Files
basic1/lib/input_manager.h
2026-02-18 12:08:23 -05:00

111 lines
3.5 KiB
C++

// ============================================================================
// INPUT MANAGER HEADER
// ============================================================================
// Handles all input processing and debouncing for touch and button inputs
// Converts hardware events into InputEvent objects for games to consume
#ifndef INPUT_MANAGER_H
#define INPUT_MANAGER_H
#include <stdint.h>
#include "input_event.h"
#include "display/low_level_touch.h"
// Forward declaration - avoid pulling in full basic1.cpp
struct GameConfig;
/**
* @brief Input Manager - Processes touch and button inputs
*
* Responsibilities:
* - Reading touch controller data
* - Debouncing touch and button events
* - Converting raw inputs to InputEvent objects
* - Gesture recognition
*
* Does NOT handle:
* - Button GPIO initialization (stays in basic1.cpp)
* - Interrupt handler registration (stays in basic1.cpp)
*/
class InputManager {
public:
/**
* @brief Construct InputManager with hardware references
* @param touch Pointer to touch controller interface
* @param config Pointer to game configuration
*/
InputManager(LowLevelTouch* touch, const GameConfig* config);
/**
* @brief Process touch input using hybrid IRQ + active-session sampling.
* @param last_time Pointer to last touch timestamp (0 means no active touch session)
* @return InputEvent (valid=false if no state change/update is emitted)
*/
InputEvent process_touch_input(uint32_t* last_time);
/**
* @brief Process button input from GPIO flags
* @return InputEvent (valid=false if no valid input)
*/
InputEvent process_button_input();
/**
* @brief Get virtual button regions for drawing
* @param a_rect Pointer to rectangle for Button A [x, y, w, h]
* @param b_rect Pointer to rectangle for Button B [x, y, w, h]
*/
void get_virtual_button_regions(int* a_rect, int* b_rect) const;
/**
* @brief Set virtual button regions
*/
void set_virtual_button_regions(int ax, int ay, int aw, int ah, int bx, int by, int bw, int bh);
/**
* @brief Clear virtual button regions (disables detection)
*/
void clear_virtual_button_regions();
/**
* @brief Check if a touch event hits a virtual button
* @param x Touch X coordinate
* @param y Touch Y coordinate
* @param out_type Output parameter for the button type if hit
* @return true if a virtual button was hit
*/
bool check_virtual_buttons(int16_t x, int16_t y, InputType& out_type) const;
/**
* @brief Get human-readable gesture name
* @param gesture_code Gesture code from touch controller
* @return Constant string with gesture name
*/
static const char* get_gesture_name(uint8_t gesture_code);
/**
* @brief Check if touch input is available
* @return true if touch controller is present, false otherwise
*/
bool has_touch() const;
/**
* @brief Check if hardware buttons are available
* @return true if physical buttons are present, false otherwise
*/
bool has_buttons() const;
private:
LowLevelTouch* touch;
const GameConfig* config;
// Consecutive touch_count==0 samples while a touch session is active.
// Used to suppress false TOUCH_UP events from transient touch controller jitter.
uint8_t no_touch_samples = 0;
// Virtual button regions
int v_button_a[4] = {0, 0, 0, 0}; // [x, y, w, h]
int v_button_b[4] = {0, 0, 0, 0};
bool v_buttons_active = false;
};
#endif // INPUT_MANAGER_H