Fix frame update logic and emulator support

- Fix basic1.cpp loop to handle set_frame_updates(true) correctly with sleep
- Update emulator loop for concurrent input and frame updates
- Update emulator for SFML 3.0 compatibility
- Add INPUT.FRAME_TICK constant to Lua bindings
- Enable frame updates in snake.lua example
This commit is contained in:
Adolfo Reyna
2026-02-10 23:27:31 -05:00
parent fe5d58b663
commit 47fc02f05c
5 changed files with 65 additions and 38 deletions

View File

@@ -552,8 +552,21 @@ int main()
uint32_t game_start_time = 0; uint32_t game_start_time = 0;
while (1) { while (1) {
// Determine if we should sleep or stay awake for updates
bool stay_awake = false;
if (pending_refresh) stay_awake = true;
if (launcher.is_game_selected()) {
Game* g = launcher.get_selected_game();
if (g && g->wants_frame_updates()) {
stay_awake = true;
}
}
if (!stay_awake) {
// Sleep until interrupt wakes us up (very power efficient!) // Sleep until interrupt wakes us up (very power efficient!)
__wfi(); // Wait For Interrupt - CPU sleeps until any interrupt occurs __wfi(); // Wait For Interrupt - CPU sleeps until any interrupt occurs
}
InputEvent input = {INPUT_NONE, 0, 0, 0, 0, 0, false}; InputEvent input = {INPUT_NONE, 0, 0, 0, 0, 0, false};
bool needs_refresh = false; bool needs_refresh = false;
@@ -639,18 +652,24 @@ int main()
} }
needs_refresh = true; needs_refresh = true;
} }
} else if (launcher.is_game_selected()) { }
if (launcher.is_game_selected()) {
// No input, but check if game wants continuous updates // No input, but check if game wants continuous updates
current_game = launcher.get_selected_game(); current_game = launcher.get_selected_game();
if (current_game->wants_frame_updates()) { if (current_game->wants_frame_updates()) {
// Send frame tick event for animation/physics updates // Only send frame tick if we're ready to draw the next frame
if (!is_refresh_in_progress()) {
InputEvent frame_tick = {INPUT_FRAME_TICK, 0, 0, 0, 0, 0, true}; InputEvent frame_tick = {INPUT_FRAME_TICK, 0, 0, 0, 0, 0, true};
needs_refresh = current_game->update(frame_tick); needs_refresh = current_game->update(frame_tick) || needs_refresh;
}
} }
} }
// 4. Redraw and queue async refresh on Core 1 // 4. Redraw and queue async refresh on Core 1
if (needs_refresh || pending_refresh) { if (needs_refresh || pending_refresh) {
// Only draw if Core 1 is finished with the buffer
if (!is_refresh_in_progress()) {
// Clear buffer and redraw entire UI with updated state // Clear buffer and redraw entire UI with updated state
memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8); memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8);
@@ -667,13 +686,11 @@ int main()
if (refresh_started) { if (refresh_started) {
pending_refresh = false; // Refresh queued successfully pending_refresh = false; // Refresh queued successfully
} else { } else {
pending_refresh = true; // Core 1 busy, retry next iteration pending_refresh = true;
if (config.debug_verbose) {
printf("Refresh pending - Core 1 still busy\n");
} }
} else {
pending_refresh = true;
} }
// Core 0 continues immediately, Core 1 handles the refresh
} }
// 5. Check if display should be dimmed due to inactivity // 5. Check if display should be dimmed due to inactivity

View File

@@ -8,7 +8,8 @@ extern Font font_5x5_obj;
GameLauncher::GameLauncher(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager) GameLauncher::GameLauncher(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager)
: width(width), height(height), renderer(renderer), gui(gui), input_manager(input_manager), : width(width), height(height), renderer(renderer), gui(gui), input_manager(input_manager),
selected_index(0), selected_game(nullptr) {} selected_index(0), selected_game(nullptr) {}
void GameLauncher::register_game(const char* name, const char* description, Game* (*factory)(uint16_t, uint16_t, LowLevelRenderer*, LowLevelGUI*, InputManager*)) { void GameLauncher::register_game(const char* name, const char* description,
std::function<Game*(uint16_t, uint16_t, LowLevelRenderer*, LowLevelGUI*, InputManager*)> factory) {
GameEntry entry; GameEntry entry;
entry.name = name; entry.name = name;
entry.description = description; entry.description = description;

View File

@@ -62,13 +62,13 @@ int main() {
InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false}; InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false};
while (const auto sfEvent = display.pollEvent()) { while (const auto sfEvent = display.pollEvent()) {
if (const auto* closed = sfEvent->getIf<sf::Event::Closed>()) { if (sfEvent->is<sf::Event::Closed>()) {
display.close(); display.close();
running = false; running = false;
} else if (const auto* mousePressed = sfEvent->getIf<sf::Event::MouseButtonPressed>()) { } else if (const auto* mouse = sfEvent->getIf<sf::Event::MouseButtonPressed>()) {
event.type = INPUT_TOUCH_DOWN; event.type = INPUT_TOUCH_DOWN;
event.x = mousePressed->position.x; event.x = mouse->position.x;
event.y = mousePressed->position.y; event.y = mouse->position.y;
event.valid = true; event.valid = true;
// Check for virtual buttons // Check for virtual buttons
@@ -76,14 +76,14 @@ int main() {
if (input_manager.check_virtual_buttons(event.x, event.y, virtual_type)) { if (input_manager.check_virtual_buttons(event.x, event.y, virtual_type)) {
event.type = virtual_type; event.type = virtual_type;
} }
} else if (const auto* keyPressed = sfEvent->getIf<sf::Event::KeyPressed>()) { } else if (const auto* key = sfEvent->getIf<sf::Event::KeyPressed>()) {
if (keyPressed->code == sf::Keyboard::Key::Space) { if (key->code == sf::Keyboard::Key::Space) {
event.type = INPUT_BUTTON_0; event.type = INPUT_BUTTON_0;
event.valid = true; event.valid = true;
} else if (keyPressed->code == sf::Keyboard::Key::Enter) { } else if (key->code == sf::Keyboard::Key::Enter) {
event.type = INPUT_BUTTON_1; event.type = INPUT_BUTTON_1;
event.valid = true; event.valid = true;
} else if (keyPressed->code == sf::Keyboard::Key::Escape) { } else if (key->code == sf::Keyboard::Key::Escape) {
// Simulate long-press exit // Simulate long-press exit
if (launcher.is_game_selected()) { if (launcher.is_game_selected()) {
launcher.reset(); launcher.reset();
@@ -107,8 +107,10 @@ int main() {
needs_redraw = true; needs_redraw = true;
} }
} }
} else if (launcher.is_game_selected()) { }
// No user input, but check if game wants frame tick updates
// Check if game wants frame tick updates (independent of user input)
if (launcher.is_game_selected()) {
current_game = launcher.get_selected_game(); current_game = launcher.get_selected_game();
if (current_game->wants_frame_updates()) { if (current_game->wants_frame_updates()) {
InputEvent frame_event = {INPUT_FRAME_TICK, 0, 0, 0, 0, 0, true}; InputEvent frame_event = {INPUT_FRAME_TICK, 0, 0, 0, 0, 0, true};

View File

@@ -237,6 +237,10 @@ static void register_input_constants(lua_State* L) {
lua_pushinteger(L, 6); lua_pushinteger(L, 6);
lua_settable(L, -3); lua_settable(L, -3);
lua_pushstring(L, "FRAME_TICK");
lua_pushinteger(L, 7);
lua_settable(L, -3);
lua_setglobal(L, "INPUT"); lua_setglobal(L, "INPUT");
} }

View File

@@ -32,6 +32,9 @@ function init()
game.vars.frame_count = 0 game.vars.frame_count = 0
game.vars.move_speed = 10 -- Frames between moves game.vars.move_speed = 10 -- Frames between moves
-- Enable continuous frame updates
game.set_frame_updates(true)
print("Snake Game initialized") print("Snake Game initialized")
end end