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