Add scene stack menu flow and restore stable TFT sync refresh

This commit is contained in:
Adolfo Reyna
2026-02-18 15:10:20 -05:00
parent a06e0d69fe
commit ebc58d7e4d
4 changed files with 366 additions and 69 deletions

View File

@@ -58,6 +58,7 @@ extern "C" {
#include "monopoly_game.h" #include "monopoly_game.h"
#include "lua_game_loader.h" #include "lua_game_loader.h"
#include "serial_uploader.h" #include "serial_uploader.h"
#include "scene_stack.h"
// Binary info for RP2350 - ensures proper boot image structure // Binary info for RP2350 - ensures proper boot image structure
@@ -161,15 +162,17 @@ struct GameConfig {
// ============================================================================ // ============================================================================
// Display dimming settings // Display dimming settings
#define DIM_TIMEOUT_MS (2 * 60 * 1000) // 2 minutes to dim #define DEFAULT_DIM_TIMEOUT_MS (2 * 60 * 1000) // 2 minutes to dim
#define SLEEP_TIMEOUT_MS (10 * 60 * 1000) // 10 minutes to sleep #define DEFAULT_SLEEP_TIMEOUT_MS (10 * 60 * 1000) // 10 minutes to sleep
#define DIM_CHECK_INTERVAL_MS 10000 // Check every 10 seconds #define DIM_CHECK_INTERVAL_MS 10000 // Check every 10 seconds
// Display dimming state // Display dimming state
static uint32_t last_interaction_time = 0; // Last time user interacted static uint32_t last_interaction_time = 0; // Last time user interacted
static bool is_idle_2min_triggered = false; // Flag for 2min trigger static bool is_idle_2min_triggered = false; // Flag for 2min trigger
static bool is_idle_10min_triggered = false; // Flag for 10min trigger static bool is_idle_10min_triggered = false; // Flag for 10min trigger
static volatile bool dim_check_flag = false; // Flag set by timer to check dimming static volatile bool dim_check_flag = false; // Flag set by timer to check dimming
static uint32_t dim_timeout_ms = DEFAULT_DIM_TIMEOUT_MS;
static uint32_t sleep_timeout_ms = DEFAULT_SLEEP_TIMEOUT_MS;
/** /**
* @brief Update last interaction time and notify display driver * @brief Update last interaction time and notify display driver
@@ -222,14 +225,14 @@ static inline void check_and_apply_dimming(LowLevelDisplay* display) {
uint32_t current_time = to_ms_since_boot(get_absolute_time()); uint32_t current_time = to_ms_since_boot(get_absolute_time());
uint32_t elapsed = current_time - last_interaction_time; uint32_t elapsed = current_time - last_interaction_time;
// Check for 10 minute timeout (Sleep) // Check sleep timeout (if enabled)
if (!is_idle_10min_triggered && elapsed >= SLEEP_TIMEOUT_MS) { if (sleep_timeout_ms > 0 && !is_idle_10min_triggered && elapsed >= sleep_timeout_ms) {
display->on_idle_10min(); display->on_idle_10min();
is_idle_10min_triggered = true; is_idle_10min_triggered = true;
is_idle_2min_triggered = true; // Implicitly triggered is_idle_2min_triggered = true; // Implicitly triggered
} }
// Check for 2 minute timeout (Dim) // Check dim timeout (if enabled)
else if (!is_idle_2min_triggered && elapsed >= DIM_TIMEOUT_MS) { else if (dim_timeout_ms > 0 && !is_idle_2min_triggered && elapsed >= dim_timeout_ms) {
display->on_idle_2min(); display->on_idle_2min();
is_idle_2min_triggered = true; is_idle_2min_triggered = true;
} }
@@ -267,6 +270,92 @@ static inline bool has_pending_wake_source() {
return false; return false;
} }
struct SleepOption {
const char* label;
uint32_t sleep_ms;
};
static constexpr SleepOption kSleepOptions[] = {
{"Never", 0},
{"30 sec", 30 * 1000},
{"1 min", 60 * 1000},
{"2 min", 2 * 60 * 1000},
{"5 min", 5 * 60 * 1000},
{"10 min", 10 * 60 * 1000}
};
static constexpr int kSleepOptionCount = sizeof(kSleepOptions) / sizeof(kSleepOptions[0]);
static inline void apply_sleep_option(int option_index) {
if (option_index < 0 || option_index >= kSleepOptionCount) {
return;
}
sleep_timeout_ms = kSleepOptions[option_index].sleep_ms;
if (sleep_timeout_ms == 0) {
dim_timeout_ms = 0;
return;
}
uint32_t candidate_dim = sleep_timeout_ms / 5;
if (candidate_dim < 30 * 1000) {
candidate_dim = 30 * 1000;
}
if (candidate_dim > 2 * 60 * 1000) {
candidate_dim = 2 * 60 * 1000;
}
if (candidate_dim >= sleep_timeout_ms && sleep_timeout_ms > 5000) {
candidate_dim = sleep_timeout_ms - 5000;
}
dim_timeout_ms = candidate_dim;
}
static inline bool in_rect(int16_t x, int16_t y, int rx, int ry, int rw, int rh) {
return x >= rx && x < (rx + rw) && y >= ry && y < (ry + rh);
}
static inline bool is_top_right_start(int16_t x, int16_t y, int width, int height) {
return x >= (width * 3 / 4) && y <= (height / 4);
}
static inline bool is_open_menu_swipe(int16_t sx, int16_t sy, int16_t ex, int16_t ey, int width, int height) {
if (!is_top_right_start(sx, sy, width, height)) {
return false;
}
const bool released_near_center = in_rect(ex, ey, width / 4, height / 4, width / 2, height / 2);
const int dx = ex - sx;
const int dy = ey - sy;
const bool moved_left_and_down = (dx <= -(width / 5)) && (dy >= (height / 10));
printf("Swipe from (%d, %d) to (%d, %d) - released_near_center=%d, moved_left_and_down=%d\n",
sx, sy, ex, ey, released_near_center, moved_left_and_down);
return released_near_center && moved_left_and_down;
}
static void draw_in_game_menu(LowLevelRenderer* renderer, LowLevelGUI* gui, int width, int height, const char* sleep_label) {
const int menu_w = width - 40;
const int menu_h = 190;
const int menu_x = 20;
const int menu_y = (height - menu_h) / 2;
const int row_h = 34;
const int row_x = menu_x + 16;
const int row_w = menu_w - 32;
const int row_start_y = menu_y + 48;
renderer->draw_filled_rectangle(0, 0, width, height, false, 1);
renderer->set_font(&font_5x5_obj);
renderer->set_text_color(true);
LowLevelWindow* win = gui->draw_new_window(menu_x, menu_y, menu_w, menu_h, "Game Menu");
gui->draw_button(win, row_x, row_start_y + (0 * row_h), "Restart Game", false, true);
gui->draw_button(win, row_x, row_start_y + (1 * row_h), "Back to Game Selection", false, true);
char sleep_label_text[64];
snprintf(sleep_label_text, sizeof(sleep_label_text), "Auto Sleep: %s", sleep_label);
gui->draw_button(win, row_x, row_start_y + (2 * row_h), sleep_label_text, false, true);
}
/** /**
* @brief Returns true when the currently selected game needs frame ticks. * @brief Returns true when the currently selected game needs frame ticks.
*/ */
@@ -574,12 +663,24 @@ int main()
// Set up repeating alarm to periodically check dimming status // Set up repeating alarm to periodically check dimming status
// This wakes the CPU from __wfi() every DIM_CHECK_INTERVAL_MS // This wakes the CPU from __wfi() every DIM_CHECK_INTERVAL_MS
add_alarm_in_ms(DIM_CHECK_INTERVAL_MS, dim_check_alarm_callback, nullptr, true); add_alarm_in_ms(DIM_CHECK_INTERVAL_MS, dim_check_alarm_callback, nullptr, true);
int sleep_option_index = 5; // Default: 10 min
apply_sleep_option(sleep_option_index);
if (display->get_type() == DISPLAY_TYPE_ST7796) { if (display->get_type() == DISPLAY_TYPE_ST7796) {
printf("Power saving: Dim at %d min, Sleep at %d min\n", if (sleep_timeout_ms == 0) {
DIM_TIMEOUT_MS / 60000, SLEEP_TIMEOUT_MS / 60000); printf("Power saving: auto sleep disabled\n");
} else {
printf("Power saving: Dim at %lus, Sleep at %lus\n",
(unsigned long)(dim_timeout_ms / 1000),
(unsigned long)(sleep_timeout_ms / 1000));
}
} else { } else {
printf("Power saving: Sleep at %d min\n", SLEEP_TIMEOUT_MS / 60000); if (sleep_timeout_ms == 0) {
printf("Power saving: auto sleep disabled\n");
} else {
printf("Power saving: Sleep at %lus\n", (unsigned long)(sleep_timeout_ms / 1000));
}
} }
printf("Dimming check timer set to %d seconds\n", DIM_CHECK_INTERVAL_MS / 1000); printf("Dimming check timer set to %d seconds\n", DIM_CHECK_INTERVAL_MS / 1000);
@@ -596,6 +697,12 @@ int main()
bool needs_refresh = false; // Track if screen needs redraw bool needs_refresh = false; // Track if screen needs redraw
bool dirty_rect_opt_state = (display->get_type() == DISPLAY_TYPE_ST7796); bool dirty_rect_opt_state = (display->get_type() == DISPLAY_TYPE_ST7796);
SceneStack scene_stack;
bool swipe_candidate_active = false;
int16_t swipe_start_x = 0;
int16_t swipe_start_y = 0;
int16_t swipe_last_x = 0;
int16_t swipe_last_y = 0;
while (1) { while (1) {
// 0. Process serial uploads (for rapid game iteration) // 0. Process serial uploads (for rapid game iteration)
@@ -609,18 +716,21 @@ int main()
// A new game was uploaded and launched - trigger redraw // A new game was uploaded and launched - trigger redraw
needs_refresh = true; needs_refresh = true;
current_game = launcher.get_selected_game(); current_game = launcher.get_selected_game();
scene_stack.clear_to_launcher();
scene_stack.push(SceneId::GAME);
// Note: game is already initialized by select_game_by_name() // Note: game is already initialized by select_game_by_name()
} }
} }
// Determine if we should sleep or stay awake for updates // Determine if we should sleep or stay awake for updates
bool stay_awake = false; bool stay_awake = false;
if (needs_refresh) stay_awake = true;
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 (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 (last_touch_time != 0) stay_awake = true; // Keep sampling during active touch session
if (game_wants_frame_updates(launcher)) stay_awake = true; if (scene_stack.is(SceneId::GAME) && game_wants_frame_updates(launcher)) stay_awake = true;
if (!stay_awake) { if (!stay_awake) {
// Sleep until interrupt wakes us up (very power efficient!) // Sleep until interrupt wakes us up (very power efficient!)
@@ -660,50 +770,11 @@ int main()
input.button_id, input.pressure); input.button_id, input.pressure);
} }
if (launcher.is_game_selected()) { SceneId scene = scene_stack.current();
// In game mode - process game input
current_game = launcher.get_selected_game(); if (scene == SceneId::LAUNCHER) {
needs_refresh = current_game->update(input); swipe_candidate_active = false;
// Check if game wants to exit
if (current_game->wants_to_exit()) {
printf("Game requested exit - returning to launcher\n");
launcher.reset();
needs_refresh = true;
// Force full clear for clean transition
// display->clear(false); // Unsafe while Core 1 might be busy
if (display->get_type() == DISPLAY_TYPE_EPAPER) {
LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
epaper->full_refresh();
}
}
// Check if player wants to exit (hold for 2+ seconds or special gesture)
// For now, we'll add a simple long-press detection
if (input.type == INPUT_TOUCH_DOWN) {
// Record start time on first touch
if (game_start_time == 0) {
game_start_time = to_ms_since_boot(get_absolute_time());
}
} else if (input.type == INPUT_TOUCH_UP) {
uint32_t now = to_ms_since_boot(get_absolute_time());
if (game_start_time > 0 && (now - game_start_time) > 10000) {
// Long press detected - return to menu
printf("Long press detected - returning to launcher\n");
launcher.reset();
needs_refresh = true;
// Force full clear for clean transition
// display->clear(false); // Unsafe while Core 1 might be busy
if (display->get_type() == DISPLAY_TYPE_EPAPER) {
LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
epaper->full_refresh();
}
}
game_start_time = 0;
}
} else {
// In launcher mode - process menu input
// Wait for any active display refresh to finish before potentially loading a game (SD Card I/O) // Wait for any active display refresh to finish before potentially loading a game (SD Card I/O)
// This prevents SPI bus conflicts between Core 0 (SD Card) and Core 1 (Display) // This prevents SPI bus conflicts between Core 0 (SD Card) and Core 1 (Display)
while (is_refresh_in_progress()) { while (is_refresh_in_progress()) {
@@ -714,18 +785,133 @@ int main()
if (game_selected) { if (game_selected) {
printf("Game launched successfully\n"); printf("Game launched successfully\n");
game_start_time = 0; game_start_time = 0;
// Force full clear for clean transition to game scene_stack.push(SceneId::GAME);
// display->clear(false); // Unsafe while Core 1 might be busy
// if (display->get_type() == DISPLAY_TYPE_EPAPER) {
// LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
// epaper->full_refresh();
// }
} }
needs_refresh = true; needs_refresh = true;
} else if (scene == SceneId::GAME) {
current_game = launcher.get_selected_game();
if (!current_game) {
scene_stack.clear_to_launcher();
needs_refresh = true;
} else {
bool consumed_by_scene = false;
// Swipe gesture candidate for opening menu (evaluated on touch release).
if (input.type == INPUT_TOUCH_DOWN &&
is_top_right_start(input.x, input.y, V_WIDTH, V_HEIGHT)) {
swipe_candidate_active = true;
swipe_start_x = input.x;
swipe_start_y = input.y;
swipe_last_x = input.x;
swipe_last_y = input.y;
consumed_by_scene = true;
}
if (swipe_candidate_active && (input.type == INPUT_TOUCH_MOVE || input.type == INPUT_TOUCH_UP)) {
consumed_by_scene = true;
if (input.type == INPUT_TOUCH_MOVE) {
swipe_last_x = input.x;
swipe_last_y = input.y;
}
if (input.type == INPUT_TOUCH_UP) {
if (is_open_menu_swipe(swipe_start_x, swipe_start_y, swipe_last_x, swipe_last_y, V_WIDTH, V_HEIGHT)) {
scene_stack.push(SceneId::IN_GAME_MENU);
needs_refresh = true;
printf("Opened in-game menu\n");
}
swipe_candidate_active = false;
}
}
if (!consumed_by_scene) {
needs_refresh = current_game->update(input) || needs_refresh;
if (current_game->wants_to_exit()) {
printf("Game requested exit - returning to launcher\n");
swipe_candidate_active = false;
launcher.reset();
scene_stack.clear_to_launcher();
needs_refresh = true;
if (display->get_type() == DISPLAY_TYPE_EPAPER) {
LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
epaper->full_refresh();
}
}
if (input.type == INPUT_TOUCH_DOWN) {
if (game_start_time == 0) {
game_start_time = to_ms_since_boot(get_absolute_time());
}
} else if (input.type == INPUT_TOUCH_UP) {
uint32_t now = to_ms_since_boot(get_absolute_time());
if (game_start_time > 0 && (now - game_start_time) > 10000) {
printf("Long press detected - returning to launcher\n");
swipe_candidate_active = false;
launcher.reset();
scene_stack.clear_to_launcher();
needs_refresh = true;
if (display->get_type() == DISPLAY_TYPE_EPAPER) {
LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
epaper->full_refresh();
}
}
game_start_time = 0;
}
}
}
} else if (scene == SceneId::IN_GAME_MENU) {
current_game = launcher.get_selected_game();
if (!current_game) {
launcher.return_to_menu();
scene_stack.clear_to_launcher();
needs_refresh = true;
} else {
const int menu_w = V_WIDTH - 40;
const int menu_h = 190;
const int menu_x = 20;
const int menu_y = (V_HEIGHT - menu_h) / 2;
const int row_h = 34;
const int row_x = menu_x + 16;
const int row_w = menu_w - 32;
const int row_start_y = menu_y + 48;
// Menu tap handling on TOUCH_DOWN because TOUCH_UP coordinates can be unreliable (often 0,0).
if (input.type == INPUT_TOUCH_DOWN) {
if (in_rect(input.x, input.y, row_x, row_start_y + (0 * row_h), row_w, row_h)) {
if (launcher.restart_selected_game()) {
scene_stack.pop(); // Back to GAME
needs_refresh = true;
printf("Restarted current game from global menu\n");
}
} else if (in_rect(input.x, input.y, row_x, row_start_y + (1 * row_h), row_w, row_h)) {
swipe_candidate_active = false;
launcher.return_to_menu();
scene_stack.clear_to_launcher();
needs_refresh = true;
printf("Returned to game launcher from global menu\n");
if (display->get_type() == DISPLAY_TYPE_EPAPER) {
LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
epaper->full_refresh();
}
} else if (in_rect(input.x, input.y, row_x, row_start_y + (2 * row_h), row_w, row_h)) {
sleep_option_index = (sleep_option_index + 1) % kSleepOptionCount;
apply_sleep_option(sleep_option_index);
needs_refresh = true;
if (sleep_timeout_ms == 0) {
printf("Auto sleep disabled\n");
} else {
printf("Auto sleep set to %s\n", kSleepOptions[sleep_option_index].label);
}
} else if (!in_rect(input.x, input.y, menu_x, menu_y, menu_w, menu_h)) {
scene_stack.pop(); // Close menu, resume game scene
needs_refresh = true;
}
}
}
} }
} }
if (game_wants_frame_updates(launcher)) { if (scene_stack.is(SceneId::GAME) && game_wants_frame_updates(launcher)) {
// 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) { if (current_game) {
@@ -750,7 +936,7 @@ int main()
// Update dirty rectangle optimization based on continuous updates // Update dirty rectangle optimization based on continuous updates
if (display->get_type() == DISPLAY_TYPE_ST7796) { if (display->get_type() == DISPLAY_TYPE_ST7796) {
bool wants_opt = false; bool wants_opt = false;
if (launcher.is_game_selected()) { if (scene_stack.is(SceneId::GAME)) {
Game* g = launcher.get_selected_game(); Game* g = launcher.get_selected_game();
if (g && g->wants_frame_updates()) { if (g && g->wants_frame_updates()) {
wants_opt = true; wants_opt = true;
@@ -766,18 +952,48 @@ int main()
// 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);
// Reset renderer state so one scene/game cannot leak clip/text/font settings
// into subsequent scenes (e.g. Lua games using clip rects).
renderer.reset_clip_rect();
renderer.set_text_color(true);
renderer.set_font(&font_homespun_obj);
if (launcher.is_game_selected()) { if (scene_stack.is(SceneId::LAUNCHER)) {
current_game = launcher.get_selected_game();
current_game->draw();
} else {
launcher.draw(); launcher.draw();
} else if (scene_stack.is(SceneId::GAME)) {
current_game = launcher.get_selected_game();
if (current_game) {
current_game->draw();
} else {
launcher.draw();
scene_stack.clear_to_launcher();
}
} else if (scene_stack.is(SceneId::IN_GAME_MENU)) {
current_game = launcher.get_selected_game();
if (current_game) {
current_game->draw();
draw_in_game_menu(&renderer, &gui, V_WIDTH, V_HEIGHT, kSleepOptions[sleep_option_index].label);
} else {
launcher.draw();
scene_stack.clear_to_launcher();
}
} }
// Request async refresh (non-blocking - handled by Core 1) // TFT fix:
bool refresh_started = refresh_screen_async(bit_buffer, display); // Run refresh synchronously on Core 0 for ST7796/ST7789.
// We observed intermittent frozen screens with async Core 1 refresh
// after SD/Lua activity even though scene/game logic continued.
// E-paper keeps async refresh because its refresh latency is high.
bool refresh_started = false;
if (display->get_type() == DISPLAY_TYPE_ST7796 || display->get_type() == DISPLAY_TYPE_ST7789) {
refresh_screen(bit_buffer, display);
refresh_started = true;
} else {
refresh_started = refresh_screen_async(bit_buffer, display);
}
if (refresh_started) { if (refresh_started) {
needs_refresh = false;
pending_refresh = false; // Refresh queued successfully pending_refresh = false; // Refresh queued successfully
last_frame_time = current_time; // Update frame time last_frame_time = current_time; // Update frame time
} else { } else {

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@@ -129,6 +129,7 @@ bool GameLauncher::update(const InputEvent& event) {
if (event.y >= y - 5 && event.y < y + MENU_ITEM_HEIGHT - 5) { if (event.y >= y - 5 && event.y < y + MENU_ITEM_HEIGHT - 5) {
// Game selected - create instance // Game selected - create instance
printf("Selected game: %s\n", games[i].name); printf("Selected game: %s\n", games[i].name);
selected_index = i;
selected_game = games[i].factory(width, height, renderer, gui, input_manager); selected_game = games[i].factory(width, height, renderer, gui, input_manager);
if (selected_game) { if (selected_game) {
selected_game->init(); selected_game->init();
@@ -298,6 +299,30 @@ bool GameLauncher::select_game_by_name(const char* name) {
return false; return false;
} }
bool GameLauncher::restart_selected_game() {
if (selected_index < 0 || selected_index >= (int)games.size()) {
return false;
}
if (selected_game) {
delete selected_game;
selected_game = nullptr;
}
selected_game = games[selected_index].factory(width, height, renderer, gui, input_manager);
if (!selected_game) {
return false;
}
selected_game->init();
current_page = selected_index / GAMES_PER_PAGE;
return true;
}
void GameLauncher::return_to_menu() {
reset();
}
int GameLauncher::get_total_pages() const { int GameLauncher::get_total_pages() const {
if (games.empty()) return 1; if (games.empty()) return 1;
return (games.size() + GAMES_PER_PAGE - 1) / GAMES_PER_PAGE; return (games.size() + GAMES_PER_PAGE - 1) / GAMES_PER_PAGE;

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@@ -97,6 +97,17 @@ public:
*/ */
bool select_game_by_name(const char* name); bool select_game_by_name(const char* name);
/**
* @brief Restart the currently selected game.
* @return true if restart succeeded, false otherwise
*/
bool restart_selected_game();
/**
* @brief Exit current game and return to launcher menu.
*/
void return_to_menu();
private: private:
uint16_t width; uint16_t width;
uint16_t height; uint16_t height;

45
lib/scene_stack.h Normal file
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@@ -0,0 +1,45 @@
#ifndef SCENE_STACK_H
#define SCENE_STACK_H
#include <vector>
enum class SceneId {
LAUNCHER = 0,
GAME,
IN_GAME_MENU
};
class SceneStack {
public:
SceneStack() {
stack.push_back(SceneId::LAUNCHER);
}
SceneId current() const {
return stack.empty() ? SceneId::LAUNCHER : stack.back();
}
bool is(SceneId scene) const {
return current() == scene;
}
void push(SceneId scene) {
stack.push_back(scene);
}
void pop() {
if (stack.size() > 1) {
stack.pop_back();
}
}
void clear_to_launcher() {
stack.clear();
stack.push_back(SceneId::LAUNCHER);
}
private:
std::vector<SceneId> stack;
};
#endif // SCENE_STACK_H