/* * Copyright (c) 2021 Arm Limited and Contributors. All rights reserved. * * SPDX-License-Identifier: Apache-2.0 * * ============================================================================ * REACTIVE GAME TEMPLATE - Event-Driven Architecture for RP2350 * ============================================================================ * * This template provides a clean, reactive architecture for building games * and interactive applications on Raspberry Pi Pico with displays. * * KEY FEATURES: * - Event-driven: Display only updates when input is received * - Power efficient: Uses __wfi() to sleep between inputs * - E-ink optimized: Minimizes screen refreshes * - Interrupt-driven: Touch and button handling via interrupts * - Modular: Clear separation of input, game logic, and rendering * * ARCHITECTURE: * 1. Interrupt handlers set flags (kept minimal) * 2. Main loop processes input events * 3. Game logic updates state based on events * 4. Screen refreshes only when changes occur * * HOW TO CREATE YOUR OWN GAME: * ============================================================================ * 1. Modify GameState structure with your game variables * 2. Implement game_init() to set initial values * 3. Implement game_update() to handle input and update state * 4. Implement game_draw() to render your game graphics * 5. Adjust GameConfig for your game's needs * 6. The reactive loop and input system work automatically! * ============================================================================ */ #include "pico/stdlib.h" #include "pico/binary_info.h" #include "hardware/sync.h" #include "pico/multicore.h" #include "board_config.h" // Board-specific pin configuration #include "sd_card.h" #include #include #include #include "display/low_level_render.h" #include "display/low_level_gui.h" #include "display/low_level_display.h" #include "display/low_level_display_epaper.h" #include "display/low_level_touch.h" // Binary info for RP2350 - ensures proper boot image structure bi_decl(bi_program_description("4.0\" TFT ST7796 with Touch and SD Card Demo")); bi_decl(bi_program_version_string("0.1")); bi_decl(bi_program_build_date_string(__DATE__)); // ============================================================================ // DUAL-CORE DISPLAY REFRESH SYSTEM // ============================================================================ // Shared variables for core communication volatile bool refresh_requested = false; volatile bool refresh_in_progress = false; const uint8_t* volatile refresh_buffer = nullptr; LowLevelDisplay* volatile refresh_display = nullptr; /** * @brief Core 1 entry point - handles display refresh operations * * Runs on the second core, waiting for refresh requests. * This keeps Core 0 responsive while display updates happen in background. */ void core1_entry() { printf("Core 1 started - handling display refreshes\n"); while (1) { // Wait for refresh request if (refresh_requested && refresh_buffer && refresh_display) { refresh_in_progress = true; // Get local copies for safe access LowLevelDisplay* display = refresh_display; const uint8_t* buffer = refresh_buffer; // Perform the refresh operation (may be slow for e-ink) display->draw_buffer(buffer); display->refresh(); // Clear flags refresh_requested = false; refresh_in_progress = false; } // Small delay to avoid busy-waiting sleep_us(100); } } /** * @brief Request a screen refresh (non-blocking) * * Queues the refresh on Core 1, keeping Core 0 responsive. * * @param buffer Pointer to 1-bit framebuffer * @param display Pointer to display abstraction * @return true if refresh started, false if already in progress */ bool refresh_screen_async(const uint8_t *buffer, LowLevelDisplay* display) { // Check if Core 1 is busy with previous refresh if (refresh_in_progress) { // Still refreshing previous frame, skip this one return false; } // Queue refresh on Core 1 refresh_buffer = buffer; refresh_display = display; refresh_requested = true; return true; } /** * @brief Check if a refresh is currently in progress * @return true if Core 1 is still refreshing */ bool is_refresh_in_progress() { return refresh_in_progress; } // ============================================================================ // INPUT EVENT STRUCTURES // ============================================================================ // Input event types enum InputType { INPUT_NONE = 0, INPUT_TOUCH_DOWN, INPUT_TOUCH_MOVE, INPUT_TOUCH_UP, INPUT_BUTTON_0, INPUT_BUTTON_1, INPUT_GESTURE }; // Unified input event structure struct InputEvent { InputType type; int16_t x; int16_t y; uint8_t gesture_code; // For gesture events uint8_t button_id; // For button events uint8_t pressure; // Touch pressure/weight bool valid; // Set to true if event is valid }; // ============================================================================ // GAME STATE AND CONFIGURATION // ============================================================================ // Game state - customize this for your game struct GameState { // Tic-Tac-Toe game state uint8_t board[3][3]; // 0=empty, 1=X, 2=O uint8_t current_player; // 1=X, 2=O uint8_t winner; // 0=none, 1=X wins, 2=O wins, 3=tie uint8_t selected_row; // Currently selected cell uint8_t selected_col; bool game_over; // Game statistics uint32_t x_wins; uint32_t o_wins; uint32_t ties; uint32_t total_moves; }; // Game configuration - adjust these for your game struct GameConfig { uint32_t touch_debounce_ms; // Touch polling rate uint32_t button_debounce_ms; // Button debounce delay bool enable_gestures; // Enable gesture recognition bool enable_continuous_draw; // Allow continuous drawing while touched bool debug_verbose; // Print debug messages }; // ============================================================================ // INTERRUPT HANDLERS (Keep these minimal!) // ============================================================================ // Touch interrupt handling volatile bool touch_interrupt_flag = false; volatile bool touch_event_down = false; LowLevelTouch* touch = nullptr; // Button interrupt handling #ifdef BUTTON_KEY0_PIN volatile bool button_key0_pressed = false; volatile bool button_key1_pressed = false; #endif /** * @brief Touch interrupt callback handler * * Called automatically by hardware when INT pin changes state: * - Falling edge: Touch detected (INT goes LOW) * - Rising edge: Touch released (INT goes HIGH) * * This runs in interrupt context, so keep it fast - just set a flag * * @param gpio GPIO pin number that triggered the interrupt * @param events Event mask (GPIO_IRQ_EDGE_FALL and/or GPIO_IRQ_EDGE_RISE) */ void touch_interrupt_handler(uint gpio, uint32_t events) { // Set flag to indicate touch event occurred // Main loop will handle the actual touch reading touch_interrupt_flag = true; // Track which edge triggered (down vs up) if (events & GPIO_IRQ_EDGE_FALL) { touch_event_down = true; printf("INT: FALL\n"); } if (events & GPIO_IRQ_EDGE_RISE) { touch_event_down = false; printf("INT: RISE\n"); } } #ifdef BUTTON_KEY0_PIN /** * @brief Button interrupt callback handler * * Called automatically by hardware when button pins change state. * Buttons are active LOW (pressed = 0, released = 1) with pull-ups. * * This runs in interrupt context, so keep it fast - just set flags. * * @param gpio GPIO pin number that triggered the interrupt * @param events Event mask (GPIO_IRQ_EDGE_FALL and/or GPIO_IRQ_EDGE_RISE) */ void button_interrupt_handler(uint gpio, uint32_t events) { // Only respond to falling edge (button press) if (events & GPIO_IRQ_EDGE_FALL) { if (gpio == BUTTON_KEY0_PIN) { button_key0_pressed = true; } #ifdef BUTTON_KEY1_PIN else if (gpio == BUTTON_KEY1_PIN) { button_key1_pressed = true; } #endif } } #endif // Screen dimensions and configuration from board_config.h const int V_WIDTH = DISPLAY_WIDTH; const int V_HEIGHT = DISPLAY_HEIGHT; // Touch indicator settings #define TOUCH_RADIUS 10 uint8_t bit_buffer[V_WIDTH * V_HEIGHT / 8]; /** * @brief Refresh the screen with the 1-bit buffer * * Displays work directly with 1-bit monochrome buffers. * The display driver internally converts to its native format (RGB565, etc.) * * @param buffer Pointer to 1-bit framebuffer (width*height/8 bytes) * @param display Pointer to display abstraction layer */ void refresh_screen(const uint8_t *buffer, LowLevelDisplay* display) { display->draw_buffer(buffer); display->refresh(); } // ============================================================================ // INPUT PROCESSING // ============================================================================ /** * @brief Get human-readable gesture name * * @param gesture_code Gesture code from touch controller * @return Constant string with gesture name */ const char* get_gesture_name(uint8_t gesture_code) { switch(gesture_code) { case 0x10: return "Move Up"; case 0x14: return "Move Right"; case 0x18: return "Move Down"; case 0x1C: return "Move Left"; case 0x48: return "Zoom In"; case 0x49: return "Zoom Out"; default: return "Unknown"; } } /** * @brief Process touch input and convert to InputEvent * * Reads touch data from controller and creates appropriate InputEvent. * Handles debouncing and filtering internally. * * @param config Game configuration * @param last_time Pointer to last touch time for debouncing * @return InputEvent structure (valid=false if no valid input) */ InputEvent process_touch_input(const GameConfig& config, uint32_t* last_time) { InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false}; // Check if touch interrupt flag is set if (!touch_interrupt_flag) { return event; // No touch event } printf("Processing touch: flag=%d, event_down=%d\n", touch_interrupt_flag, touch_event_down); // 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; if (!touch || !touch->read_touch(&touch_data)) { // Clear flag even if read failed to prevent getting stuck touch_interrupt_flag = false; printf("Touch read FAILED\n"); 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; printf("Touch DOWN at (%d,%d)\n", touch_data.points[0].x, touch_data.points[0].y); // Populate event structure event.x = touch_data.points[0].x; event.y = touch_data.points[0].y; event.pressure = touch_data.points[0].pressure; event.gesture_code = touch_data.gesture; event.valid = true; // Determine event type if (*last_time == 0) { event.type = INPUT_TOUCH_DOWN; } else { event.type = INPUT_TOUCH_MOVE; } // Handle gesture events if (config.enable_gestures && touch_data.gesture != 0) { event.type = INPUT_GESTURE; if (config.debug_verbose) { printf("Gesture: 0x%02X (%s)\n", event.gesture_code, get_gesture_name(event.gesture_code)); } } *last_time = now; return event; } /** * @brief Process button input and convert to InputEvent * * Checks button flags and verifies button state with debouncing. * Clears flags after processing. * * @param config Game configuration * @return InputEvent structure (valid=false if no valid input) */ InputEvent process_button_input(const GameConfig& config) { InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false}; #ifdef BUTTON_KEY0_PIN // Check KEY0 if (button_key0_pressed) { button_key0_pressed = false; sleep_ms(config.button_debounce_ms); if (gpio_get(BUTTON_KEY0_PIN) == 0) { // Verify still pressed event.type = INPUT_BUTTON_0; event.button_id = 0; event.valid = true; if (config.debug_verbose) { printf("Button KEY0 action triggered\n"); } return event; } } #ifdef BUTTON_KEY1_PIN // Check KEY1 if (button_key1_pressed) { button_key1_pressed = false; sleep_ms(config.button_debounce_ms); if (gpio_get(BUTTON_KEY1_PIN) == 0) { // Verify still pressed event.type = INPUT_BUTTON_1; event.button_id = 1; event.valid = true; if (config.debug_verbose) { printf("Button KEY1 action triggered\n"); } return event; } } #endif #endif return event; } // ============================================================================ // GAME LOGIC (Customize this section for your game!) // ============================================================================ // Game board dimensions (used for both drawing and touch detection) const int BOARD_SIZE = 200; const int CELL_SIZE = BOARD_SIZE / 3; const int BOARD_Y = 80; // Y position below title /** * @brief Check if there's a winner on the board * @return 0=no winner, 1=X wins, 2=O wins, 3=tie */ uint8_t check_winner(const GameState* state) { // Check rows for (int row = 0; row < 3; row++) { if (state->board[row][0] != 0 && state->board[row][0] == state->board[row][1] && state->board[row][1] == state->board[row][2]) { return state->board[row][0]; } } // Check columns for (int col = 0; col < 3; col++) { if (state->board[0][col] != 0 && state->board[0][col] == state->board[1][col] && state->board[1][col] == state->board[2][col]) { return state->board[0][col]; } } // Check diagonals if (state->board[0][0] != 0 && state->board[0][0] == state->board[1][1] && state->board[1][1] == state->board[2][2]) { return state->board[0][0]; } if (state->board[0][2] != 0 && state->board[0][2] == state->board[1][1] && state->board[1][1] == state->board[2][0]) { return state->board[0][2]; } // Check for tie (board full) bool board_full = true; for (int row = 0; row < 3; row++) { for (int col = 0; col < 3; col++) { if (state->board[row][col] == 0) { board_full = false; break; } } if (!board_full) break; } if (board_full) return 3; // Tie return 0; // No winner yet } /** * @brief Initialize game state * * Called once at startup to set initial game values. * Customize this for your game. * * @param state Pointer to GameState to initialize */ void game_init(GameState* state) { // Clear the board for (int row = 0; row < 3; row++) { for (int col = 0; col < 3; col++) { state->board[row][col] = 0; } } state->current_player = 1; // X starts state->winner = 0; state->selected_row = 1; // Start in center state->selected_col = 1; state->game_over = false; state->total_moves = 0; // Keep win statistics across games // state->x_wins, state->o_wins, state->ties remain unchanged } /** * @brief Update game state based on input event * * This is where your game logic goes. * Called whenever an input event occurs. * * @param state Pointer to GameState to update * @param input Input event to process * @param config Game configuration * @param renderer Renderer for drawing operations * @return true if screen needs refresh (drawing occurred) */ bool game_update(GameState* state, const InputEvent& input, const GameConfig& config, LowLevelRenderer* renderer) { bool needs_refresh = false; switch (input.type) { case INPUT_TOUCH_DOWN: { // If game is over, restart on touch if (state->game_over) { game_init(state); needs_refresh = true; break; } printf("Touch down at (%d,%d)\n", input.x, input.y); // Calculate board position (must match game_draw!) int board_x = V_WIDTH - BOARD_SIZE - 20; // Check if touch is within board if (input.x >= board_x && input.x < board_x + BOARD_SIZE && input.y >= BOARD_Y && input.y < BOARD_Y + BOARD_SIZE) { int touched_col = (input.x - board_x) / CELL_SIZE; int touched_row = (input.y - BOARD_Y) / CELL_SIZE; // Clamp to valid range (safety check) if (touched_row >= 0 && touched_row < 3 && touched_col >= 0 && touched_col < 3) { // Place piece if cell is empty if (state->board[touched_row][touched_col] == 0) { state->board[touched_row][touched_col] = state->current_player; state->total_moves++; // Check for winner state->winner = check_winner(state); if (state->winner != 0) { state->game_over = true; if (state->winner == 1) state->x_wins++; else if (state->winner == 2) state->o_wins++; else if (state->winner == 3) state->ties++; } else { // Switch player state->current_player = (state->current_player == 1) ? 2 : 1; } needs_refresh = true; if (config.debug_verbose) { printf("Touch at [%d,%d] (pixel %d,%d) by player %d\n", touched_row, touched_col, input.x, input.y, state->current_player == 1 ? 2 : 1); } } else if (config.debug_verbose) { printf("Cell [%d,%d] already occupied\n", touched_row, touched_col); } } } else if (config.debug_verbose) { printf("Touch outside board: %d,%d\n", input.x, input.y); } break; } case INPUT_BUTTON_0: // KEY0: Move selection (for button-only boards) if (!state->game_over) { // Move to next cell, skipping occupied ones int attempts = 0; do { state->selected_col++; if (state->selected_col > 2) { state->selected_col = 0; state->selected_row++; if (state->selected_row > 2) { state->selected_row = 0; } } attempts++; // If we've tried all 9 cells, stop (game might be full) if (attempts >= 9) break; } while (state->board[state->selected_row][state->selected_col] != 0); needs_refresh = true; if (config.debug_verbose) { printf("Selection moved to [%d,%d]\n", state->selected_row, state->selected_col); } } else { // Restart game game_init(state); needs_refresh = true; } break; case INPUT_BUTTON_1: // KEY1: Place piece at selected position if (!state->game_over) { if (state->board[state->selected_row][state->selected_col] == 0) { state->board[state->selected_row][state->selected_col] = state->current_player; state->total_moves++; // Check for winner state->winner = check_winner(state); if (state->winner != 0) { state->game_over = true; if (state->winner == 1) state->x_wins++; else if (state->winner == 2) state->o_wins++; else if (state->winner == 3) state->ties++; } else { // Switch player state->current_player = (state->current_player == 1) ? 2 : 1; } needs_refresh = true; if (config.debug_verbose) { printf("Piece placed at [%d,%d]\n", state->selected_row, state->selected_col); } } } break; default: break; } return needs_refresh; } /** * @brief Draw game graphics to screen buffer * * All initial UI drawing operations go here. * Called once at startup to create the initial screen. * * @param state Pointer to current GameState * @param renderer Renderer for drawing primitives * @param gui GUI system for widgets (optional) */ void game_draw(const GameState* state, LowLevelRenderer* renderer, LowLevelGUI* gui) { // Draw main window LowLevelWindow *w1 = gui->draw_new_window(10, 10, V_WIDTH - 20, V_HEIGHT - 20, "Tic-Tac-Toe"); renderer->set_font(&font_5x5_obj); // Draw current player or game result if (state->game_over) { if (state->winner == 1) { renderer->draw_string(20, 40, "X WINS!", true); } else if (state->winner == 2) { renderer->draw_string(20, 40, "O WINS!", true); } else { renderer->draw_string(20, 40, "TIE GAME!", true); } renderer->draw_string(20, 55, "Touch or KEY0 to restart", true); } else { char turn_text[30]; snprintf(turn_text, sizeof(turn_text), "Turn: %s", state->current_player == 1 ? "X" : "O"); renderer->draw_string(20, 40, turn_text, true); renderer->draw_string(20, 55, "Touch cell or use keys", true); } // Draw game board (use same layout as touch detection!) int board_x = V_WIDTH - BOARD_SIZE - 20; // Draw current turn indicator (large, on left side) if (!state->game_over) { int indicator_x = 60; int indicator_y = V_HEIGHT / 2; int piece_offset = CELL_SIZE / 4; if (state->current_player == 1) { // Draw large X renderer->draw_line(indicator_x - piece_offset, indicator_y - piece_offset, indicator_x + piece_offset, indicator_y + piece_offset, true, 4); renderer->draw_line(indicator_x + piece_offset, indicator_y - piece_offset, indicator_x - piece_offset, indicator_y + piece_offset, true, 4); } else { // Draw large O int piece_radius = CELL_SIZE / 4; renderer->draw_circle(indicator_x, indicator_y, piece_radius, true); renderer->draw_circle(indicator_x, indicator_y, piece_radius - 1, true); renderer->draw_circle(indicator_x, indicator_y, piece_radius - 2, true); renderer->draw_circle(indicator_x, indicator_y, piece_radius - 3, true); } } // Draw grid lines for (int i = 1; i < 3; i++) { // Vertical lines renderer->draw_line(board_x + i * CELL_SIZE, BOARD_Y, board_x + i * CELL_SIZE, BOARD_Y + BOARD_SIZE, true, 2); // Horizontal lines renderer->draw_line(board_x, BOARD_Y + i * CELL_SIZE, board_x + BOARD_SIZE, BOARD_Y + i * CELL_SIZE, true, 2); } // Draw outer border renderer->draw_rectangle(board_x, BOARD_Y, BOARD_SIZE, BOARD_SIZE, true, 3); // Draw X's and O's for (int row = 0; row < 3; row++) { for (int col = 0; col < 3; col++) { int cell_x = board_x + col * CELL_SIZE; int cell_y = BOARD_Y + row * CELL_SIZE; int center_x = cell_x + CELL_SIZE / 2; int center_y = cell_y + CELL_SIZE / 2; // Highlight selected cell (for button navigation) if (!state->game_over && row == state->selected_row && col == state->selected_col) { renderer->draw_rectangle(cell_x + 5, cell_y + 5, CELL_SIZE - 10, CELL_SIZE - 10, true, 1); } if (state->board[row][col] == 1) { // Draw X int offset = CELL_SIZE / 4; renderer->draw_line(center_x - offset, center_y - offset, center_x + offset, center_y + offset, true, 3); renderer->draw_line(center_x + offset, center_y - offset, center_x - offset, center_y + offset, true, 3); } else if (state->board[row][col] == 2) { // Draw O int radius = CELL_SIZE / 4; renderer->draw_circle(center_x, center_y, radius, true); renderer->draw_circle(center_x, center_y, radius - 1, true); renderer->draw_circle(center_x, center_y, radius - 2, true); } } } // Draw statistics at bottom char stats[60]; snprintf(stats, sizeof(stats), "X:%d O:%d Tie:%d Moves:%d", state->x_wins, state->o_wins, state->ties, state->total_moves); renderer->draw_string(20, V_HEIGHT - 40, stats, true); } // ============================================================================ // MAIN PROGRAM // ============================================================================ int main() { // Initialize standard I/O for debugging with timeout // This prevents hanging when USB is not connected stdio_init_all(); sleep_ms(5000); // Wait for USB connection (if present) printf("\n=== %s Demo ===\n", BOARD_NAME); printf("Starting dual-core system...\n"); // Create display abstraction using factory method // The factory handles all board-specific configuration internally LowLevelDisplay* display = LowLevelDisplay::create((DisplayType)DISPLAY_TYPE_SELECTED, V_WIDTH, V_HEIGHT); if (!display) { printf("Failed to create display!\n"); return -1; } printf("Initializing display...\n"); // Initialize the display if (!display->init()) { printf("Display initialization failed!\n"); delete display; return -1; } // Launch Core 1 for display refresh handling printf("Launching Core 1 for display refresh...\n"); multicore_launch_core1(core1_entry); sleep_ms(100); // Give Core 1 time to start // Do a full refresh with white screen first (removes ghosting on e-paper) printf("Performing initial full refresh to white...\n"); display->clear(true); // Clear to white // For e-paper, do a full refresh to ensure clean display if (display->get_type() == DISPLAY_TYPE_EPAPER) { LowLevelDisplayEPaper* epaper = static_cast(display); epaper->full_refresh(); // Full refresh removes ghosting printf("Full refresh complete\n"); } else { refresh_screen(bit_buffer, display); // For TFT, just refresh normally } // Now clear to black for drawing display->clear(false); // Clear to black // Initialize renderer and GUI system LowLevelRenderer renderer(bit_buffer, V_WIDTH, V_HEIGHT); renderer.set_font(&font_5x5_obj); LowLevelGUI gui = LowLevelGUI(&renderer, font_BMplain_obj); // Initialize game configuration GameConfig config = { .touch_debounce_ms = 10, .button_debounce_ms = 20, .enable_gestures = true, .enable_continuous_draw = true, .debug_verbose = false }; // Initialize game state GameState game_state; // Initialize statistics (persists across game restarts) game_state.x_wins = 0; game_state.o_wins = 0; game_state.ties = 0; game_init(&game_state); // Draw initial game graphics game_draw(&game_state, &renderer, &gui); // Refresh the screen with the rendered GUI (async on Core 1) refresh_screen_async(bit_buffer, display); printf("Initial screen refresh queued on Core 1\n"); // Initialize touch screen using abstraction touch = LowLevelTouch::create((TouchType)TOUCH_TYPE_SELECTED, V_WIDTH, V_HEIGHT, TOUCH_SWAP_XY, TOUCH_INVERT_X, TOUCH_INVERT_Y); if (touch) { printf("Touch initialized successfully\n"); // Set up interrupt-driven touch detection printf("Setting up touch interrupt callback...\n"); touch->set_interrupt_callback(touch_interrupt_handler); printf("Touch interrupt enabled on INT pin (falling and rising edges)\n"); // Run communication test if available // Note: Commented out as it may hang on some hardware configurations printf("\nRunning touch reliability test...\n"); touch->test_communication(); printf("...\n"); } else { printf("Touch initialization failed or not configured\n"); } #ifdef BUTTON_KEY0_PIN // Initialize hardware buttons (e-ink board only) printf("\nInitializing hardware buttons...\n"); // Initialize KEY0 button gpio_init(BUTTON_KEY0_PIN); gpio_set_dir(BUTTON_KEY0_PIN, GPIO_IN); gpio_pull_up(BUTTON_KEY0_PIN); // Active LOW with pull-up printf(" KEY0 initialized on GP%d (active LOW)\n", BUTTON_KEY0_PIN); #ifdef BUTTON_KEY1_PIN // Initialize KEY1 button gpio_init(BUTTON_KEY1_PIN); gpio_set_dir(BUTTON_KEY1_PIN, GPIO_IN); gpio_pull_up(BUTTON_KEY1_PIN); // Active LOW with pull-up printf(" KEY1 initialized on GP%d (active LOW)\n", BUTTON_KEY1_PIN); #endif // Enable interrupts on falling edge (button press) gpio_set_irq_enabled_with_callback(BUTTON_KEY0_PIN, GPIO_IRQ_EDGE_FALL, true, &button_interrupt_handler); #ifdef BUTTON_KEY1_PIN gpio_set_irq_enabled(BUTTON_KEY1_PIN, GPIO_IRQ_EDGE_FALL, true); #endif printf("Button interrupts enabled (falling edge = press)\n"); #endif // Test SD card and FatFS // if (sd_card_init_with_board_config()) { // sd_card_test_fatfs(); // } else { // printf("SD Card initialization failed or no card present\n"); // } // ======================================================================== // REACTIVE GAME LOOP WITH DUAL-CORE REFRESH // ======================================================================== // Core 0 (this loop): Handles input and game logic - stays responsive // Core 1: Handles display refresh - can take 1-2 seconds for e-ink // // The loop sleeps until an interrupt occurs, then: // 1. Process input (button or touch) // 2. Update game state based on input // 3. Queue refresh on Core 1 (non-blocking) // This keeps Core 0 responsive even during slow e-ink refreshes // ======================================================================== uint32_t last_touch_time = 0; bool pending_refresh = false; // Track if we have a pending refresh printf("\nEntering reactive game loop (Core 0 - input & logic)\n"); printf("Display refreshes handled by Core 1\n\n"); while (1) { // Sleep until interrupt wakes us up (very power efficient!) __wfi(); // Wait For Interrupt - CPU sleeps until any interrupt occurs InputEvent input = {INPUT_NONE, 0, 0, 0, 0, 0, false}; bool needs_refresh = false; // 1. Process button input first (higher priority) input = process_button_input(config); if (input.valid) { needs_refresh = game_update(&game_state, input, config, &renderer); } // 2. Process touch input (if no button was pressed) if (!input.valid) { input = process_touch_input(config, &last_touch_time); if (input.valid) { needs_refresh = game_update(&game_state, input, config, &renderer); } } // 3. Redraw and queue async refresh on Core 1 if (needs_refresh || pending_refresh) { // Clear buffer and redraw entire UI with updated state memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8); game_draw(&game_state, &renderer, &gui); // Request async refresh (non-blocking - handled by Core 1) bool refresh_started = refresh_screen_async(bit_buffer, display); if (refresh_started) { pending_refresh = false; // Refresh queued successfully } else { pending_refresh = true; // Core 1 busy, retry next iteration if (config.debug_verbose) { printf("Refresh pending - Core 1 still busy\n"); } } // Core 0 continues immediately, Core 1 handles the refresh } } return 0; }