- Migrates tactility-app-development from ~/.hermes/skills/ into .claude/skills/ for repo co-location - Adds AGENTS.md with local workstation context, hardware table, board-direct build/env wrapper (PYTHONPATH fix), ELF missing-symbol triage, app patterns (immersive, QVGA rail, tutorial 2-row, GameKit bubbling, screenshot rate-limit), and skill index Refs: personal Gitea mirror
9.1 KiB
Intro screen + fullscreen pattern for Tactility games (2026-07-16 v2-v4)
Problem
User wants:
- Game engine assessment
- Fullscreen games
- Intro screen with rules/movements before game
- No way to exit (fullscreen lost toolbar back button)
- Touch unresponsive after fullscreen refactor
Engine assessment given
GameKit Loop/Scene/Input/Grid/Draw/Prefs is enough for MVP:
- Input unification (LV_KEY_* + WASD + gesture + touch quadrant via pointToQuadrant) covers all 40+ boards
- Grid helpers keep 9x7 logic clean
- Model/Renderer split solid, Prefs + SfxEngine integration painless
- Gaps: no scene-stack, no tween/flash, proc-gen fixed 2 walls + 2 enemies, 8 entity cap, no FOV, no inventory
Fullscreen reality
- Firmware has
AppManifest::Flags::HideStatusBarused by Boot, Setup, TouchCalibration (GuiService.cpp hide/show viaflags.hideStatusbar) - BUT ELF external manifest parsing
AppManifestParsingV1.cpp / V2.cpponly parses:- id, name, versionName, versionCode, target.sdk, target.platforms
- Ignores flags — so external apps cannot hide statusbar without firmware patch
- What you CAN do today: don't call
tt_lvgl_toolbar_create_for_app(parent, app)→ gain ~40-50px vertical- Breakout, Snake keep toolbar for scores/lives
- For PocketDungeon we dropped it: root bg set to COLOR_BG, container 100% x 100% no border, board centered with dynamic cell calc
(screenW-22)/COLSand(screenH-70)/ROWS - If true edge-to-edge needed: patch
AppManifestParsingV1/V2to parseapp.flags=HideStatusBarormanifest.propertieslineflags=..., rebuild firmware viapython device.py es3c28p && idf.py build flash -p /dev/cu.usbmodem101, rebuild SDK, rebuild app
Intro screen implementation (state machine AppPhase) — v2
Pattern added to PocketDungeon.cpp/h:
Header
enum class AppPhase : uint8_t { Intro, Playing, Paused };
class PocketDungeon final : public App, public GameKit::Scene {
lv_obj_t* introContainer = nullptr;
lv_obj_t* gameContainer = nullptr;
lv_obj_t* pauseOverlay = nullptr;
AppPhase phase = AppPhase::Intro;
void showIntro();
void showGame();
void showPause(); void hidePause();
void clearIntro(); void clearGame();
void renderIntro();
void attachInputToCurrent();
void exitGame();
static void onStartButtonClicked(lv_event_t* e);
static void onResumeButtonClicked(lv_event_t* e);
static void onExitButtonClicked(lv_event_t* e);
static void onGameContainerLongPress(lv_event_t* e);
}
Flow v2
onShow: set bg, prefs load, model.reset(lv_tick_get()), Sfx start, phase=Intro, onEnter, loop.start(200ms, this) — NO toolbar creation for fullscreen-ishonEnter: GameKit::attachInput(root,this), showIntro()showIntro(): clearGame+clearIntro, phase=Intro, renderIntro()- renderIntro creates full-screen col flex container bg=COLOR_BG, title "POCKET DUNGEON", subtitle, divider line 120x2 accent, rulesBox 90% width flex_grow 1 bg=COLOR_PANEL radius 10:
- GOAL (gold #D99B23): "Reach deepest floor..."
- HOW TO PLAY (green #3B9D58): "@ = You s = Slime b = Bat $ = Treasure (+5) > = Stairs # = Wall Bump to attack"
- CONTROLS (blue #365CF5): "Arrows / WASD / Swipe / Quadrant tap, Q/ESC = exit, Long press = pause"
- Start button 160x44 bg accent radius10 -> showGame(), Exit button 160x36 bg #2A2D40, footer Best
- renderIntro creates full-screen col flex container bg=COLOR_BG, title "POCKET DUNGEON", subtitle, divider line 120x2 accent, rulesBox 90% width flex_grow 1 bg=COLOR_PANEL radius 10:
showGame(): clearIntro+clearGame, phase=Playing, create gameContainer 100% TRANSP no scroll, CLICKABLE|GESTURE_BUBBLE, renderer.create, add X button top-right 36x28 bg #2A2D40 SYMBOL_CLOSE -> exitGame, attachInputToCurrent, render, sfx WarponInput: Cancel/Menu -> exitGame (Q/ESC). Intro: any Unknown != -> showGame. Paused: any -> hidePause. Playing: dx/dy, gameOver reset, else movePlayerrender(): if Intro|Paused return, else renderer.render
v3 Touch unresponsive fix — THE CRITICAL PITFALL
Symptom: After adding introContainer + gameContainer full-screen covering root, touch/swipe dead, only hardware keys work.
Root cause: LVGL event bubbling. GameKit::attachInput(target, scene) does:
lv_obj_add_flag(target, LV_OBJ_FLAG_CLICKABLE);
lv_obj_add_event_cb(target, inputEvent, LV_EVENT_KEY, scene);
lv_obj_add_event_cb(target, inputEvent, LV_EVENT_GESTURE, scene);
lv_obj_add_event_cb(target, inputEvent, LV_EVENT_CLICKED, scene);
If you only attach to root, but introContainer (100% child) is CLICKABLE and covers root, it receives CLICKED/GESTURE first and doesn't forward to root. Also rulesBox inside introContainer swallowed quadrant taps.
Fix pattern attachInputToCurrent():
void attachInputToCurrent() {
if (root) GameKit::attachInput(root, this);
if (introContainer) {
lv_obj_add_flag(introContainer, LV_OBJ_FLAG_CLICKABLE);
lv_obj_add_flag(introContainer, LV_OBJ_FLAG_GESTURE_BUBBLE);
GameKit::attachInput(introContainer, this);
}
if (gameContainer) {
lv_obj_add_flag(gameContainer, LV_OBJ_FLAG_CLICKABLE);
lv_obj_add_flag(gameContainer, LV_OBJ_FLAG_GESTURE_BUBBLE);
GameKit::attachInput(gameContainer, this);
lv_obj_add_event_cb(gameContainer, onGameContainerLongPress, LV_EVENT_LONG_PRESSED, this);
}
if (pauseOverlay) {
lv_obj_add_flag(pauseOverlay, LV_OBJ_FLAG_CLICKABLE);
GameKit::attachInput(pauseOverlay, this);
}
}
- Call on every phase change.
rulesBoxmust beremove_flag SCROLLABLEand NOT CLICKABLE — let taps bubble to introContainer forpointToQuadrant.- Start button calls
lv_event_stop_bubbling(e)to prevent double trigger (button click + quadrant). - Accept
Touch/SwipeInputKind at gameOver restart.
v4 Exit handling for toolbar-less fullscreen
Problem: No toolbar = no system back button = trapped.
Three exit paths implemented:
- Hardware:
InputKind::Cancel(Q/q key viakeyToInputmaps q/Q -> Cancel, LV_KEY_ESC -> Cancel) orMenu->exitGame()->tt_app_stop()(fromtt_app.h, already included viaTactilityCpp/App.h). CallsaveBests()+ SfxCancel. - X button: small 36x28 top-right in game phase, bg #2A2D40 radius 6,
LV_SYMBOL_CLOSE, eventonExitButtonClicked->tt_app_stop(). - Long-press:
LV_EVENT_LONG_PRESSEDongameContainer->showPause()creates overlay 100% bg #000 OPA_70 flex center, box 180px bg PANEL radius 12, Resume (accent) + Exit Game (grey) + hint.AppPhase::Paused— any input resumes, buttons stop bubbling.
Intro also has Exit button. All paths save bests.
Header additions v4
lv_obj_t* pauseOverlay = nullptr;
enum AppPhase { Intro, Playing, Paused };
void showPause(); void hidePause(); void exitGame();
static void onResumeButtonClicked(lv_event_t* e);
static void onExitButtonClicked(lv_event_t* e);
static void onGameContainerLongPress(lv_event_t* e);
Verification (ad-hoc tmp script hermes-verify-*.py)
Checks: no toolbar_create_for_app, has AppPhase Intro/Playing/Paused, showIntro/showGame/showPause, ENTER DUNGEON, GOAL+CONTROLS, CLICKABLE+GESTURE_BUBBLE, LONG_PRESSED, tt_app_stop, Cancel/Menu exit, build produces package esp32s3.
Build: PYTHONPATH='' python3 tactility.py Apps/PocketDungeon build esp32s3 --local-sdk -> package OK
Install: ... install 192.168.68.112 esp32s3 --local-sdk + run
v5-v6 QVGA left-info + right-small-icons redesign
User feedback July 16: "Still not great layout. I think we can replace text button with icons small on the right, and have the information on the side left."
Implementation:
- Header: title POCKET DUNGEON + subtitle + Best F3 G18 compact (pad 6, row 2)
- mainRow: flex ROW, flex_grow 1, pad 4/8 column, bottom 8, no scroll, border 0 TRANSP
- leftCol: flex_grow 1, height 100%, pad_right 4 bottom 6, column row 8, SCROLLABLE (safety for QVGA overflow)
- makeCard(PCT 100%, SIZE_CONTENT, pad 9/3, bg PANEL radius10): GOAL (gold) + HOW TO PLAY (green) only = 2 cards for airy fit; HOW TO PLAY merges symbols + Controls hint "Arrows/WASD/Swipe/Quadrant"
- rightRail: fixed 44px wide, SIZE_CONTENT height, column center, row 10, SCROLLABLE removed
- makeIconBtn lambda (symbol, bg, cb, user, size): btn size s×s, bg, radius s/3, pad 0, event CLICKED
- Play 38px accent #365CF5 SYMBOL_PLAY, Exit 30px muted #252836 SYMBOL_CLOSE
- leftCol: flex_grow 1, height 100%, pad_right 4 bottom 6, column row 8, SCROLLABLE (safety for QVGA overflow)
- Result: info left 75%, icons small right 25%, no bottom clipping (2 cards vs 3 saves ~60px), screenshot intro_v6.png 6.4K vision: "Structure correct – 2 cards left, play/exit right – but scrollbar visible indicating near overflow; still dense but no clip" → final fix adds pad_bottom to mainRow + leftCol and reduces rail to 44px CONTENT vs 100% height to avoid LVGL flex 100% child overflow bug.
Pitfalls fixed:
- LVGL flex row with child height 100% inside flex_grow parent can overflow on 320x198 usable (QVGA after 20px statusbar). Use rightRail SIZE_CONTENT, not 100%, and leftCol SCROLLABLE with pad_bottom.
- Avoid
set_style_max_width/set_scrollbar_mode(unexported) → use PCT widths 92/80 for gutters. - Keep card count ≤2 for QVGA intro to stay airy; third card pushes to scroll clip.
Future ideas
- Game-over -> intro loop instead of immediate restart
- Cell flash animation on Attacked/Blocked using lv_anim (exported since 0.6, safe)
- Push to personal/main after user likes exit flow
- True statusbar hide via firmware patch parsing flags