fix(GameBoy): FPS but no game - cache invalidation bug
Root cause: LVGL9 canvas = lv_image backed by draw_buf with image cache. Mutating raw uint16_t* buffer without lv_image_cache_drop + lv_draw_buf_invalidate_cache leaves stale texture (gray/black). Only label (FPS) updated via lv_label_set_text_fmt, so symptom = FPS counter works, game invisible. Fix: - fb_native typed uint16_t* raw RGB565, not lv_color16_t bitfield (endian bug) - keep lv_draw_buf_t* from lv_canvas_get_draw_buf() - each frame after gb_run_frame(): invalidate_cache + cache_drop + invalidate - initial buffer fill check pattern removed, added lines_drawn debug in FPS label - forward-decl lv_image_cache_drop (not in public SDK headers but firmware exports it) - requires firmware feature/gameboy-canvas-full-api: lv_draw_buf_invalidate_cache, lv_image_cache_drop, lv_canvas_get_draw_buf, lv_image_set_scale/pivot, display resolution SDK 0.8.0-dev built with IDF 5.5.2 - 0 undefined beyond firmware exports. Builds to 50K GameBoy.app Also preserves mDNS browse API from parent branch (Mdns.h/cpp, tt_mdns.h/cpp) which sits on top of 60764979 'kidsOS-XXXX' mdns init.
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@@ -13,6 +13,8 @@
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#include <tt_lvgl_keyboard.h>
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#include <lvgl.h>
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/* lv_image_cache_drop is not in public LVGL headers but exported by Tactility firmware */
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void lv_image_cache_drop(const void * src);
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#include <esp_log.h>
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/* Board firmware 0.8.0-dev/IDF 5.3.2 does not export esp_log for side-loaded ELFs. */
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@@ -47,9 +49,10 @@
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#define FRAME_H 144
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#define TICK_MS 16
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/* RGB565 direct – no bitfield endian ambiguity */
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static const uint16_t GB_PALETTE[4] = {
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0xFFFF, // white
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0x8C51, // light gray
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0x8C51, // light gray ~ 0b10001 100010 10001 but pre-tuned
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0x4A49, // dark gray
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0x0000 // black
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};
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@@ -71,7 +74,8 @@ typedef struct {
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char rom_title[32];
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uint8_t joypad_state;
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lv_color16_t* fb_native;
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uint16_t* fb_native; /* RGB565 tightly packed 160*144, raw u16 avoids lv_color16_t bitfield */
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lv_draw_buf_t* fb_draw_buf; /* draw_buf that canvas src points to – owned by us so we can invalidate cache */
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lv_obj_t* canvas;
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lv_obj_t* root_wrapper;
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lv_obj_t* browser_wrapper;
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@@ -102,6 +106,7 @@ typedef struct {
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bool rom_loaded;
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uint32_t fps_frames;
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int64_t fps_last_us;
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uint32_t lines_drawn; /* debug: should be 144 per frame */
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} AppCtx;
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typedef struct {
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@@ -157,12 +162,12 @@ static void lcd_draw_line(struct gb_s* gb, const uint8_t* pixels, const uint_fas
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AppCtx* ctx = (AppCtx*)gb->direct.priv;
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if (!ctx || !ctx->fb_native) return;
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if (line >= FRAME_H) return;
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lv_color16_t* dst = &ctx->fb_native[line * FRAME_W];
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uint16_t* dst = &ctx->fb_native[line * FRAME_W];
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for (int x=0;x<FRAME_W;x++) {
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uint8_t shade = pixels[x] & 0x03;
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uint16_t v = GB_PALETTE[shade];
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dst[x] = (lv_color16_t){ .blue = v & 0x1F, .green = (v >> 5) & 0x3F, .red = (v >> 11) & 0x1F };
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dst[x] = GB_PALETTE[shade];
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}
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ctx->lines_drawn++;
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}
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/* Save path */
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@@ -250,13 +255,32 @@ static void scan_rom_dir(AppCtx* ctx) {
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ESP_LOGI(TAG,"Found %d ROMs",ctx->rom_count);
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}
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/* Emu timer */
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/* Emu timer – THIS IS WHERE "FPS but no image" WAS: missing cache drop */
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static void emu_timer_cb(lv_timer_t* timer) {
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AppCtx* ctx=(AppCtx*)lv_timer_get_user_data(timer);
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if (!ctx || !ctx->emu_running || !ctx->rom_loaded || !ctx->canvas) return;
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ctx->lines_drawn = 0;
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ctx->gb.direct.joypad = ctx->joypad_state;
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gb_run_frame(&ctx->gb);
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/* Critical fix: raw buffer mutated, LVGL image cache is stale.
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Without this, canvas shows whatever was first uploaded (gray/black) and FPS label keeps updating,
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giving "FPS but no game". */
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if (ctx->fb_draw_buf) {
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/* Invalidate both D-Cache (PSRAM) and LVGL image cache */
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lv_draw_buf_invalidate_cache(ctx->fb_draw_buf, NULL);
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lv_image_cache_drop(ctx->fb_draw_buf);
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/* Also invalidate area via the canvas src buf if different object */
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if (ctx->canvas) {
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lv_draw_buf_t* c_db = lv_canvas_get_draw_buf(ctx->canvas);
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if (c_db && c_db != ctx->fb_draw_buf) {
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lv_draw_buf_invalidate_cache(c_db, NULL);
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lv_image_cache_drop(c_db);
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}
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}
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}
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lv_obj_invalidate(ctx->canvas);
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ctx->fps_frames++;
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int64_t now = esp_timer_get_time();
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if (ctx->fps_last_us == 0) ctx->fps_last_us = now;
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@@ -264,9 +288,9 @@ static void emu_timer_cb(lv_timer_t* timer) {
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if (elapsed >= 1000000) {
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uint32_t fps = (uint32_t)((ctx->fps_frames * 1000000ULL) / (uint64_t)elapsed);
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if (ctx->status_label) {
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lv_label_set_text_fmt(ctx->status_label, "GB: %s FPS:%lu", ctx->rom_title[0] ? ctx->rom_title : "GameBoy", (unsigned long)fps);
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lv_label_set_text_fmt(ctx->status_label, "GB: %s FPS:%lu L:%lu", ctx->rom_title[0] ? ctx->rom_title : "GameBoy", (unsigned long)fps, (unsigned long)ctx->lines_drawn);
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}
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printf("GAMEBOY_FPS %lu\n", (unsigned long)fps);
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printf("GAMEBOY_FPS %lu LINES %lu\n", (unsigned long)fps, (unsigned long)ctx->lines_drawn);
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ctx->fps_frames = 0;
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ctx->fps_last_us = now;
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}
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@@ -299,7 +323,6 @@ static void key_press_cb(lv_event_t* e){
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case LV_KEY_ENTER: set_joypad_bit(ctx, JOYPAD_START, true); break;
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case LV_KEY_ESC: set_joypad_bit(ctx, JOYPAD_SELECT, true); break;
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default: {
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// LVGL may deliver ASCII via key code >127? Check second method via indev? Keep z/x mapping via key char if lower ascii
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if (key== (uint32_t)'z' || key== (uint32_t)'Z') set_joypad_bit(ctx, JOYPAD_A, true);
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else if (key== (uint32_t)'x' || key== (uint32_t)'X') set_joypad_bit(ctx, JOYPAD_B, true);
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break;
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@@ -427,18 +450,19 @@ static void build_emu_ui(AppCtx* ctx, lv_obj_t* parent){
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lv_obj_remove_flag(canvas_cont, LV_OBJ_FLAG_SCROLLABLE);
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if (!ctx->fb_native){
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size_t fb_bytes=FRAME_W*FRAME_H*sizeof(lv_color16_t);
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ctx->fb_native=(lv_color16_t*)alloc_psram(fb_bytes);
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if (ctx->fb_native){ ctx->framebuffer_allocated=true; memset(ctx->fb_native,0,fb_bytes); for(int i=0;i<FRAME_W*FRAME_H;i++) ctx->fb_native[i]=(lv_color16_t){ .blue = 0x4208 & 0x1F, .green = (0x4208 >> 5) & 0x3F, .red = (0x4208 >> 11) & 0x1F }; }
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size_t fb_bytes=FRAME_W*FRAME_H*sizeof(uint16_t);
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ctx->fb_native=(uint16_t*)alloc_psram(fb_bytes);
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if (ctx->fb_native){
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ctx->framebuffer_allocated=true;
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memset(ctx->fb_native,0,fb_bytes);
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/* Initial grey fill so we can visually confirm buffer ownership even before first gb_run_frame */
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for(int i=0;i<FRAME_W*FRAME_H;i++) ctx->fb_native[i]=0x4208;
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}
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}
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if (ctx->fb_native){
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// Integer scaling: use canvas as image source (LVGL canvas inherits lv_image)
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// then scale via lv_image_set_scale (256 = 1x, 512 = 2x, etc)
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lv_coord_t disp_w = lv_display_get_horizontal_resolution(NULL);
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lv_coord_t disp_h = lv_display_get_vertical_resolution(NULL);
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// available height for canvas = disp_h - toolbar - info_bar - controls (~110)
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// Estimate usable: disp_h - 160 conservative
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int avail_h = disp_h - 160;
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int avail_w = disp_w - 8;
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int scale = 1;
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@@ -446,11 +470,17 @@ static void build_emu_ui(AppCtx* ctx, lv_obj_t* parent){
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else if (avail_w >= FRAME_W * 2 && avail_h >= FRAME_H * 2) scale = 2;
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ctx->canvas = lv_canvas_create(canvas_cont);
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/* lv_canvas_set_buffer creates internal static_buf header from our raw ptr */
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lv_canvas_set_buffer(ctx->canvas, ctx->fb_native, FRAME_W, FRAME_H, LV_COLOR_FORMAT_RGB565);
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ctx->fb_draw_buf = lv_canvas_get_draw_buf(ctx->canvas);
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if (ctx->fb_draw_buf && ctx->fb_draw_buf->data) {
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/* Force fresh cache state */
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lv_draw_buf_invalidate_cache(ctx->fb_draw_buf, NULL);
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lv_image_cache_drop(ctx->fb_draw_buf);
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}
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if (scale > 1) {
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// LVGL image scale is 256 = 1x
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lv_image_set_scale(ctx->canvas, (uint32_t)(256 * scale));
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// Center pivot for clean scaling
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lv_image_set_pivot(ctx->canvas, FRAME_W / 2, FRAME_H / 2);
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}
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lv_obj_set_style_border_width(ctx->canvas, 1, 0);
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@@ -470,7 +500,6 @@ static void build_emu_ui(AppCtx* ctx, lv_obj_t* parent){
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lv_obj_set_flex_flow(ctrl, LV_FLEX_FLOW_ROW);
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lv_obj_set_flex_align(ctrl, LV_FLEX_ALIGN_SPACE_BETWEEN, LV_FLEX_ALIGN_CENTER, LV_FLEX_ALIGN_CENTER);
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// Storage for button user data – keep static to survive hide/show? Use dynamic per UI build but tied to ctx lifetime via malloc, but for prototype use static array inside function with static lifetime
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static BtnUserData btn_ud[8];
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static bool ud_init=false;
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if (!ud_init){ memset(btn_ud,0,sizeof(btn_ud)); ud_init=true; }
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@@ -532,6 +561,7 @@ static void build_emu_ui(AppCtx* ctx, lv_obj_t* parent){
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if (ctx->emu_timer){ lv_timer_delete(ctx->emu_timer); ctx->emu_timer=NULL; }
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ctx->fps_frames = 0;
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ctx->fps_last_us = esp_timer_get_time();
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ctx->lines_drawn = 0;
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ctx->emu_timer=lv_timer_create(emu_timer_cb, TICK_MS, ctx);
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ctx->emu_running=true;
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ctx->mode=APP_MODE_EMU;
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@@ -628,7 +658,7 @@ static void on_hide(AppHandle app, void* data){
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if (ctx->emu_timer){ lv_timer_delete(ctx->emu_timer); ctx->emu_timer=NULL; }
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ctx->emu_running=false;
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if (ctx->rom_loaded) save_cart_ram(ctx);
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ctx->canvas=NULL; ctx->toolbar=NULL; ctx->root_wrapper=NULL; ctx->browser_wrapper=NULL; ctx->emu_wrapper=NULL;
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ctx->canvas=NULL; ctx->fb_draw_buf=NULL; ctx->toolbar=NULL; ctx->root_wrapper=NULL; ctx->browser_wrapper=NULL; ctx->emu_wrapper=NULL;
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ctx->status_label=NULL; ctx->rom_list=NULL; ctx->controls_cont=NULL;
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ctx->btn_up=ctx->btn_down=ctx->btn_left=ctx->btn_right=NULL;
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ctx->btn_a=ctx->btn_b=ctx->btn_start=ctx->btn_select=NULL;
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