975 lines
34 KiB
C++
975 lines
34 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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#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_gui.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_touch.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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// INPUT EVENT STRUCTURES
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// ============================================================================
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// Input event types
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enum InputType {
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INPUT_NONE = 0,
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INPUT_TOUCH_DOWN,
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INPUT_TOUCH_MOVE,
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INPUT_TOUCH_UP,
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INPUT_BUTTON_0,
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INPUT_BUTTON_1,
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INPUT_GESTURE
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};
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// Unified input event structure
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struct InputEvent {
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InputType type;
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int16_t x;
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int16_t y;
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uint8_t gesture_code; // For gesture events
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uint8_t button_id; // For button events
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uint8_t pressure; // Touch pressure/weight
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bool valid; // Set to true if event is valid
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};
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// ============================================================================
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// GAME STATE AND CONFIGURATION
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// ============================================================================
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// Game state - customize this for your game
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struct GameState {
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// Tic-Tac-Toe game state
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uint8_t board[3][3]; // 0=empty, 1=X, 2=O
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uint8_t current_player; // 1=X, 2=O
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uint8_t winner; // 0=none, 1=X wins, 2=O wins, 3=tie
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uint8_t selected_row; // Currently selected cell
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uint8_t selected_col;
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bool game_over;
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// Game statistics
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uint32_t x_wins;
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uint32_t o_wins;
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uint32_t ties;
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uint32_t total_moves;
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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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// 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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* @brief Get human-readable gesture name
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*
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* @param gesture_code Gesture code from touch controller
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* @return Constant string with gesture name
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*/
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const char* get_gesture_name(uint8_t gesture_code) {
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switch(gesture_code) {
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case 0x10: return "Move Up";
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case 0x14: return "Move Right";
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case 0x18: return "Move Down";
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case 0x1C: return "Move Left";
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case 0x48: return "Zoom In";
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case 0x49: return "Zoom Out";
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default: return "Unknown";
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}
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}
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/**
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* @brief Process touch input and convert to InputEvent
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*
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* Reads touch data from controller and creates appropriate InputEvent.
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* Handles debouncing and filtering internally.
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*
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* @param config Game configuration
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* @param last_time Pointer to last touch time for debouncing
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* @return InputEvent structure (valid=false if no valid input)
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*/
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InputEvent process_touch_input(const GameConfig& config, uint32_t* last_time) {
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InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false};
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// Check if touch interrupt flag is set
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if (!touch_interrupt_flag) {
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return event; // No touch event
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}
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printf("Processing touch: flag=%d, event_down=%d\n", touch_interrupt_flag, touch_event_down);
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// Don't clear the flag yet - we may still be processing continuous touch
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// Check if touch is active
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if (!touch_event_down) {
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// Touch released - reset timing for next touch
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touch_interrupt_flag = false;
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*last_time = 0; // Reset so next touch is treated as new touch-down
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event.type = INPUT_TOUCH_UP;
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event.valid = true;
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printf("Touch UP\n");
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return event;
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}
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// Touch is down - check debounce timing
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uint32_t now = to_ms_since_boot(get_absolute_time());
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if (now - *last_time < config.touch_debounce_ms) {
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return event; // Too soon, skip
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}
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// Read touch data
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TouchData touch_data;
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if (!touch || !touch->read_touch(&touch_data)) {
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// Clear flag even if read failed to prevent getting stuck
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touch_interrupt_flag = false;
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printf("Touch read FAILED\n");
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return event; // Read failed
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}
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// Clear the interrupt flag after successfully reading touch data
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// This allows the next touch interrupt to be detected
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touch_interrupt_flag = false;
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printf("Touch DOWN at (%d,%d)\n", touch_data.points[0].x, touch_data.points[0].y);
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// Populate event structure
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event.x = touch_data.points[0].x;
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event.y = touch_data.points[0].y;
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event.pressure = touch_data.points[0].pressure;
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event.gesture_code = touch_data.gesture;
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event.valid = true;
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// Determine event type
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if (*last_time == 0) {
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event.type = INPUT_TOUCH_DOWN;
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} else {
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event.type = INPUT_TOUCH_MOVE;
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}
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// Handle gesture events
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if (config.enable_gestures && touch_data.gesture != 0) {
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event.type = INPUT_GESTURE;
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if (config.debug_verbose) {
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printf("Gesture: 0x%02X (%s)\n", event.gesture_code, get_gesture_name(event.gesture_code));
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}
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}
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*last_time = now;
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return event;
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}
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/**
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* @brief Process button input and convert to InputEvent
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*
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* Checks button flags and verifies button state with debouncing.
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* Clears flags after processing.
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*
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* @param config Game configuration
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* @return InputEvent structure (valid=false if no valid input)
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*/
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InputEvent process_button_input(const GameConfig& config) {
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InputEvent event = {INPUT_NONE, 0, 0, 0, 0, 0, false};
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#ifdef BUTTON_KEY0_PIN
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// Check KEY0
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if (button_key0_pressed) {
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button_key0_pressed = false;
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sleep_ms(config.button_debounce_ms);
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if (gpio_get(BUTTON_KEY0_PIN) == 0) { // Verify still pressed
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event.type = INPUT_BUTTON_0;
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event.button_id = 0;
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event.valid = true;
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if (config.debug_verbose) {
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printf("Button KEY0 action triggered\n");
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}
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return event;
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}
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}
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#ifdef BUTTON_KEY1_PIN
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// Check KEY1
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if (button_key1_pressed) {
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button_key1_pressed = false;
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sleep_ms(config.button_debounce_ms);
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if (gpio_get(BUTTON_KEY1_PIN) == 0) { // Verify still pressed
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event.type = INPUT_BUTTON_1;
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event.button_id = 1;
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event.valid = true;
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if (config.debug_verbose) {
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printf("Button KEY1 action triggered\n");
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}
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return event;
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}
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}
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#endif
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#endif
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return event;
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}
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// ============================================================================
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// GAME LOGIC (Customize this section for your game!)
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// ============================================================================
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// Game board dimensions (used for both drawing and touch detection)
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const int BOARD_SIZE = 200;
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const int CELL_SIZE = BOARD_SIZE / 3;
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const int BOARD_Y = 80; // Y position below title
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/**
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* @brief Check if there's a winner on the board
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* @return 0=no winner, 1=X wins, 2=O wins, 3=tie
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*/
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uint8_t check_winner(const GameState* state) {
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// Check rows
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for (int row = 0; row < 3; row++) {
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if (state->board[row][0] != 0 &&
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state->board[row][0] == state->board[row][1] &&
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state->board[row][1] == state->board[row][2]) {
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return state->board[row][0];
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}
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}
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// Check columns
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for (int col = 0; col < 3; col++) {
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if (state->board[0][col] != 0 &&
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state->board[0][col] == state->board[1][col] &&
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state->board[1][col] == state->board[2][col]) {
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return state->board[0][col];
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}
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}
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// Check diagonals
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if (state->board[0][0] != 0 &&
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state->board[0][0] == state->board[1][1] &&
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state->board[1][1] == state->board[2][2]) {
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return state->board[0][0];
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}
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if (state->board[0][2] != 0 &&
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state->board[0][2] == state->board[1][1] &&
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state->board[1][1] == state->board[2][0]) {
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return state->board[0][2];
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}
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// Check for tie (board full)
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bool board_full = true;
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for (int row = 0; row < 3; row++) {
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for (int col = 0; col < 3; col++) {
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if (state->board[row][col] == 0) {
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board_full = false;
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break;
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}
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}
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if (!board_full) break;
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}
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if (board_full) return 3; // Tie
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return 0; // No winner yet
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}
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|
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/**
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* @brief Initialize game state
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*
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* Called once at startup to set initial game values.
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* Customize this for your game.
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*
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* @param state Pointer to GameState to initialize
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*/
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void game_init(GameState* state) {
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// Clear the board
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for (int row = 0; row < 3; row++) {
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for (int col = 0; col < 3; col++) {
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state->board[row][col] = 0;
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}
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}
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state->current_player = 1; // X starts
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state->winner = 0;
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state->selected_row = 1; // Start in center
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state->selected_col = 1;
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state->game_over = false;
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state->total_moves = 0;
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// Keep win statistics across games
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// state->x_wins, state->o_wins, state->ties remain unchanged
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}
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/**
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* @brief Update game state based on input event
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*
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* This is where your game logic goes.
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* Called whenever an input event occurs.
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*
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* @param state Pointer to GameState to update
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* @param input Input event to process
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* @param config Game configuration
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* @param renderer Renderer for drawing operations
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* @return true if screen needs refresh (drawing occurred)
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*/
|
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bool game_update(GameState* state, const InputEvent& input, const GameConfig& config, LowLevelRenderer* renderer) {
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bool needs_refresh = false;
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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;
|
|
}
|