Fix touch event stability and WFI wake filtering

This commit is contained in:
Adolfo Reyna
2026-02-18 11:51:29 -05:00
parent b01cd652a0
commit be6a217b08
4 changed files with 70 additions and 56 deletions

View File

@@ -252,6 +252,23 @@ volatile bool button_key0_pressed = false;
volatile bool button_key1_pressed = false; volatile bool button_key1_pressed = false;
#endif #endif
/**
* @brief Returns true when an application-level wake source is pending.
*
* __wfi() can wake on unrelated interrupts (e.g. USB/background IRQs). This
* guard prevents running full input/game logic unless one of our expected
* event sources actually fired.
*/
static inline bool has_pending_wake_source() {
if (touch_interrupt_flag) return true;
if (touch_event_down) return true;
if (dim_check_flag) return true;
#ifdef BUTTON_KEY0_PIN
if (button_key0_pressed || button_key1_pressed) return true;
#endif
return false;
}
/** /**
* @brief Touch interrupt callback handler * @brief Touch interrupt callback handler
* *
@@ -265,18 +282,15 @@ volatile bool button_key1_pressed = false;
* @param events Event mask (GPIO_IRQ_EDGE_FALL and/or GPIO_IRQ_EDGE_RISE) * @param events Event mask (GPIO_IRQ_EDGE_FALL and/or GPIO_IRQ_EDGE_RISE)
*/ */
void touch_interrupt_handler(uint gpio, uint32_t events) { void touch_interrupt_handler(uint gpio, uint32_t events) {
// Set flag to indicate touch event occurred // Track which edge triggered (down vs up).
// Main loop will handle the actual touch reading // Keep ISR minimal: do not log/print from interrupt context.
touch_interrupt_flag = true; if (events & GPIO_IRQ_EDGE_FALL) {
// Track which edge triggered (down vs up)
if (events & GPIO_IRQ_EDGE_FALL) {
touch_event_down = true; touch_event_down = true;
printf("INT: FALL\n"); touch_interrupt_flag = true;
} }
if (events & GPIO_IRQ_EDGE_RISE) { if (events & GPIO_IRQ_EDGE_RISE) {
touch_event_down = false; touch_event_down = false;
printf("INT: RISE\n"); touch_interrupt_flag = true;
} }
} }
@@ -595,6 +609,8 @@ int main()
bool stay_awake = false; bool stay_awake = false;
if (pending_refresh) stay_awake = true; if (pending_refresh) stay_awake = true;
if (serial_uploader.wants_to_launch_game()) stay_awake = true; // Don't sleep while waiting to launch if (serial_uploader.wants_to_launch_game()) stay_awake = true; // Don't sleep while waiting to launch
if (touch_event_down) stay_awake = true; // Keep sampling while finger is down
if (last_touch_time != 0) stay_awake = true; // Keep sampling during active touch session
if (launcher.is_game_selected()) { if (launcher.is_game_selected()) {
Game* g = launcher.get_selected_game(); Game* g = launcher.get_selected_game();
@@ -606,6 +622,12 @@ int main()
if (!stay_awake) { 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
// Ignore unrelated interrupts (USB/background/timer noise).
// Only continue loop work when one of our wake sources is pending.
if (!has_pending_wake_source()) {
continue;
}
} }
InputEvent input = {INPUT_NONE, 0, 0, 0, 0, 0, false}; InputEvent input = {INPUT_NONE, 0, 0, 0, 0, 0, false};

View File

@@ -143,11 +143,6 @@ bool ft6336u_init(const ft6336u_config_t *config) {
printf("[FT6336U] WARNING: Failed to set CTRL mode\n"); printf("[FT6336U] WARNING: Failed to set CTRL mode\n");
} }
// Enable polling mode - INT pin stays LOW while touched, goes HIGH when released
printf("[FT6336U] Enabling polling mode...\n");
if (!ft6336u_write_reg(FT6336U_REG_G_MODE, FT6336U_G_MODE_POLLING)) {
printf("[FT6336U] WARNING: Failed to set G_MODE\n");
}
// Configure gesture parameters for better detection // Configure gesture parameters for better detection
printf("[FT6336U] Configuring gesture detection parameters...\n"); printf("[FT6336U] Configuring gesture detection parameters...\n");

View File

@@ -42,77 +42,73 @@ bool InputManager::has_buttons() const {
InputEvent InputManager::process_touch_input(uint32_t* last_time) { InputEvent InputManager::process_touch_input(uint32_t* last_time) {
InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false}; InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false};
// Check if touch interrupt flag is set // Process immediately on IRQ, and continue sampling while a touch is active.
if (!touch_interrupt_flag) { // Some controllers only IRQ on edge transitions, so move events require polling.
if (!touch_interrupt_flag && *last_time == 0) {
return event; // No touch event return event; // No touch event
} }
printf("Processing touch: flag=%d, event_down=%d\n", touch_interrupt_flag, touch_event_down); // Always validate via controller state instead of relying on edge flag alone.
// Edge chatter can flip touch_event_down without a real touch transition.
// Don't clear the flag yet - we may still be processing continuous touch
// Check if touch is active
if (!touch_event_down) {
// Touch released - reset timing for next touch
touch_interrupt_flag = false;
*last_time = 0; // Reset so next touch is treated as new touch-down
event.type = INPUT_TOUCH_UP;
event.valid = true;
printf("Touch UP\n");
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; TouchData touch_data;
if (!touch || !touch->read_touch(&touch_data)) { if (!touch || !touch->read_touch(&touch_data)) {
// Clear flag even if read failed to prevent getting stuck
touch_interrupt_flag = false; touch_interrupt_flag = false;
printf("Touch read FAILED\n"); return event;
return event; // Read failed
} }
// Clear the interrupt flag after successfully reading touch data
// This allows the next touch interrupt to be detected
touch_interrupt_flag = false; touch_interrupt_flag = false;
uint32_t now = to_ms_since_boot(get_absolute_time());
printf("Touch DOWN at (%d,%d)\n", touch_data.points[0].x, touch_data.points[0].y);
// No active touch points: require consecutive empty reads before release to
// Populate event structure // avoid false TOUCH_UP events from transient controller jitter.
if (touch_data.touch_count == 0) {
if (*last_time != 0) {
no_touch_samples++;
if (no_touch_samples >= 2) {
*last_time = 0;
no_touch_samples = 0;
event.type = INPUT_TOUCH_UP;
event.valid = true;
}
}
return event;
}
no_touch_samples = 0;
// Debounce touch-down/move updates.
if (*last_time != 0 && (now - *last_time) < config->touch_debounce_ms) {
return event;
}
// Populate event from first touch point.
event.x = touch_data.points[0].x; event.x = touch_data.points[0].x;
event.y = touch_data.points[0].y; event.y = touch_data.points[0].y;
event.pressure = touch_data.points[0].pressure; event.pressure = touch_data.points[0].pressure;
event.gesture_code = touch_data.gesture; event.gesture_code = touch_data.gesture;
event.valid = true; event.valid = true;
// Determine event type
if (*last_time == 0) { if (*last_time == 0) {
event.type = INPUT_TOUCH_DOWN; event.type = INPUT_TOUCH_DOWN;
// Check for virtual buttons
InputType virtual_type; InputType virtual_type;
if (check_virtual_buttons(event.x, event.y, virtual_type)) { if (check_virtual_buttons(event.x, event.y, virtual_type)) {
event.type = virtual_type; event.type = virtual_type;
event.button_id = (virtual_type == INPUT_BUTTON_0) ? 0 : 1; event.button_id = (virtual_type == INPUT_BUTTON_0) ? 0 : 1;
printf("Virtual button %d pressed via touch\n", event.button_id); if (config->debug_verbose) {
printf("Virtual button %d pressed via touch\n", event.button_id);
}
} }
} else { } else {
event.type = INPUT_TOUCH_MOVE; event.type = INPUT_TOUCH_MOVE;
} }
// Handle gesture events
if (config->enable_gestures && touch_data.gesture != 0) { if (config->enable_gestures && touch_data.gesture != 0) {
event.type = INPUT_GESTURE; event.type = INPUT_GESTURE;
if (config->debug_verbose) { if (config->debug_verbose) {
printf("Gesture: 0x%02X (%s)\n", event.gesture_code, get_gesture_name(event.gesture_code)); printf("Gesture: 0x%02X (%s)\n", event.gesture_code, get_gesture_name(event.gesture_code));
} }
} }
*last_time = now; *last_time = now;
return event; return event;
} }

View File

@@ -97,6 +97,7 @@ public:
private: private:
LowLevelTouch* touch; LowLevelTouch* touch;
const GameConfig* config; const GameConfig* config;
uint8_t no_touch_samples = 0;
// Virtual button regions // Virtual button regions
int v_button_a[4] = {0, 0, 0, 0}; // [x, y, w, h] int v_button_a[4] = {0, 0, 0, 0}; // [x, y, w, h]