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@@ -37,6 +37,7 @@
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#include "pico/stdlib.h"
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#include "pico/binary_info.h"
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#include "hardware/sync.h"
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#include "pico/multicore.h"
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#include "board_config.h" // Board-specific pin configuration
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#include "sd_card.h"
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#include <stdlib.h>
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@@ -54,6 +55,80 @@ bi_decl(bi_program_description("4.0\" TFT ST7796 with Touch and SD Card Demo"));
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bi_decl(bi_program_version_string("0.1"));
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bi_decl(bi_program_build_date_string(__DATE__));
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// ============================================================================
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// DUAL-CORE DISPLAY REFRESH SYSTEM
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// ============================================================================
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// Shared variables for core communication
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volatile bool refresh_requested = false;
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volatile bool refresh_in_progress = false;
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const uint8_t* volatile refresh_buffer = nullptr;
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LowLevelDisplay* volatile refresh_display = nullptr;
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/**
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* @brief Core 1 entry point - handles display refresh operations
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*
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* Runs on the second core, waiting for refresh requests.
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* This keeps Core 0 responsive while display updates happen in background.
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*/
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void core1_entry() {
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printf("Core 1 started - handling display refreshes\n");
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while (1) {
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// Wait for refresh request
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if (refresh_requested && refresh_buffer && refresh_display) {
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refresh_in_progress = true;
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// Get local copies for safe access
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LowLevelDisplay* display = refresh_display;
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const uint8_t* buffer = refresh_buffer;
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// Perform the refresh operation (may be slow for e-ink)
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display->draw_buffer(buffer);
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display->refresh();
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// Clear flags
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refresh_requested = false;
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refresh_in_progress = false;
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}
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// Small delay to avoid busy-waiting
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sleep_us(100);
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}
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}
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/**
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* @brief Request a screen refresh (non-blocking)
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*
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* Queues the refresh on Core 1, keeping Core 0 responsive.
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*
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* @param buffer Pointer to 1-bit framebuffer
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* @param display Pointer to display abstraction
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* @return true if refresh started, false if already in progress
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*/
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bool refresh_screen_async(const uint8_t *buffer, LowLevelDisplay* display) {
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// Check if Core 1 is busy with previous refresh
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if (refresh_in_progress) {
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// Still refreshing previous frame, skip this one
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return false;
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}
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// Queue refresh on Core 1
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refresh_buffer = buffer;
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refresh_display = display;
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refresh_requested = true;
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return true;
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}
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/**
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* @brief Check if a refresh is currently in progress
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* @return true if Core 1 is still refreshing
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*/
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bool is_refresh_in_progress() {
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return refresh_in_progress;
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}
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// ============================================================================
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// INPUT EVENT STRUCTURES
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// ============================================================================
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@@ -86,25 +161,19 @@ struct InputEvent {
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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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// Tic-Tac-Toe game state
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uint8_t board[3][3]; // 0=empty, 1=X, 2=O
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uint8_t current_player; // 1=X, 2=O
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uint8_t winner; // 0=none, 1=X wins, 2=O wins, 3=tie
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uint8_t selected_row; // Currently selected cell
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uint8_t selected_col;
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bool game_over;
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uint32_t frame_count;
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// UI state
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uint8_t progress_value; // Progress bar value (0-100)
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uint8_t focused_button; // Which button has focus (0 or 1)
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uint32_t button1_clicks; // Count clicks on button 1
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uint32_t button2_clicks; // Count clicks on button 2
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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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// Game statistics
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uint32_t x_wins;
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uint32_t o_wins;
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uint32_t ties;
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uint32_t total_moves;
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};
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// Game configuration - adjust these for your game
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@@ -151,9 +220,11 @@ void touch_interrupt_handler(uint gpio, uint32_t events) {
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// Track which edge triggered (down vs up)
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if (events & GPIO_IRQ_EDGE_FALL) {
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touch_event_down = true;
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printf("INT: FALL\n");
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}
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if (events & GPIO_IRQ_EDGE_RISE) {
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touch_event_down = false;
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printf("INT: RISE\n");
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}
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}
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@@ -247,14 +318,18 @@ InputEvent process_touch_input(const GameConfig& config, uint32_t* last_time) {
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return event; // No touch event
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}
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printf("Processing touch: flag=%d, event_down=%d\n", touch_interrupt_flag, touch_event_down);
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// Don't clear the flag yet - we may still be processing continuous touch
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// Check if touch is active
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if (!touch_event_down) {
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// Touch released
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// Touch released - reset timing for next touch
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touch_interrupt_flag = false;
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*last_time = 0; // Reset so next touch is treated as new touch-down
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event.type = INPUT_TOUCH_UP;
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event.valid = true;
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printf("Touch UP\n");
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return event;
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}
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@@ -267,9 +342,18 @@ InputEvent process_touch_input(const GameConfig& config, uint32_t* last_time) {
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// Read touch data
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TouchData touch_data;
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if (!touch || !touch->read_touch(&touch_data)) {
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// Clear flag even if read failed to prevent getting stuck
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touch_interrupt_flag = false;
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printf("Touch read FAILED\n");
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return event; // Read failed
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}
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// Clear the interrupt flag after successfully reading touch data
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// This allows the next touch interrupt to be detected
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touch_interrupt_flag = false;
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printf("Touch DOWN at (%d,%d)\n", touch_data.points[0].x, touch_data.points[0].y);
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// Populate event structure
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event.x = touch_data.points[0].x;
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event.y = touch_data.points[0].y;
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@@ -353,6 +437,63 @@ InputEvent process_button_input(const GameConfig& config) {
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// GAME LOGIC (Customize this section for your game!)
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// ============================================================================
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// Game board dimensions (used for both drawing and touch detection)
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const int BOARD_SIZE = 200;
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const int CELL_SIZE = BOARD_SIZE / 3;
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const int BOARD_Y = 80; // Y position below title
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/**
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* @brief Check if there's a winner on the board
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* @return 0=no winner, 1=X wins, 2=O wins, 3=tie
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*/
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uint8_t check_winner(const GameState* state) {
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// Check rows
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for (int row = 0; row < 3; row++) {
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if (state->board[row][0] != 0 &&
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state->board[row][0] == state->board[row][1] &&
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state->board[row][1] == state->board[row][2]) {
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return state->board[row][0];
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}
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}
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// Check columns
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for (int col = 0; col < 3; col++) {
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if (state->board[0][col] != 0 &&
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state->board[0][col] == state->board[1][col] &&
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state->board[1][col] == state->board[2][col]) {
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return state->board[0][col];
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}
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}
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// Check diagonals
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if (state->board[0][0] != 0 &&
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state->board[0][0] == state->board[1][1] &&
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state->board[1][1] == state->board[2][2]) {
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return state->board[0][0];
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}
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if (state->board[0][2] != 0 &&
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state->board[0][2] == state->board[1][1] &&
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state->board[1][1] == state->board[2][0]) {
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return state->board[0][2];
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}
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// Check for tie (board full)
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bool board_full = true;
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for (int row = 0; row < 3; row++) {
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for (int col = 0; col < 3; col++) {
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if (state->board[row][col] == 0) {
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board_full = false;
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break;
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}
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}
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if (!board_full) break;
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}
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if (board_full) return 3; // Tie
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return 0; // No winner yet
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}
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/**
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* @brief Initialize game state
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*
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@@ -362,18 +503,22 @@ InputEvent process_button_input(const GameConfig& config) {
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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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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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// Clear the board
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for (int row = 0; row < 3; row++) {
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for (int col = 0; col < 3; col++) {
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state->board[row][col] = 0;
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}
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}
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state->current_player = 1; // X starts
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state->winner = 0;
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state->selected_row = 1; // Start in center
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state->selected_col = 1;
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state->game_over = false;
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state->frame_count = 0;
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state->progress_value = 50; // Start at 50%
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state->focused_button = 0; // Start with first button focused
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state->button1_clicks = 0;
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state->button2_clicks = 0;
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state->touch_success_count = 0;
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state->touch_fail_count = 0;
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state->total_moves = 0;
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// Keep win statistics across games
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// state->x_wins, state->o_wins, state->ties remain unchanged
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}
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/**
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@@ -392,74 +537,124 @@ bool game_update(GameState* state, const InputEvent& input, const GameConfig& co
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bool needs_refresh = false;
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switch (input.type) {
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case INPUT_TOUCH_DOWN:
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// Start new drawing stroke
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state->last_x = input.x;
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state->last_y = input.y;
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state->is_drawing = true;
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state->touch_success_count++;
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break;
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case INPUT_TOUCH_DOWN: {
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// If game is over, restart on touch
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if (state->game_over) {
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game_init(state);
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needs_refresh = true;
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break;
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}
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printf("Touch down at (%d,%d)\n", input.x, input.y);
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case INPUT_TOUCH_MOVE:
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// Continue drawing stroke
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if (config.enable_continuous_draw && state->is_drawing) {
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if (state->last_x >= 0 && state->last_y >= 0) {
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// Draw line from last position
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renderer->draw_line(state->last_x, state->last_y, input.x, input.y, true);
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needs_refresh = true;
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// Calculate board position (must match game_draw!)
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int board_x = V_WIDTH - BOARD_SIZE - 20;
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// Check if touch is within board
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if (input.x >= board_x && input.x < board_x + BOARD_SIZE &&
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input.y >= BOARD_Y && input.y < BOARD_Y + BOARD_SIZE) {
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int touched_col = (input.x - board_x) / CELL_SIZE;
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int touched_row = (input.y - BOARD_Y) / CELL_SIZE;
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// Clamp to valid range (safety check)
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if (touched_row >= 0 && touched_row < 3 && touched_col >= 0 && touched_col < 3) {
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// Place piece if cell is empty
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if (state->board[touched_row][touched_col] == 0) {
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state->board[touched_row][touched_col] = state->current_player;
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state->total_moves++;
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// Check for winner
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state->winner = check_winner(state);
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if (state->winner != 0) {
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state->game_over = true;
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if (state->winner == 1) state->x_wins++;
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else if (state->winner == 2) state->o_wins++;
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|
else if (state->winner == 3) state->ties++;
|
|
|
|
|
} else {
|
|
|
|
|
// Switch player
|
|
|
|
|
state->current_player = (state->current_player == 1) ? 2 : 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
needs_refresh = true;
|
|
|
|
|
|
|
|
|
|
if (config.debug_verbose) {
|
|
|
|
|
printf("Touch at [%d,%d] (pixel %d,%d) by player %d\n",
|
|
|
|
|
touched_row, touched_col, input.x, input.y,
|
|
|
|
|
state->current_player == 1 ? 2 : 1);
|
|
|
|
|
}
|
|
|
|
|
} else if (config.debug_verbose) {
|
|
|
|
|
printf("Cell [%d,%d] already occupied\n", touched_row, touched_col);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
state->last_x = input.x;
|
|
|
|
|
state->last_y = input.y;
|
|
|
|
|
state->touch_success_count++;
|
|
|
|
|
} else if (config.debug_verbose) {
|
|
|
|
|
printf("Touch outside board: %d,%d\n", input.x, input.y);
|
|
|
|
|
}
|
|
|
|
|
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);
|
|
|
|
|
// KEY0: Move selection (for button-only boards)
|
|
|
|
|
if (!state->game_over) {
|
|
|
|
|
// Move to next cell, skipping occupied ones
|
|
|
|
|
int attempts = 0;
|
|
|
|
|
do {
|
|
|
|
|
state->selected_col++;
|
|
|
|
|
if (state->selected_col > 2) {
|
|
|
|
|
state->selected_col = 0;
|
|
|
|
|
state->selected_row++;
|
|
|
|
|
if (state->selected_row > 2) {
|
|
|
|
|
state->selected_row = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
attempts++;
|
|
|
|
|
// If we've tried all 9 cells, stop (game might be full)
|
|
|
|
|
if (attempts >= 9) break;
|
|
|
|
|
} while (state->board[state->selected_row][state->selected_col] != 0);
|
|
|
|
|
|
|
|
|
|
needs_refresh = true;
|
|
|
|
|
if (config.debug_verbose) {
|
|
|
|
|
printf("Selection moved to [%d,%d]\n", state->selected_row, state->selected_col);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
// Restart game
|
|
|
|
|
game_init(state);
|
|
|
|
|
needs_refresh = true;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case INPUT_BUTTON_1:
|
|
|
|
|
// KEY1: 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);
|
|
|
|
|
// KEY1: Place piece at selected position
|
|
|
|
|
if (!state->game_over) {
|
|
|
|
|
if (state->board[state->selected_row][state->selected_col] == 0) {
|
|
|
|
|
state->board[state->selected_row][state->selected_col] = state->current_player;
|
|
|
|
|
state->total_moves++;
|
|
|
|
|
|
|
|
|
|
// Check for winner
|
|
|
|
|
state->winner = check_winner(state);
|
|
|
|
|
if (state->winner != 0) {
|
|
|
|
|
state->game_over = true;
|
|
|
|
|
if (state->winner == 1) state->x_wins++;
|
|
|
|
|
else if (state->winner == 2) state->o_wins++;
|
|
|
|
|
else if (state->winner == 3) state->ties++;
|
|
|
|
|
} else {
|
|
|
|
|
// Switch player
|
|
|
|
|
state->current_player = (state->current_player == 1) ? 2 : 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
needs_refresh = true;
|
|
|
|
|
|
|
|
|
|
if (config.debug_verbose) {
|
|
|
|
|
printf("Piece placed at [%d,%d]\n", state->selected_row, state->selected_col);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
@@ -475,48 +670,99 @@ bool game_update(GameState* state, const InputEvent& input, const GameConfig& co
|
|
|
|
|
*/
|
|
|
|
|
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");
|
|
|
|
|
LowLevelWindow *w1 = gui->draw_new_window(10, 10, V_WIDTH - 20, V_HEIGHT - 20, "Tic-Tac-Toe");
|
|
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
// Draw current player or game result
|
|
|
|
|
if (state->game_over) {
|
|
|
|
|
if (state->winner == 1) {
|
|
|
|
|
renderer->draw_string(20, 40, "X WINS!", true);
|
|
|
|
|
} else if (state->winner == 2) {
|
|
|
|
|
renderer->draw_string(20, 40, "O WINS!", true);
|
|
|
|
|
} else {
|
|
|
|
|
renderer->draw_string(20, 40, "TIE GAME!", true);
|
|
|
|
|
}
|
|
|
|
|
renderer->draw_string(20, 55, "Touch or KEY0 to restart", true);
|
|
|
|
|
} else {
|
|
|
|
|
gui->draw_radio_button(w1, 200, 100, "Active", false);
|
|
|
|
|
char turn_text[30];
|
|
|
|
|
snprintf(turn_text, sizeof(turn_text), "Turn: %s", state->current_player == 1 ? "X" : "O");
|
|
|
|
|
renderer->draw_string(20, 40, turn_text, true);
|
|
|
|
|
renderer->draw_string(20, 55, "Touch cell or use keys", true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state->focused_button == 1) {
|
|
|
|
|
gui->draw_radio_button(w1, 200, 150, "Active", true);
|
|
|
|
|
} else {
|
|
|
|
|
gui->draw_radio_button(w1, 200, 150, "Active", false);
|
|
|
|
|
// Draw game board (use same layout as touch detection!)
|
|
|
|
|
int board_x = V_WIDTH - BOARD_SIZE - 20;
|
|
|
|
|
|
|
|
|
|
// Draw current turn indicator (large, on left side)
|
|
|
|
|
if (!state->game_over) {
|
|
|
|
|
int indicator_x = 60;
|
|
|
|
|
int indicator_y = V_HEIGHT / 2;
|
|
|
|
|
int piece_offset = CELL_SIZE / 4;
|
|
|
|
|
|
|
|
|
|
if (state->current_player == 1) {
|
|
|
|
|
// Draw large X
|
|
|
|
|
renderer->draw_line(indicator_x - piece_offset, indicator_y - piece_offset,
|
|
|
|
|
indicator_x + piece_offset, indicator_y + piece_offset, true, 4);
|
|
|
|
|
renderer->draw_line(indicator_x + piece_offset, indicator_y - piece_offset,
|
|
|
|
|
indicator_x - piece_offset, indicator_y + piece_offset, true, 4);
|
|
|
|
|
} else {
|
|
|
|
|
// Draw large O
|
|
|
|
|
int piece_radius = CELL_SIZE / 4;
|
|
|
|
|
renderer->draw_circle(indicator_x, indicator_y, piece_radius, true);
|
|
|
|
|
renderer->draw_circle(indicator_x, indicator_y, piece_radius - 1, true);
|
|
|
|
|
renderer->draw_circle(indicator_x, indicator_y, piece_radius - 2, true);
|
|
|
|
|
renderer->draw_circle(indicator_x, indicator_y, piece_radius - 3, true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Draw grid lines
|
|
|
|
|
for (int i = 1; i < 3; i++) {
|
|
|
|
|
// Vertical lines
|
|
|
|
|
renderer->draw_line(board_x + i * CELL_SIZE, BOARD_Y,
|
|
|
|
|
board_x + i * CELL_SIZE, BOARD_Y + BOARD_SIZE, true, 2);
|
|
|
|
|
// Horizontal lines
|
|
|
|
|
renderer->draw_line(board_x, BOARD_Y + i * CELL_SIZE,
|
|
|
|
|
board_x + BOARD_SIZE, BOARD_Y + i * CELL_SIZE, true, 2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
// Draw outer border
|
|
|
|
|
renderer->draw_rectangle(board_x, BOARD_Y, BOARD_SIZE, BOARD_SIZE, true, 3);
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
// Draw X's and O's
|
|
|
|
|
for (int row = 0; row < 3; row++) {
|
|
|
|
|
for (int col = 0; col < 3; col++) {
|
|
|
|
|
int cell_x = board_x + col * CELL_SIZE;
|
|
|
|
|
int cell_y = BOARD_Y + row * CELL_SIZE;
|
|
|
|
|
int center_x = cell_x + CELL_SIZE / 2;
|
|
|
|
|
int center_y = cell_y + CELL_SIZE / 2;
|
|
|
|
|
|
|
|
|
|
// Highlight selected cell (for button navigation)
|
|
|
|
|
if (!state->game_over && row == state->selected_row && col == state->selected_col) {
|
|
|
|
|
renderer->draw_rectangle(cell_x + 5, cell_y + 5, CELL_SIZE - 10, CELL_SIZE - 10, true, 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (state->board[row][col] == 1) {
|
|
|
|
|
// Draw X
|
|
|
|
|
int offset = CELL_SIZE / 4;
|
|
|
|
|
renderer->draw_line(center_x - offset, center_y - offset,
|
|
|
|
|
center_x + offset, center_y + offset, true, 3);
|
|
|
|
|
renderer->draw_line(center_x + offset, center_y - offset,
|
|
|
|
|
center_x - offset, center_y + offset, true, 3);
|
|
|
|
|
} else if (state->board[row][col] == 2) {
|
|
|
|
|
// Draw O
|
|
|
|
|
int radius = CELL_SIZE / 4;
|
|
|
|
|
renderer->draw_circle(center_x, center_y, radius, true);
|
|
|
|
|
renderer->draw_circle(center_x, center_y, radius - 1, true);
|
|
|
|
|
renderer->draw_circle(center_x, center_y, radius - 2, true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw statistics at bottom
|
|
|
|
|
char stats[60];
|
|
|
|
|
snprintf(stats, sizeof(stats), "X:%d O:%d Tie:%d Moves:%d",
|
|
|
|
|
state->x_wins, state->o_wins, state->ties, state->total_moves);
|
|
|
|
|
renderer->draw_string(20, V_HEIGHT - 40, stats, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ============================================================================
|
|
|
|
|
@@ -534,6 +780,7 @@ int main()
|
|
|
|
|
sleep_ms(5000); // Wait for USB connection (if present)
|
|
|
|
|
|
|
|
|
|
printf("\n=== %s Demo ===\n", BOARD_NAME);
|
|
|
|
|
printf("Starting dual-core system...\n");
|
|
|
|
|
|
|
|
|
|
// Create display abstraction using factory method
|
|
|
|
|
// The factory handles all board-specific configuration internally
|
|
|
|
|
@@ -544,7 +791,7 @@ int main()
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
printf("Initializing 4.0\" TFT with Touch and SD Card...\n");
|
|
|
|
|
printf("Initializing display...\n");
|
|
|
|
|
|
|
|
|
|
// Initialize the display
|
|
|
|
|
if (!display->init()) {
|
|
|
|
|
@@ -553,6 +800,11 @@ int main()
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Launch Core 1 for display refresh handling
|
|
|
|
|
printf("Launching Core 1 for display refresh...\n");
|
|
|
|
|
multicore_launch_core1(core1_entry);
|
|
|
|
|
sleep_ms(100); // Give Core 1 time to start
|
|
|
|
|
|
|
|
|
|
// Do a full refresh with white screen first (removes ghosting on e-paper)
|
|
|
|
|
printf("Performing initial full refresh to white...\n");
|
|
|
|
|
display->clear(true); // Clear to white
|
|
|
|
|
@@ -577,7 +829,7 @@ int main()
|
|
|
|
|
// Initialize game configuration
|
|
|
|
|
GameConfig config = {
|
|
|
|
|
.touch_debounce_ms = 10,
|
|
|
|
|
.button_debounce_ms = 50,
|
|
|
|
|
.button_debounce_ms = 20,
|
|
|
|
|
.enable_gestures = true,
|
|
|
|
|
.enable_continuous_draw = true,
|
|
|
|
|
.debug_verbose = false
|
|
|
|
|
@@ -585,13 +837,18 @@ int main()
|
|
|
|
|
|
|
|
|
|
// Initialize game state
|
|
|
|
|
GameState game_state;
|
|
|
|
|
// Initialize statistics (persists across game restarts)
|
|
|
|
|
game_state.x_wins = 0;
|
|
|
|
|
game_state.o_wins = 0;
|
|
|
|
|
game_state.ties = 0;
|
|
|
|
|
game_init(&game_state);
|
|
|
|
|
|
|
|
|
|
// Draw initial game graphics
|
|
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game_draw(&game_state, &renderer, &gui);
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// Refresh the screen with the rendered GUI
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refresh_screen(bit_buffer, display);
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// Refresh the screen with the rendered GUI (async on Core 1)
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refresh_screen_async(bit_buffer, display);
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printf("Initial screen refresh queued on Core 1\n");
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// Initialize touch screen using abstraction
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touch = LowLevelTouch::create((TouchType)TOUCH_TYPE_SELECTED, V_WIDTH, V_HEIGHT,
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@@ -652,16 +909,23 @@ int main()
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// }
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// ========================================================================
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// REACTIVE GAME LOOP
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// REACTIVE GAME LOOP WITH DUAL-CORE REFRESH
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// ========================================================================
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// Core 0 (this loop): Handles input and game logic - stays responsive
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// Core 1: Handles display refresh - can take 1-2 seconds for e-ink
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//
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// The loop sleeps until an interrupt occurs, then:
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// 1. Process input (button or touch)
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// 2. Update game state based on input
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// 3. Redraw only if game_update() indicates changes occurred
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// This is ideal for e-ink displays (minimal refreshes) and power efficiency
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// 3. Queue refresh on Core 1 (non-blocking)
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// This keeps Core 0 responsive even during slow e-ink refreshes
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// ========================================================================
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uint32_t last_touch_time = 0;
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bool pending_refresh = false; // Track if we have a pending refresh
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printf("\nEntering reactive game loop (Core 0 - input & logic)\n");
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printf("Display refreshes handled by Core 1\n\n");
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while (1) {
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// Sleep until interrupt wakes us up (very power efficient!)
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@@ -684,15 +948,25 @@ int main()
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}
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}
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// 3. Redraw and refresh screen only if needed
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if (needs_refresh) {
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// For button presses or touch release, redraw entire UI
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if (input.type == INPUT_BUTTON_0 || input.type == INPUT_BUTTON_1 || input.type == INPUT_TOUCH_UP) {
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// Clear buffer and redraw entire UI with updated state
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memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8);
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game_draw(&game_state, &renderer, &gui);
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// 3. Redraw and queue async refresh on Core 1
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if (needs_refresh || pending_refresh) {
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// Clear buffer and redraw entire UI with updated state
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memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8);
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game_draw(&game_state, &renderer, &gui);
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// Request async refresh (non-blocking - handled by Core 1)
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bool refresh_started = refresh_screen_async(bit_buffer, display);
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if (refresh_started) {
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pending_refresh = false; // Refresh queued successfully
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} else {
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pending_refresh = true; // Core 1 busy, retry next iteration
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if (config.debug_verbose) {
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printf("Refresh pending - Core 1 still busy\n");
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}
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}
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refresh_screen(bit_buffer, display);
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// Core 0 continues immediately, Core 1 handles the refresh
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}
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}
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