Fix touch event stability and WFI wake filtering
This commit is contained in:
36
basic1.cpp
36
basic1.cpp
@@ -252,6 +252,23 @@ volatile bool button_key0_pressed = false;
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volatile bool button_key1_pressed = false;
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#endif
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/**
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* @brief Returns true when an application-level wake source is pending.
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*
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* __wfi() can wake on unrelated interrupts (e.g. USB/background IRQs). This
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* guard prevents running full input/game logic unless one of our expected
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* event sources actually fired.
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*/
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static inline bool has_pending_wake_source() {
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if (touch_interrupt_flag) return true;
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if (touch_event_down) return true;
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if (dim_check_flag) return true;
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#ifdef BUTTON_KEY0_PIN
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if (button_key0_pressed || button_key1_pressed) return true;
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#endif
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return false;
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}
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/**
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* @brief Touch interrupt callback handler
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*
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@@ -265,18 +282,15 @@ volatile bool button_key1_pressed = false;
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* @param events Event mask (GPIO_IRQ_EDGE_FALL and/or GPIO_IRQ_EDGE_RISE)
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*/
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void touch_interrupt_handler(uint gpio, uint32_t events) {
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// Set flag to indicate touch event occurred
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// Main loop will handle the actual touch reading
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touch_interrupt_flag = true;
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// Track which edge triggered (down vs up)
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// Track which edge triggered (down vs up).
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// Keep ISR minimal: do not log/print from interrupt context.
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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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touch_interrupt_flag = true;
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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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touch_interrupt_flag = true;
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}
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}
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@@ -595,6 +609,8 @@ int main()
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bool stay_awake = false;
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if (pending_refresh) stay_awake = true;
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if (serial_uploader.wants_to_launch_game()) stay_awake = true; // Don't sleep while waiting to launch
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if (touch_event_down) stay_awake = true; // Keep sampling while finger is down
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if (last_touch_time != 0) stay_awake = true; // Keep sampling during active touch session
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if (launcher.is_game_selected()) {
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Game* g = launcher.get_selected_game();
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@@ -606,6 +622,12 @@ int main()
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if (!stay_awake) {
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// Sleep until interrupt wakes us up (very power efficient!)
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__wfi(); // Wait For Interrupt - CPU sleeps until any interrupt occurs
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// Ignore unrelated interrupts (USB/background/timer noise).
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// Only continue loop work when one of our wake sources is pending.
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if (!has_pending_wake_source()) {
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continue;
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}
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}
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InputEvent input = {INPUT_NONE, 0, 0, 0, 0, 0, false};
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@@ -143,11 +143,6 @@ bool ft6336u_init(const ft6336u_config_t *config) {
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printf("[FT6336U] WARNING: Failed to set CTRL mode\n");
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}
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// Enable polling mode - INT pin stays LOW while touched, goes HIGH when released
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printf("[FT6336U] Enabling polling mode...\n");
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if (!ft6336u_write_reg(FT6336U_REG_G_MODE, FT6336U_G_MODE_POLLING)) {
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printf("[FT6336U] WARNING: Failed to set G_MODE\n");
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}
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// Configure gesture parameters for better detection
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printf("[FT6336U] Configuring gesture detection parameters...\n");
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@@ -42,70 +42,66 @@ 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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// 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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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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touch_interrupt_flag = false;
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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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// 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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// 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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// 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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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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@@ -97,6 +97,7 @@ public:
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private:
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LowLevelTouch* touch;
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const GameConfig* config;
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uint8_t no_touch_samples = 0;
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// Virtual button regions
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int v_button_a[4] = {0, 0, 0, 0}; // [x, y, w, h]
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