Files
basic1/lib/input_manager.cpp
2026-02-18 15:53:48 -05:00

218 lines
6.6 KiB
C++

// ============================================================================
// INPUT MANAGER IMPLEMENTATION
// ============================================================================
// Processes touch and button inputs into InputEvent objects
#include "input_manager.h"
#include "pico/stdlib.h"
#include "board_config.h"
#include <stdio.h>
// External interrupt flags from basic1.cpp
extern volatile bool touch_interrupt_flag;
extern volatile bool button_key0_pressed;
extern volatile bool button_key1_pressed;
// GameConfig struct definition (matches basic1.cpp)
struct GameConfig {
uint32_t touch_debounce_ms;
uint32_t button_debounce_ms;
bool enable_gestures;
bool enable_continuous_draw;
bool debug_verbose;
};
InputManager::InputManager(LowLevelTouch* touch, const GameConfig* config)
: touch(touch), config(config) {
}
bool InputManager::has_touch() const {
return touch != nullptr;
}
bool InputManager::has_buttons() const {
#ifdef BUTTON_KEY0_PIN
return true;
#else
return false;
#endif
}
InputEvent InputManager::process_touch_input(uint32_t* last_time) {
InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false};
const uint32_t now = to_ms_since_boot(get_absolute_time());
static constexpr uint32_t ACTIVE_TOUCH_SAMPLE_INTERVAL_MS = 8;
// Process immediately on IRQ, and continue sampling while a touch is active.
// Some controllers only IRQ on edge transitions, so move events require polling.
if (!touch_interrupt_flag && *last_time == 0) {
return event; // No touch event
}
// While a touch session is active, avoid reading touch hardware every loop
// iteration. IRQ edges (down/up) still bypass this throttle for responsiveness.
if (!touch_interrupt_flag && *last_time != 0) {
uint32_t elapsed = now - last_touch_sample_ms;
if (elapsed < ACTIVE_TOUCH_SAMPLE_INTERVAL_MS) {
return event;
}
}
// Always validate via controller state instead of relying on edge flag alone.
// Edge chatter can flip touch_event_down without a real touch transition.
TouchData touch_data;
if (!touch || !touch->read_touch(&touch_data)) {
last_touch_sample_ms = now;
touch_interrupt_flag = false;
return event;
}
last_touch_sample_ms = now;
touch_interrupt_flag = false;
// No active touch points: require consecutive empty reads before release to
// 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;
last_touch_sample_ms = 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.y = touch_data.points[0].y;
event.pressure = touch_data.points[0].pressure;
event.gesture_code = touch_data.gesture;
event.valid = true;
if (*last_time == 0) {
event.type = INPUT_TOUCH_DOWN;
InputType virtual_type;
if (check_virtual_buttons(event.x, event.y, virtual_type)) {
event.type = virtual_type;
event.button_id = (virtual_type == INPUT_BUTTON_0) ? 0 : 1;
if (config->debug_verbose) {
printf("Virtual button %d pressed via touch\n", event.button_id);
}
}
} else {
event.type = INPUT_TOUCH_MOVE;
}
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;
}
InputEvent InputManager::process_button_input() {
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;
}
const char* InputManager::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";
}
}
void InputManager::get_virtual_button_regions(int* a_rect, int* b_rect) const {
for (int i = 0; i < 4; i++) {
a_rect[i] = v_button_a[i];
b_rect[i] = v_button_b[i];
}
}
void InputManager::set_virtual_button_regions(int ax, int ay, int aw, int ah, int bx, int by, int bw, int bh) {
v_button_a[0] = ax; v_button_a[1] = ay; v_button_a[2] = aw; v_button_a[3] = ah;
v_button_b[0] = bx; v_button_b[1] = by; v_button_b[2] = bw; v_button_b[3] = bh;
v_buttons_active = true;
}
void InputManager::clear_virtual_button_regions() {
v_buttons_active = false;
}
bool InputManager::check_virtual_buttons(int16_t x, int16_t y, InputType& out_type) const {
if (!v_buttons_active) return false;
if (x >= v_button_a[0] && x <= v_button_a[0] + v_button_a[2] &&
y >= v_button_a[1] && y <= v_button_a[1] + v_button_a[3]) {
out_type = INPUT_BUTTON_0;
return true;
}
if (x >= v_button_b[0] && x <= v_button_b[0] + v_button_b[2] &&
y >= v_button_b[1] && y <= v_button_b[1] + v_button_b[3]) {
out_type = INPUT_BUTTON_1;
return true;
}
return false;
}