Files
basic1/basic1.cpp
2026-01-29 17:16:59 -05:00

975 lines
34 KiB
C++

/*
* 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 <stdlib.h>
#include <stdio.h>
#include <string.h>
#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<LowLevelDisplayEPaper*>(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;
}