Fix touch event stability and WFI wake filtering
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@@ -42,77 +42,73 @@ bool InputManager::has_buttons() const {
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InputEvent InputManager::process_touch_input(uint32_t* last_time) {
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InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false};
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// Check if touch interrupt flag is set
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if (!touch_interrupt_flag) {
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// Process immediately on IRQ, and continue sampling while a touch is active.
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// Some controllers only IRQ on edge transitions, so move events require polling.
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if (!touch_interrupt_flag && *last_time == 0) {
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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 - 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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// Touch is down - check debounce timing
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uint32_t now = to_ms_since_boot(get_absolute_time());
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if (now - *last_time < config->touch_debounce_ms) {
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return event; // Too soon, skip
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}
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// Read touch data
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// Always validate via controller state instead of relying on edge flag alone.
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// Edge chatter can flip touch_event_down without a real touch transition.
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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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return event;
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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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uint32_t now = to_ms_since_boot(get_absolute_time());
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// No active touch points: require consecutive empty reads before release to
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// avoid false TOUCH_UP events from transient controller jitter.
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if (touch_data.touch_count == 0) {
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if (*last_time != 0) {
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no_touch_samples++;
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if (no_touch_samples >= 2) {
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*last_time = 0;
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no_touch_samples = 0;
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event.type = INPUT_TOUCH_UP;
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event.valid = true;
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}
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}
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return event;
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}
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no_touch_samples = 0;
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// Debounce touch-down/move updates.
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if (*last_time != 0 && (now - *last_time) < config->touch_debounce_ms) {
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return event;
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}
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// Populate event from first touch point.
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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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event.pressure = touch_data.points[0].pressure;
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event.gesture_code = touch_data.gesture;
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event.valid = true;
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// Determine event type
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if (*last_time == 0) {
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event.type = INPUT_TOUCH_DOWN;
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// Check for virtual buttons
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InputType virtual_type;
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if (check_virtual_buttons(event.x, event.y, virtual_type)) {
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event.type = virtual_type;
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event.button_id = (virtual_type == INPUT_BUTTON_0) ? 0 : 1;
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printf("Virtual button %d pressed via touch\n", event.button_id);
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if (config->debug_verbose) {
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printf("Virtual button %d pressed via touch\n", event.button_id);
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}
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}
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} else {
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event.type = INPUT_TOUCH_MOVE;
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}
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// Handle gesture events
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if (config->enable_gestures && touch_data.gesture != 0) {
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event.type = INPUT_GESTURE;
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if (config->debug_verbose) {
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printf("Gesture: 0x%02X (%s)\n", event.gesture_code, get_gesture_name(event.gesture_code));
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}
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}
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*last_time = now;
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return event;
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}
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