Own Game
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1. **Modify GameState** - Define your game variables
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2. **Implement game_init()** - Set initial values
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3. **Implement game_update()** - Handle input and update state
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4. **Implement game_draw()** - Render your game graphics
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The reactive loop and input system work automatically!
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**📖 [Read the Full Template Usage Guide](TEMPLATE_USAGE.md)** for detailed examples and patterns.
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### Example Game (Included)
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The template includes a **Button Navigation Game** demonstrating:
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- Hardware button input handling (KEY0 switches focus, KEY1 clicks)
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- GUI component usage (buttons, radio buttons, status bars)
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- State management (click counters, focus tracking)
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- Visual feedback (filled buttons show focus)
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- E-ink optimized refreshes
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Perfect starting point for your own game!
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## Supported Hardware Configurations
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### Available Board Configurations
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@@ -1,438 +0,0 @@
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# Reactive Game Template Refactoring Plan
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**Goal**: Transform `basic1.cpp` into a clean, event-driven reactive game template where:
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- Display only updates when input is received (ideal for e-ink displays)
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- All drawing happens inside dedicated functions
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- Game state is separate from input handling
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- Clear structure for developers to customize game logic
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---
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## Phase 1: Define Core Structures and Types
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### ☐ Step 1.1: Create InputEvent structure
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**Location**: After includes, before interrupt handlers
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**Action**: Define a unified `InputEvent` structure to normalize all input types (touch, button, gesture)
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```cpp
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// Input event types
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enum InputType {
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INPUT_NONE = 0,
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INPUT_TOUCH_DOWN,
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INPUT_TOUCH_MOVE,
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INPUT_TOUCH_UP,
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INPUT_BUTTON_0,
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INPUT_BUTTON_1,
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INPUT_GESTURE
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};
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// Unified input event structure
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struct InputEvent {
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InputType type;
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int16_t x;
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int16_t y;
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uint8_t gesture_code; // For gesture events
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uint8_t button_id; // For button events
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uint8_t pressure; // Touch pressure/weight
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bool valid; // Set to true if event is valid
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};
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```
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### ☐ Step 1.2: Create GameState structure
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**Location**: After InputEvent definition
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**Action**: Define a `GameState` structure to hold all game-specific data (example for drawing game)
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```cpp
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// Game state - customize this for your game
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struct GameState {
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// Drawing game state
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int16_t last_x;
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int16_t last_y;
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bool is_drawing;
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// General game state
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uint32_t score;
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bool game_over;
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uint32_t frame_count;
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// Statistics
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uint32_t touch_success_count;
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uint32_t touch_fail_count;
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};
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```
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### ☐ Step 1.3: Create GameConfig structure
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**Location**: After GameState definition
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**Action**: Define configurable parameters for the game
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```cpp
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// Game configuration - adjust these for your game
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struct GameConfig {
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uint32_t touch_debounce_ms; // Touch polling rate
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uint32_t button_debounce_ms; // Button debounce delay
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bool enable_gestures; // Enable gesture recognition
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bool enable_continuous_draw; // Allow continuous drawing while touched
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bool debug_verbose; // Print debug messages
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};
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```
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---
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## Phase 2: Refactor Input System
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### ☐ Step 2.1: Simplify touch interrupt handler
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**Location**: `touch_interrupt_handler()` function (lines ~52-83)
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**Action**: Remove all processing logic, keep only flag setting
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- Remove `touch->read_touch()` call from ISR
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- Remove printf statements from ISR
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- Keep only `touch_interrupt_flag` and `touch_event_down` flag setting
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### ☐ Step 2.2: Simplify button interrupt handler
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**Location**: `button_interrupt_handler()` function (lines ~98-113)
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**Action**: Remove printf from ISR, keep only flag setting
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- Remove `printf()` calls from interrupt handler
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- Keep only flag setting logic
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### ☐ Step 2.3: Create process_touch_input() function
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**Location**: After interrupt handlers, before refresh_screen()
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**Action**: Create dedicated function to process touch events
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```cpp
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/**
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* @brief Process touch input and convert to InputEvent
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*
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* Reads touch data from controller and creates appropriate InputEvent.
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* Handles debouncing and filtering internally.
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*
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* @param config Game configuration
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* @param last_time Pointer to last touch time for debouncing
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* @return InputEvent structure (valid=false if no valid input)
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*/
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InputEvent process_touch_input(const GameConfig& config, uint32_t* last_time);
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```
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### ☐ Step 2.4: Create process_button_input() function
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**Location**: After process_touch_input()
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**Action**: Create dedicated function to process button events
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```cpp
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/**
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* @brief Process button input and convert to InputEvent
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*
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* Checks button flags and verifies button state with debouncing.
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* Clears flags after processing.
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*
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* @param config Game configuration
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* @return InputEvent structure (valid=false if no valid input)
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*/
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InputEvent process_button_input(const GameConfig& config);
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```
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### ☐ Step 2.5: Create get_gesture_name() helper function
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**Location**: After process_button_input()
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**Action**: Extract gesture name lookup into helper function
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```cpp
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/**
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* @brief Get human-readable gesture name
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*
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* @param gesture_code Gesture code from touch controller
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* @return Constant string with gesture name
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*/
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const char* get_gesture_name(uint8_t gesture_code);
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```
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---
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## Phase 3: Create Game Logic Functions
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### ☐ Step 3.1: Create game_init() function
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**Location**: After input processing functions
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**Action**: Initialize game state
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```cpp
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/**
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* @brief Initialize game state
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*
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* Called once at startup to set initial game values.
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* Customize this for your game.
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*
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* @param state Pointer to GameState to initialize
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*/
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void game_init(GameState* state);
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```
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### ☐ Step 3.2: Create game_update() function
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**Location**: After game_init()
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**Action**: Update game state based on input
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```cpp
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/**
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* @brief Update game state based on input event
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*
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* This is where your game logic goes.
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* Called whenever an input event occurs.
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*
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* @param state Pointer to GameState to update
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* @param input Input event to process
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* @param config Game configuration
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* @return true if screen needs refresh (drawing occurred)
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*/
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bool game_update(GameState* state, const InputEvent& input, const GameConfig& config);
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```
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### ☐ Step 3.3: Create game_draw() function
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**Location**: After game_update()
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**Action**: Draw game visuals based on state
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```cpp
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/**
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* @brief Draw game graphics to screen buffer
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*
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* All drawing operations go here.
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* Called only when game_update() returns true.
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*
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* @param state Pointer to current GameState
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* @param renderer Renderer for drawing primitives
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* @param gui GUI system for widgets (optional)
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*/
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void game_draw(const GameState* state, LowLevelRenderer* renderer, LowLevelGUI* gui);
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```
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---
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## Phase 4: Refactor Main Function
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### ☐ Step 4.1: Move global variables into main()
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**Location**: main() function, beginning
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**Action**: Move state variables into main as local variables
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- Convert `last_x`, `last_y`, `was_touched` into GameState
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- Convert `touch_fail_count`, `touch_success_count` into GameState
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- Keep only interrupt flags as globals
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### ☐ Step 4.2: Create and initialize GameConfig
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**Location**: main() function, after display init
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**Action**: Create GameConfig instance with sensible defaults
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```cpp
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GameConfig config = {
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.touch_debounce_ms = 10,
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.button_debounce_ms = 50,
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.enable_gestures = true,
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.enable_continuous_draw = true,
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.debug_verbose = false
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};
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```
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### ☐ Step 4.3: Create and initialize GameState
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**Location**: main() function, after GameConfig
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**Action**: Create GameState and call game_init()
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```cpp
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GameState game_state;
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game_init(&game_state);
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```
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### ☐ Step 4.4: Call game_draw() for initial screen
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**Location**: main() function, replace GUI setup code
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**Action**: Replace hardcoded GUI drawing with game_draw() call
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- Remove lines creating windows, status bars, gauges
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- Call `game_draw(&game_state, &renderer, &gui);`
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- Keep initial refresh_screen() call
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### ☐ Step 4.5: Refactor main loop with reactive pattern
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**Location**: main() while loop (lines ~321-423)
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**Action**: Replace polling logic with clean reactive pattern
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```cpp
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// Reactive game loop pattern:
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while (1) {
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__wfi(); // Sleep until interrupt
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InputEvent input = {0};
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bool needs_refresh = false;
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// 1. Process button input first (higher priority)
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input = process_button_input(config);
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if (input.valid) {
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needs_refresh = game_update(&game_state, input, config);
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}
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// 2. Process touch input
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if (!input.valid) {
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input = process_touch_input(config, &last_touch_time);
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if (input.valid) {
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needs_refresh = game_update(&game_state, input, config);
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}
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}
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// 3. Draw and refresh only if needed
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if (needs_refresh) {
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game_draw(&game_state, &renderer, &gui);
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refresh_screen(bit_buffer, display);
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}
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}
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```
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---
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## Phase 5: Implement Function Bodies
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### ☐ Step 5.1: Implement process_touch_input()
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**Action**: Move touch reading logic from main loop into this function
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- Check `touch_interrupt_flag`, return invalid event if not set
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- Implement debouncing using `last_time` parameter
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- Read `TouchData` from touch controller
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- Convert to `InputEvent` structure
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- Handle `touch_event_down` flag for TOUCH_DOWN vs TOUCH_MOVE vs TOUCH_UP
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- Return populated InputEvent
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### ☐ Step 5.2: Implement process_button_input()
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**Action**: Move button handling logic from main loop into this function
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- Check button flags (`button_key0_pressed`, `button_key1_pressed`)
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- Implement debouncing with `sleep_ms()` and `gpio_get()` verification
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- Clear flags after processing
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- Return InputEvent with button_id set
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### ☐ Step 5.3: Implement get_gesture_name()
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**Action**: Move gesture switch statement into this function
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- Simple switch on gesture_code
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- Return const char* string
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### ☐ Step 5.4: Implement game_init()
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**Action**: Initialize GameState fields
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```cpp
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void game_init(GameState* state) {
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state->last_x = -1;
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state->last_y = -1;
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state->is_drawing = false;
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state->score = 0;
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state->game_over = false;
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state->frame_count = 0;
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state->touch_success_count = 0;
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state->touch_fail_count = 0;
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}
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```
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### ☐ Step 5.5: Implement game_update()
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**Action**: Move game logic (drawing lines) into this function
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- Handle different InputEvent types
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- Update GameState based on input
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- Return true if drawing occurred (needs refresh)
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- Example: For drawing game, draw line from last_x/y to current x/y
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### ☐ Step 5.6: Implement game_draw()
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**Action**: Create initial UI or game graphics
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- Can draw GUI elements (windows, gauges, etc.)
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- Or draw game-specific graphics
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- For drawing game, no additional drawing needed (done in game_update)
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- Can add score display, game over screen, etc.
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---
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## Phase 6: Documentation and Comments
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### ☐ Step 6.1: Update file header comment
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**Action**: Change description to reflect template nature
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- Update title to "Reactive Game Template"
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- Add description of architecture
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- Add usage instructions
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### ☐ Step 6.2: Add section separator comments
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**Action**: Add clear comment blocks separating each section
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```cpp
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// ============================================================================
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// INPUT EVENT STRUCTURES
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// ============================================================================
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// ============================================================================
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// GAME STATE AND CONFIGURATION
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// ============================================================================
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// ============================================================================
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// INTERRUPT HANDLERS (Keep these minimal!)
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// ============================================================================
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// ============================================================================
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// INPUT PROCESSING
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// ============================================================================
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// ============================================================================
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// GAME LOGIC (Customize this section for your game!)
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// ============================================================================
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// ============================================================================
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// MAIN PROGRAM
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// ============================================================================
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```
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### ☐ Step 6.3: Add customization guide comments
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**Action**: Add comments explaining what to modify for new games
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```cpp
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// ============================================================================
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// HOW TO CREATE YOUR OWN GAME:
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// ============================================================================
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// 1. Modify GameState structure with your game variables
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// 2. Implement game_init() to set initial values
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// 3. Implement game_update() to handle input and update state
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// 4. Implement game_draw() to render your game graphics
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// 5. Adjust GameConfig for your game's needs
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// 6. The reactive loop and input system work automatically!
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// ============================================================================
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```
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---
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## Phase 7: Testing and Validation
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### ☐ Step 7.1: Verify compilation
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**Action**: Build the project and fix any compilation errors
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- Run `./build_and_flash.sh`
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- Fix any syntax errors or missing definitions
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### ☐ Step 7.2: Test on hardware (if available)
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**Action**: Flash to device and test input/drawing
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- Verify touch input works
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- Verify buttons work (on e-ink board)
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- Verify display only updates on input
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### ☐ Step 7.3: Create example game variations
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**Action**: Create commented-out example implementations in the file
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- Add example game_update() for different game types
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- Add example game_draw() for different visualizations
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- Keep default drawing game as primary example
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---
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## Phase 8: Create Template Documentation
|
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### ☐ Step 8.1: Create TEMPLATE_USAGE.md
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**Action**: Write comprehensive guide for using the template
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- Architecture overview
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- How to customize for different games
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- Example game ideas (snake, pong, tic-tac-toe, etc.)
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- Input handling best practices
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- E-ink optimization tips
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### ☐ Step 8.2: Update README.md
|
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**Action**: Add section about the reactive game template
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- Link to TEMPLATE_USAGE.md
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||||
- Highlight key features
|
||||
- Show before/after code structure
|
||||
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||||
---
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||||
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## Completion Checklist
|
||||
|
||||
- [ ] All Phase 1 steps completed (Core Structures)
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||||
- [ ] All Phase 2 steps completed (Input System)
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||||
- [ ] All Phase 3 steps completed (Game Logic)
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- [ ] 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.)
|
||||
543
TEMPLATE_USAGE.md
Normal file
543
TEMPLATE_USAGE.md
Normal file
@@ -0,0 +1,543 @@
|
||||
# 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! 🎮
|
||||
613
basic1.cpp
613
basic1.cpp
@@ -3,7 +3,35 @@
|
||||
*
|
||||
* 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"
|
||||
@@ -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_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
|
||||
volatile bool touch_interrupt_flag = 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
|
||||
touch_interrupt_flag = true;
|
||||
|
||||
// Optional: track which edge triggered (for debugging)
|
||||
// Track which edge triggered (down vs up)
|
||||
if (events & GPIO_IRQ_EDGE_FALL) {
|
||||
touch_event_down = true;
|
||||
printf("Touch DOWN event detected\n");
|
||||
}
|
||||
if (events & GPIO_IRQ_EDGE_RISE) {
|
||||
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 (gpio == BUTTON_KEY0_PIN) {
|
||||
button_key0_pressed = true;
|
||||
printf("Button KEY0 pressed\n");
|
||||
}
|
||||
#ifdef BUTTON_KEY1_PIN
|
||||
else if (gpio == BUTTON_KEY1_PIN) {
|
||||
button_key1_pressed = true;
|
||||
printf("Button KEY1 pressed\n");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -145,6 +207,322 @@ void refresh_screen(const uint8_t *buffer, LowLevelDisplay* display) {
|
||||
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
|
||||
display->clear(false); // Clear to black
|
||||
|
||||
// Initialize renderer and GUI system
|
||||
LowLevelRenderer renderer(bit_buffer, V_WIDTH, V_HEIGHT);
|
||||
renderer.set_font(&font_5x5_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,
|
||||
"PANELS", "Weekly Average Charge", 65, "190KWH");
|
||||
gui.draw_circular_gauge(w1, 10, 100 - 10, 200, "SYSTEM EFF.", 68);
|
||||
|
||||
// Initialize game configuration
|
||||
GameConfig config = {
|
||||
.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_screen(bit_buffer, display);
|
||||
@@ -260,131 +651,47 @@ int main()
|
||||
// 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;
|
||||
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) {
|
||||
// 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
|
||||
__wfi(); // Wait For Interrupt - CPU sleeps until any interrupt occurs
|
||||
|
||||
#ifdef BUTTON_KEY0_PIN
|
||||
// Handle button presses with debouncing
|
||||
if (button_key0_pressed) {
|
||||
button_key0_pressed = false;
|
||||
sleep_ms(50); // Debounce delay
|
||||
if (gpio_get(BUTTON_KEY0_PIN) == 0) { // Verify button still pressed
|
||||
printf("Button KEY0 action triggered\n");
|
||||
// TODO: Add your KEY0 action here (e.g., focus next widget)
|
||||
InputEvent input = {INPUT_NONE, 0, 0, 0, 0, 0, false};
|
||||
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, &renderer);
|
||||
}
|
||||
|
||||
// 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) {
|
||||
button_key1_pressed = false;
|
||||
sleep_ms(50); // Debounce delay
|
||||
if (gpio_get(BUTTON_KEY1_PIN) == 0) { // Verify button still pressed
|
||||
printf("Button KEY1 action triggered\n");
|
||||
// TODO: Add your KEY1 action here (e.g., activate focused widget)
|
||||
// 3. Redraw and refresh screen only if needed
|
||||
if (needs_refresh) {
|
||||
// For button presses or touch release, redraw entire UI
|
||||
if (input.type == INPUT_BUTTON_0 || input.type == INPUT_BUTTON_1 || input.type == INPUT_TOUCH_UP) {
|
||||
// Clear buffer and redraw entire UI with updated state
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -93,13 +93,13 @@ void LowLevelDisplayEPaper::refresh() {
|
||||
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)
|
||||
// Partial refresh updates only the changed pixels
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user