Serial uploader was crashing the Pico when launching games because it accessed SD card (SPI) while Core 1 was refreshing display (also SPI). Display and SD card share the same SPI bus and cannot be accessed simultaneously. Split game launch into prepare and execute phases: - prepare: Re-scan games directory (safe, SD access done immediately) - execute: Load Lua script from SD (deferred until display is idle) Main loop now checks !is_refresh_in_progress() before completing launch, preventing SPI conflicts. Also updated SD card best practices skill to document SPI bus contention as the #1 most critical issue to avoid. Co-Authored-By: Claude <noreply@anthropic.com>
755 lines
29 KiB
C++
755 lines
29 KiB
C++
/*
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* Copyright (c) 2021 Arm Limited and Contributors. All rights reserved.
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* ============================================================================
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* REACTIVE GAME TEMPLATE - Event-Driven Architecture for RP2350
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* ============================================================================
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*
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* This template provides a clean, reactive architecture for building games
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* and interactive applications on Raspberry Pi Pico with displays.
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*
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* KEY FEATURES:
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* - Event-driven: Display only updates when input is received
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* - Power efficient: Uses __wfi() to sleep between inputs
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* - E-ink optimized: Minimizes screen refreshes
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* - Interrupt-driven: Touch and button handling via interrupts
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* - Modular: Clear separation of input, game logic, and rendering
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*
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* ARCHITECTURE:
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* 1. Interrupt handlers set flags (kept minimal)
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* 2. Main loop processes input events
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* 3. Game logic updates state based on events
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* 4. Screen refreshes only when changes occur
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*
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* HOW TO CREATE YOUR OWN GAME:
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* ============================================================================
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* 1. Modify GameState structure with your game variables
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* 2. Implement game_init() to set initial values
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* 3. Implement game_update() to handle input and update state
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* 4. Implement game_draw() to render your game graphics
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* 5. Adjust GameConfig for your game's needs
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* 6. The reactive loop and input system work automatically!
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* ============================================================================
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*/
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#include "pico/stdlib.h"
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#include "pico/binary_info.h"
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#include "hardware/sync.h"
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#include "pico/multicore.h"
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#include "board_config.h" // Board-specific pin configuration
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#include "sd_card.h"
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extern "C" {
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#include "ff.h" // FatFS
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}
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "display/low_level_render.h"
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#include "display/low_level_display.h"
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#include "display/low_level_display_epaper.h"
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#include "display/low_level_display_st7796.h"
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#include "display/low_level_touch.h"
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#include "input_manager.h"
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#include "game.h"
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#include "game_launcher.h"
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#include "tic_tac_toe.h"
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#include "demo_game.h"
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#include "monopoly_game.h"
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#include "lua_game_loader.h"
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#include "serial_uploader.h"
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// Binary info for RP2350 - ensures proper boot image structure
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bi_decl(bi_program_description("4.0\" TFT ST7796 with Touch and SD Card Demo"));
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bi_decl(bi_program_version_string("0.1"));
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bi_decl(bi_program_build_date_string(__DATE__));
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// ============================================================================
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// DUAL-CORE DISPLAY REFRESH SYSTEM
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// ============================================================================
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// Shared variables for core communication
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volatile bool refresh_requested = false;
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volatile bool refresh_in_progress = false;
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const uint8_t* volatile refresh_buffer = nullptr;
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LowLevelDisplay* volatile refresh_display = nullptr;
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/**
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* @brief Core 1 entry point - handles display refresh operations
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*
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* Runs on the second core, waiting for refresh requests.
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* This keeps Core 0 responsive while display updates happen in background.
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*/
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void core1_entry() {
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printf("Core 1 started - handling display refreshes\n");
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while (1) {
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// Wait for refresh request
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if (refresh_requested && refresh_buffer && refresh_display) {
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refresh_in_progress = true;
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// Get local copies for safe access
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LowLevelDisplay* display = refresh_display;
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const uint8_t* buffer = refresh_buffer;
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// Perform the refresh operation (may be slow for e-ink)
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display->draw_buffer(buffer);
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display->refresh();
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// Clear flags
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refresh_requested = false;
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refresh_in_progress = false;
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}
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// Small delay to avoid busy-waiting
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sleep_us(100);
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}
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}
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/**
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* @brief Request a screen refresh (non-blocking)
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*
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* Queues the refresh on Core 1, keeping Core 0 responsive.
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*
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* @param buffer Pointer to 1-bit framebuffer
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* @param display Pointer to display abstraction
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* @return true if refresh started, false if already in progress
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*/
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bool refresh_screen_async(const uint8_t *buffer, LowLevelDisplay* display) {
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// Check if Core 1 is busy with previous refresh
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if (refresh_in_progress) {
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// Still refreshing previous frame, skip this one
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return false;
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}
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// Queue refresh on Core 1
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refresh_buffer = buffer;
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refresh_display = display;
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refresh_requested = true;
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return true;
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}
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/**
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* @brief Check if a refresh is currently in progress
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* @return true if Core 1 is still refreshing
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*/
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bool is_refresh_in_progress() {
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return refresh_in_progress;
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}
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// ============================================================================
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// GAME CONFIGURATION
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// ============================================================================
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// Game configuration - adjust these for your game
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struct GameConfig {
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uint32_t touch_debounce_ms; // Touch polling rate
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uint32_t button_debounce_ms; // Button debounce delay
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bool enable_gestures; // Enable gesture recognition
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bool enable_continuous_draw; // Allow continuous drawing while touched
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bool debug_verbose; // Print debug messages
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};
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// ============================================================================
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// DISPLAY DIMMING CONFIGURATION
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// ============================================================================
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// Display dimming settings
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#define DIM_TIMEOUT_MS (2 * 60 * 1000) // 2 minutes to dim
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#define SLEEP_TIMEOUT_MS (10 * 60 * 1000) // 10 minutes to sleep
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#define DIM_CHECK_INTERVAL_MS 10000 // Check every 10 seconds
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// Display dimming state
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static uint32_t last_interaction_time = 0; // Last time user interacted
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static bool is_idle_2min_triggered = false; // Flag for 2min trigger
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static bool is_idle_10min_triggered = false; // Flag for 10min trigger
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static volatile bool dim_check_flag = false; // Flag set by timer to check dimming
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static LowLevelDisplay* global_display = nullptr; // Global display pointer for timer callback
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/**
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* @brief Update last interaction time and notify display driver
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*
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* Call this whenever the user interacts with the device (touch, button press).
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* The display driver handles specific wake/restore logic.
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*
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* @param display Pointer to display interface
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*/
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static inline void record_user_interaction(LowLevelDisplay* display) {
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last_interaction_time = to_ms_since_boot(get_absolute_time());
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// Reset idle flags
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is_idle_2min_triggered = false;
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is_idle_10min_triggered = false;
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// Notify display driver of interaction
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display->on_user_interaction();
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}
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/**
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* @brief Timer callback to periodically check dimming status
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*
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* This alarm callback fires every DIM_CHECK_INTERVAL_MS milliseconds
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* to wake the CPU from __wfi() and check if dimming should occur.
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* Running in interrupt context, so just sets a flag for main loop.
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*
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* @param id Alarm ID (unused)
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* @param user_data User data pointer (unused)
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* @return Next alarm time (relative to current time)
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*/
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static int64_t dim_check_alarm_callback(alarm_id_t id, void *user_data) {
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// Set flag to check dimming in main loop
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dim_check_flag = true;
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// Return interval in microseconds for next alarm
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// Negative value means schedule relative to now
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return -(DIM_CHECK_INTERVAL_MS * 1000);
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}
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/**
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* @brief Check if idle thresholds have been met and notify display driver
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*
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* Checks elapsed time since last interaction and calls the appropriate
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* display driver methods (on_idle_2min or on_idle_10min).
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*
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* @param display Pointer to display interface
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*/
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static inline void check_and_apply_dimming(LowLevelDisplay* display) {
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uint32_t current_time = to_ms_since_boot(get_absolute_time());
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uint32_t elapsed = current_time - last_interaction_time;
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// Check for 10 minute timeout (Sleep)
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if (!is_idle_10min_triggered && elapsed >= SLEEP_TIMEOUT_MS) {
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display->on_idle_10min();
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is_idle_10min_triggered = true;
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is_idle_2min_triggered = true; // Implicitly triggered
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}
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// Check for 2 minute timeout (Dim)
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else if (!is_idle_2min_triggered && elapsed >= DIM_TIMEOUT_MS) {
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display->on_idle_2min();
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is_idle_2min_triggered = true;
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}
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}
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// ============================================================================
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// INTERRUPT HANDLERS (Keep these minimal!)
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// ============================================================================
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// Touch interrupt handling
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volatile bool touch_interrupt_flag = false;
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volatile bool touch_event_down = false;
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LowLevelTouch* touch = nullptr;
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// Button interrupt handling
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#ifdef BUTTON_KEY0_PIN
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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 Touch interrupt callback handler
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*
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* Called automatically by hardware when INT pin changes state:
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* - Falling edge: Touch detected (INT goes LOW)
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* - Rising edge: Touch released (INT goes HIGH)
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*
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* This runs in interrupt context, so keep it fast - just set a flag
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*
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* @param gpio GPIO pin number that triggered the interrupt
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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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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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}
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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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}
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}
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#ifdef BUTTON_KEY0_PIN
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/**
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* @brief Button interrupt callback handler
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*
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* Called automatically by hardware when button pins change state.
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* Buttons are active LOW (pressed = 0, released = 1) with pull-ups.
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*
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* This runs in interrupt context, so keep it fast - just set flags.
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*
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* @param gpio GPIO pin number that triggered the interrupt
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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 button_interrupt_handler(uint gpio, uint32_t events) {
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// Only respond to falling edge (button press)
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if (events & GPIO_IRQ_EDGE_FALL) {
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if (gpio == BUTTON_KEY0_PIN) {
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button_key0_pressed = true;
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}
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#ifdef BUTTON_KEY1_PIN
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else if (gpio == BUTTON_KEY1_PIN) {
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button_key1_pressed = true;
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}
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#endif
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}
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}
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#endif
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// Screen dimensions and configuration from board_config.h
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const int V_WIDTH = DISPLAY_WIDTH;
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const int V_HEIGHT = DISPLAY_HEIGHT;
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// Touch indicator settings
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#define TOUCH_RADIUS 10
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uint8_t bit_buffer[V_WIDTH * V_HEIGHT / 8];
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/**
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* @brief Refresh the screen with the 1-bit buffer
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*
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* Displays work directly with 1-bit monochrome buffers.
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* The display driver internally converts to its native format (RGB565, etc.)
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*
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* @param buffer Pointer to 1-bit framebuffer (width*height/8 bytes)
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* @param display Pointer to display abstraction layer
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*/
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void refresh_screen(const uint8_t *buffer, LowLevelDisplay* display) {
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display->draw_buffer(buffer);
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display->refresh();
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}
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// ============================================================================
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// INPUT PROCESSING
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// ============================================================================
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// ============================================================================
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// MAIN PROGRAM
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// ============================================================================
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int main()
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{
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// Initialize standard I/O for debugging with timeout
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// This prevents hanging when USB is not connected
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stdio_init_all();
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sleep_ms(100); // Wait for USB connection (if present)
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printf("\n=== %s Demo ===\n", BOARD_NAME);
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printf("Starting dual-core system...\n");
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// Create display abstraction using factory method
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// The factory handles all board-specific configuration internally
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LowLevelDisplay* display = LowLevelDisplay::create((DisplayType)DISPLAY_TYPE_SELECTED, V_WIDTH, V_HEIGHT);
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if (!display) {
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printf("Failed to create display!\n");
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return -1;
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}
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printf("Initializing display...\n");
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// Initialize the display
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if (!display->init()) {
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printf("Display initialization failed!\n");
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delete display;
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return -1;
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}
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// Enable dirty rectangle optimization for ST7796 displays
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if (display->get_type() == DISPLAY_TYPE_ST7796) {
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LowLevelDisplayST7796* st7796_display = static_cast<LowLevelDisplayST7796*>(display);
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st7796_display->enable_dirty_rect(true);
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printf("Dirty rectangle optimization enabled (4 quadrants: TL/TR/BL/BR split)\n");
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}
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// Launch Core 1 for display refresh handling
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printf("Launching Core 1 for display refresh...\n");
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multicore_launch_core1(core1_entry);
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sleep_ms(100); // Give Core 1 time to start
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// Do a full refresh with white screen first (removes ghosting on e-paper)
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printf("Performing initial full refresh to white...\n");
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display->clear(true); // Clear to white
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// For e-paper, do a full refresh to ensure clean display
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if (display->get_type() == DISPLAY_TYPE_EPAPER) {
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LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
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epaper->full_refresh(); // Full refresh removes ghosting
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printf("Full refresh complete\n");
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} else {
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refresh_screen(bit_buffer, display); // For TFT, just refresh normally
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}
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// Now clear to black for drawing
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display->clear(false); // Clear to black
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// Initialize renderer and GUI system
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LowLevelRenderer renderer(bit_buffer, V_WIDTH, V_HEIGHT);
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renderer.set_font(&font_homespun_obj);
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LowLevelGUI gui = LowLevelGUI(&renderer, font_homespun_obj);
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// Initialize touch screen using abstraction FIRST (before InputManager needs it)
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touch = LowLevelTouch::create((TouchType)TOUCH_TYPE_SELECTED, V_WIDTH, V_HEIGHT,
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TOUCH_SWAP_XY, TOUCH_INVERT_X, TOUCH_INVERT_Y);
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if (touch) {
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printf("Touch initialized successfully\n");
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// Set up interrupt-driven touch detection
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printf("Setting up touch interrupt callback...\n");
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touch->set_interrupt_callback(touch_interrupt_handler);
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printf("Touch interrupt enabled on INT pin (falling and rising edges)\n");
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// Run communication test if available
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// Note: Commented out as it may hang on some hardware configurations
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printf("\nRunning touch reliability test...\n");
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touch->test_communication();
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printf("...\n");
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} else {
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printf("Touch initialization failed or not configured\n");
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}
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// Initialize game configuration
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GameConfig config = {
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.touch_debounce_ms = 10,
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.button_debounce_ms = 20,
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.enable_gestures = true,
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.enable_continuous_draw = true,
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.debug_verbose = false
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};
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// Create InputManager for processing inputs (touch must be initialized first!)
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InputManager input_manager(touch, &config);
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// Create GameLauncher
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GameLauncher launcher(V_WIDTH, V_HEIGHT, &renderer, &gui, &input_manager);
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// Create SerialUploader for rapid game iteration
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SerialUploader serial_uploader(&launcher);
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printf("Serial uploader initialized\n");
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// Register available games
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launcher.register_game("Tic-Tac-Toe", "Classic 2-player game",
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[](uint16_t w, uint16_t h, LowLevelRenderer* r, LowLevelGUI* g, InputManager* im) -> Game* {
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return new TicTacToeGame(w, h, r, g, im);
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});
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launcher.register_game("Monopoly", "Classic property trading game",
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[](uint16_t w, uint16_t h, LowLevelRenderer* r, LowLevelGUI* g, InputManager* im) -> Game* {
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// For Feather TFT (480x320), reduce width to 430 to make room for sidebar buttons
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uint16_t game_w = (w == 480) ? 430 : w;
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return new MonopolyGame(game_w, h, r, g, im);
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});
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launcher.register_game("Demo Game", "Simple test game",
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[](uint16_t w, uint16_t h, LowLevelRenderer* r, LowLevelGUI* g, InputManager* im) -> Game* {
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return new DemoGame(w, h, r, g, im);
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});
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// Initialize SD card and mount filesystem
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printf("\nInitializing SD card...\n");
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bool sd_available = sd_card_init_with_board_config();
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if (sd_available) {
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printf("SD card initialized successfully\n");
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// Mount FatFS filesystem
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static FATFS fs;
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FRESULT res = f_mount(&fs, "0:", 1); // Mount drive 0 immediately
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if (res == FR_OK) {
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printf("FatFS mounted successfully\n");
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// Register Lua games from SD card /games directory
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printf("Scanning for Lua games on SD card...\n");
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int lua_games_found = LuaGameLoader::register_all_games(&launcher);
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printf("Found %d Lua game(s)\n", lua_games_found);
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} else {
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printf("FatFS mount failed (error %d) - SD card may not be formatted\n", res);
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}
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// Restore display SPI speed (SD card shares same SPI bus)
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// SD card init sets SPI to 12.5 MHz, but display needs 32 MHz for fast refresh
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spi_set_baudrate(DISPLAY_SPI_PORT, SPI_BAUDRATE);
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printf("Display SPI speed restored to %d MHz\n", SPI_BAUDRATE / 1000000);
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} else {
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printf("SD card not available - skipping Lua game scan\n");
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}
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// Draw launcher menu
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launcher.draw();
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// Refresh the screen with the launcher menu (async on Core 1)
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refresh_screen_async(bit_buffer, display);
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printf("Initial screen refresh queued on Core 1\n");
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#ifdef BUTTON_KEY0_PIN
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// Initialize hardware buttons (e-ink board only)
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printf("\nInitializing hardware buttons...\n");
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// Initialize KEY0 button
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gpio_init(BUTTON_KEY0_PIN);
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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
|
|
|
|
// ========================================================================
|
|
// 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
|
|
|
|
// Initialize last interaction time to current time
|
|
last_interaction_time = to_ms_since_boot(get_absolute_time());
|
|
global_display = display;
|
|
|
|
// Set up repeating alarm to periodically check dimming status
|
|
// 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);
|
|
|
|
if (display->get_type() == DISPLAY_TYPE_ST7796) {
|
|
printf("Power saving: Dim at %d min, Sleep at %d min\n",
|
|
DIM_TIMEOUT_MS / 60000, SLEEP_TIMEOUT_MS / 60000);
|
|
} else {
|
|
printf("Power saving: Sleep at %d min\n", SLEEP_TIMEOUT_MS / 60000);
|
|
}
|
|
printf("Dimming check timer set to %d seconds\n", DIM_CHECK_INTERVAL_MS / 1000);
|
|
|
|
printf("\nEntering reactive game loop (Core 0 - input & logic)\n");
|
|
printf("Display refreshes handled by Core 1\n");
|
|
printf("Frame rate limited to 30 FPS (33.3ms per frame)\n\n");
|
|
|
|
Game* current_game = nullptr;
|
|
uint32_t game_start_time = 0;
|
|
|
|
// Frame rate limiting (30 FPS = 33.33ms per frame)
|
|
const uint32_t TARGET_FRAME_TIME_MS = 33; // 1000ms / 30fps ≈ 33ms
|
|
uint32_t last_frame_time = 0;
|
|
|
|
bool needs_refresh = false; // Track if screen needs redraw
|
|
|
|
while (1) {
|
|
// 0. Process serial uploads (for rapid game iteration)
|
|
serial_uploader.process();
|
|
|
|
// If serial uploader wants to launch a game, wait until it's safe (no display refresh)
|
|
if (serial_uploader.wants_to_launch_game() && !is_refresh_in_progress()) {
|
|
// Safe to launch now - no SPI conflict with display
|
|
bool game_launched = serial_uploader.complete_launch();
|
|
if (game_launched) {
|
|
// A new game was uploaded and launched - trigger redraw
|
|
needs_refresh = true;
|
|
current_game = launcher.get_selected_game();
|
|
// Note: game is already initialized by select_game_by_name()
|
|
}
|
|
}
|
|
|
|
// Determine if we should sleep or stay awake for updates
|
|
bool stay_awake = false;
|
|
if (pending_refresh) stay_awake = true;
|
|
if (serial_uploader.wants_to_launch_game()) stay_awake = true; // Don't sleep while waiting to launch
|
|
|
|
if (launcher.is_game_selected()) {
|
|
Game* g = launcher.get_selected_game();
|
|
if (g && g->wants_frame_updates()) {
|
|
stay_awake = true;
|
|
}
|
|
}
|
|
|
|
if (!stay_awake) {
|
|
// 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};
|
|
|
|
// 1. Process button input first (higher priority)
|
|
input = input_manager.process_button_input();
|
|
|
|
// 2. Process touch input (if no button was pressed)
|
|
if (!input.valid) {
|
|
input = input_manager.process_touch_input(&last_touch_time);
|
|
// if debugging enabled, print touch event
|
|
if (input.valid && config.debug_verbose) {
|
|
printf("Touch Event: type=%d, x=%d, y=%d, pressure=%d, gesture=0x%02X\n",
|
|
input.type, input.x, input.y, input.pressure, input.gesture_code);
|
|
}
|
|
}
|
|
|
|
// 3. Process input based on current state
|
|
if (input.valid) {
|
|
// Record user interaction for dimming timer
|
|
record_user_interaction(display);
|
|
|
|
// if debugging enabled, print input event
|
|
if (config.debug_verbose) {
|
|
printf("Input Event: type=%d, x=%d, y=%d, gesture=0x%02X, button=%d, pressure=%d\n",
|
|
input.type, input.x, input.y, input.gesture_code,
|
|
input.button_id, input.pressure);
|
|
}
|
|
|
|
if (launcher.is_game_selected()) {
|
|
// In game mode - process game input
|
|
current_game = launcher.get_selected_game();
|
|
needs_refresh = current_game->update(input);
|
|
|
|
// 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);
|
|
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);
|
|
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
|
|
bool game_selected = launcher.update(input);
|
|
if (game_selected) {
|
|
printf("Game launched successfully\n");
|
|
game_start_time = 0;
|
|
// Force full clear for clean transition to game
|
|
display->clear(false);
|
|
// if (display->get_type() == DISPLAY_TYPE_EPAPER) {
|
|
// LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
|
|
// epaper->full_refresh();
|
|
// }
|
|
}
|
|
needs_refresh = true;
|
|
}
|
|
}
|
|
|
|
if (launcher.is_game_selected()) {
|
|
// No input, but check if game wants continuous updates
|
|
current_game = launcher.get_selected_game();
|
|
if (current_game->wants_frame_updates()) {
|
|
// Only send frame tick if we're ready to draw the next frame
|
|
if (!is_refresh_in_progress()) {
|
|
InputEvent frame_tick = {INPUT_FRAME_TICK, 0, 0, 0, 0, 0, true};
|
|
needs_refresh = current_game->update(frame_tick) || needs_refresh;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 4. Redraw and queue async refresh on Core 1 (with 30 FPS limiting)
|
|
if (needs_refresh || pending_refresh) {
|
|
// Check frame rate limiting
|
|
uint32_t current_time = to_ms_since_boot(get_absolute_time());
|
|
uint32_t time_since_last_frame = current_time - last_frame_time;
|
|
|
|
// Only proceed if enough time has passed since last frame
|
|
if (time_since_last_frame >= TARGET_FRAME_TIME_MS) {
|
|
// Only draw if Core 1 is finished with the buffer
|
|
if (!is_refresh_in_progress()) {
|
|
// Clear buffer and redraw entire UI with updated state
|
|
memset(bit_buffer, 0, V_WIDTH * V_HEIGHT / 8);
|
|
|
|
if (launcher.is_game_selected()) {
|
|
current_game = launcher.get_selected_game();
|
|
current_game->draw();
|
|
} else {
|
|
launcher.draw();
|
|
}
|
|
|
|
// 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
|
|
last_frame_time = current_time; // Update frame time
|
|
} else {
|
|
pending_refresh = true;
|
|
}
|
|
} else {
|
|
pending_refresh = true;
|
|
}
|
|
} else {
|
|
// Frame rate limit: skip this frame, wait for next opportunity
|
|
// Sleep for the remaining time to reach target frame time
|
|
uint32_t remaining_time = TARGET_FRAME_TIME_MS - time_since_last_frame;
|
|
if (remaining_time > 1) {
|
|
sleep_ms(remaining_time - 1); // -1 to account for overhead
|
|
}
|
|
}
|
|
}
|
|
|
|
// 5. Check if display should be dimmed due to inactivity
|
|
// This flag is set by timer alarm every DIM_CHECK_INTERVAL_MS
|
|
if (dim_check_flag) {
|
|
dim_check_flag = false;
|
|
check_and_apply_dimming(display);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|