feat: Add touch coordinate mapping and RTOS task yielding (#2481)
Co-authored-by: Julia Nguyen <julia@uxj.io>
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Julia Nguyen
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# Touch and UI Development
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CrossPoint now runs on touch devices (Seeed Sticky, M5Paper, LilyGo T5) alongside the button-only Xteink X3/X4. Every screen must work with both input styles. There are two supported ways to get there:
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1. **New screens: build them with FreeInkUI components.** Touch hit-testing, tap highlighting, long-press, and button focus navigation come with the component; you never hand-roll coordinate math.
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2. **Existing screens and in-flight features: use the MappedInputManager touch bridge.** A small set of helpers adds tap/hold/swipe support to hand-rolled rendering without restructuring the activity.
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If you are starting a new activity, use FreeInkUI. If you have a feature branch with a hand-rolled screen already working on buttons, use the bridge; do not rewrite mid-flight.
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---
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## Path 1: New screens with FreeInkUI
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FreeInkUI (`freeink-sdk/libs/ui/FreeInkUI`, namespace `freeink::ui`) is an immediate-mode component library. The core idea:
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- While a component renders, it registers its tappable areas ("hit rects") into the frame's interaction buffer via `Frame::hit(rect, action, value, inputMask, state)`.
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- Each loop you build an `InputSnapshot` from the input manager and route it against that buffer. If a tap (or mapped button press) lands in a registered rect, the routed `ActionEvent` tells you which action fired and with what value.
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- Components query `frame.stateFor(action, value)` while painting, so touch-down highlight and focus states render correctly without any per-activity code.
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You get touch, hold highlighting, long-press, minimum touch-target sizing, and orientation-aware coordinates for free. The same action IDs fire from physical buttons, so one code path serves both input styles.
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### Component inventory
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All under `freeink-sdk/libs/ui/FreeInkUI/include/components/`:
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| Category | Components |
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|---|---|
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| Controls | `button`, `checkbox`, `slider`, `progress-bar`, `header` |
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| Lists | `list` (virtualized), `table`, `dropdown`, `radio-group`, `setting-row`, `toggle-row`, `stepper-row` |
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| Keyboard | `keyboard` (QWERTY/AZERTY/QWERTZ/ES layouts), `key-grid` |
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| Overlays | `popup`, `option-dialog`, `context-menu`, `message-panel`, `toast` |
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| Bars | `status-bar`, `tab-bar`, `reader-chrome`, `battery-indicator`, `gesture-bar`, `tap-zones` |
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| Media | `book-card`, `cover-grid`, `cover-carousel`, `metric-card` |
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| Text | `text-field`, `text-area` |
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### Integration skeleton
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The in-tree reference is [`src/activities/util/KeyboardEntryActivity.cpp`](../../src/activities/util/KeyboardEntryActivity.cpp); it drives the FreeInkUI keyboard component inside a normal Activity. The shape:
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```cpp
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#include <FreeInkUIGfxRenderer.h>
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namespace fui = freeink::ui;
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// Render step: draw the component and (re)register its hit rects.
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fui::GfxRendererTarget target(renderer); // adapts GfxRenderer to FreeInkUI's DrawTarget
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target.setFont(fui::GfxRendererTarget::FONT_BODY, UI_12_FONT_ID);
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const fui::DeviceContext device = target.deviceContext(); // orientation, safe area, touch sizing
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fui::Frame<48> frame(target, device, fui::InputSnapshot{}, interactions); // 48 = max hit rects
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fui::KeyboardProps props;
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props.layout = ¤tLayout();
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props.keyAction = ACTION_KEY; // one action id; the key is the event value
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props.inputMask = fui::InputTouch | fui::InputLongPress;
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fui::keyboard(frame, kbRect, props); // draws AND registers hit rects
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```
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```cpp
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// Input step (each loop): feed touch state, act on routed events.
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int tx, ty, tapX, tapY, hx, hy;
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const bool pressedDown = mappedInput.wasScreenTouchDown(tx, ty);
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const bool tapped = mappedInput.wasScreenTapped(tapX, tapY);
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const bool inContact = mappedInput.isScreenTouchHeld(hx, hy);
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const auto result = touchRouter.update(interactions, pressedDown, tx, ty,
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tapped, tapX, tapY, inContact, millis());
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if (result.event) {
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activateValue(result.event.value, result.event.longPress);
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requestUpdate();
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} else if (result.activeChanged) {
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requestUpdate(); // repaint touch-down highlight
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}
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```
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Notes:
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- `Frame<N>` is templated on the max number of hit rects; the buffer is stack/static, no heap.
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- `fui::TouchHoldRouter` (see `components/keyboard/keyboard.h`) synthesizes long-press while the finger is still down and swallows the eventual release. Use it whenever a component distinguishes tap from long-press.
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- For simpler screens without long-press, `FreeInkApp` / `Screen<N>` (`FreeInkApp.h`) is the ergonomic layer: it owns the interaction buffer, offers a top-to-bottom builder (`takeTop`, footer helpers, etc.), and its `render(input)` call routes the snapshot and dispatches registered action callbacks in one step. `snapshotFrom(input, device)` in `FreeInkUIInputManager.h` builds the `InputSnapshot` with orientation-aware touch mapping.
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- Everything stays allocation-free and works on the button-only devices unchanged: physical buttons route through the same interaction table via each hit rect's `inputMask`.
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---
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## Path 2: Adding touch to existing hand-rolled screens
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For activities that draw their own rows, menus, and buttons, `MappedInputManager` ([src/MappedInputManager.h](../../src/MappedInputManager.h)) exposes bridge helpers. They all return **logical screen coordinates** (orientation already applied via `GfxRenderer::tapToLogical`); never touch raw normalized panel coordinates or the SDK `InputManager` directly.
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| Helper | Use for |
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|---|---|
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| `wasScreenTapped(x, y)` | A completed tap (press + release), with logical coords |
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| `wasScreenTouchDown(x, y)` | Touch-down (held > 90 ms, not yet released): draw selection highlight |
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| `isScreenTouchHeld(x, y)` | Live contact position while the finger is down (drag tracking) |
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| `wasTapInRect(x, y, w, h)` | One-off hit test on a rectangle (a single button, a banner) |
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| `wasListItemTapped(index, count, selected, listTop, listHeight, hasSubtitle)` | Taps on a standard UITheme list; does the row/paging math for you |
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| `wasListItemTouchedDown(...)` | Same geometry, touch-down phase (highlight before activate) |
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| `rowTouch(row, top, rowStep, rowCount, xStart, xEnd, rowHeight)` | Any custom band of equal-height rows; returns `RowTouch::None/Down/Tap` |
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| `colTouch(col, left, colStep, colCount, yStart, yEnd, colWidth)` | Horizontal button bands (dialogs, prompts) |
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| `wasSwipe()` | Raw swipe direction if you need one beyond the global gestures |
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| `hasTouch()` | True when the device has a touch panel (rarely needed; helpers simply never fire without one) |
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### Pattern A: standard themed list
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One call per loop; UITheme owns the row geometry ([EpubReaderBookmarksActivity.cpp:123](../../src/activities/reader/EpubReaderBookmarksActivity.cpp)):
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```cpp
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int tapped = -1;
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if (mappedInput.wasListItemTapped(tapped, bookmarks.size(), selectorIndex, listY, listHeight, true)) {
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selectorIndex = tapped;
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openBookmark();
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return;
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}
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```
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### Pattern B: custom rows with hold highlight
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For non-theme row layouts, use `rowTouch` and distinguish `Down` (highlight) from `Tap` (activate), as in [EpubReaderFootnotesActivity.cpp](../../src/activities/reader/EpubReaderFootnotesActivity.cpp):
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```cpp
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int row = -1;
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const auto touch = mappedInput.rowTouch(row, listTop, lineHeight, visibleCount,
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contentX, contentX + contentWidth);
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if (touch != MappedInputManager::RowTouch::None) {
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const int touched = scrollOffset + row;
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if (touch == MappedInputManager::RowTouch::Down) {
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if (selectedIndex != touched) { selectedIndex = touched; requestUpdate(); }
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} else { // RowTouch::Tap
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selectedIndex = touched;
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activateSelection();
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}
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return;
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}
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```
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The `Down` state exists because e-ink repaints are slow: highlight on touch-down gives immediate feedback, activation happens on release.
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### Global gestures: do not reimplement these
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Three gestures are handled once, for every screen. Activities must not add their own edge-swipe handling:
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| Gesture | Trigger | Where it is handled |
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|---|---|---|
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| Back | Right-swipe starting in the left 25% of the screen | Folded into `Button::Back`, so the existing `wasPressed(Button::Back)` in your activity already fires |
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| Home | Up-swipe starting in the bottom 14% | `ActivityManager::loop()`; pops to Home (activities can override via `handleHomeGesture()`) |
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| Menu | Down-swipe starting in the top 14% | Activities that have a menu check `wasMenuGesture()` themselves (the reader does this) |
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Because the back gesture arrives as `Button::Back`, most button-era activities gain back-swipe support with zero changes. That is the bar to aim for: bridge helpers should make touch an additive layer over the button flow, not a second input state machine.
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### Bridge rules
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- Handle touch in `loop()` next to the existing button handling, one helper call per interaction zone, and `return` after consuming an event (mirrors the button pattern).
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- Never call the SDK `InputManager` or read GPIO directly; the HAL rule from the main guide applies to touch too.
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- Coordinates from the helpers are logical and orientation-correct on all four rotations; test at least Portrait and one Landscape mode before PR.
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- Nothing to clean up in `onExit()`; the helpers are stateless from the activity's point of view.
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---
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## Building and testing on non-Xteink devices
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Each MCU family is its own binary: X3/X4 are ESP32-C3, Sticky and LilyGo T5 are ESP32-S3, M5Paper v1.1 is a classic ESP32. The Sticky env ships in `platformio.ini` (`pio run -e sticky`). Envs for other devices go in **`platformio.local.ini`**, a gitignored file that PlatformIO merges over `platformio.ini` (see `extra_configs`). Create it next to `platformio.ini`; personal envs, ports, and debug flags live there and never get committed.
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Both envs below extend the repo's `[base]`, so they build against the `freeink-sdk` submodule with all the normal deps and scripts.
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### M5Paper v1.1 (classic ESP32, IT8951 panel)
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```ini
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[env:m5paper_v11]
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extends = base
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board = esp32dev
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board_build.mcu = esp32
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board_build.flash_mode = qio
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; CP2104 UART bridge: 921600 drops out on macOS after the stub baud switch
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upload_speed = 460800
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build_unflags =
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${base.build_unflags}
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; classic ESP32 has UART serial, not USB CDC; Logging.h keys off these
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-DARDUINO_USB_MODE=1
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-DARDUINO_USB_CDC_ON_BOOT=1
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build_flags =
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${base.build_flags}
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-DFREEINK_DEVICE_M5PAPER=1
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; the 63KB 540x960 framebuffer lives in PSRAM (FREEINK_FB_PSRAM auto-on)
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-DBOARD_HAS_PSRAM
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-DCROSSPOINT_VERSION=\"${crosspoint.version}-m5paper\"
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-DENABLE_SERIAL_LOG
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-DLOG_LEVEL=2
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; touch-first device: hide front-button hint labels
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-DCROSSPOINT_SHOW_BUTTON_HINTS=0
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; archive-scan-order workaround: without these a full relink drops Wire's i2c symbols
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-Wl,-u,i2cInit
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-Wl,-u,i2cSlaveInit
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```
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### LilyGo T5 S3 (ESP32-S3, controller-less panel via LovyanGFX)
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```ini
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[env:lilygo_t5s3]
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extends = base
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board = esp32-s3-devkitc1-n16r8
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board_build.mcu = esp32s3
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build_flags =
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${base.build_flags}
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-DFREEINK_DEVICE_LILYGO=1
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; board injects the parallel-bus pins + PMIC power hooks (BoardT5S3)
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-DFREEINK_LGFX_EPD_CONFIG=lilygoT5S3LgfxConfig
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-DCROSSPOINT_VERSION=\"${crosspoint.version}-lilygo\"
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-DENABLE_SERIAL_LOG
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-DLOG_LEVEL=2
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-DCROSSPOINT_SHOW_BUTTON_HINTS=0
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lib_deps =
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${base.lib_deps}
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; LgfxEpdConfig for the T5 S3 (pins, PCA9535/TPS65185 power sequence)
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BoardT5S3=symlink://freeink-sdk/libs/hardware/BoardT5S3
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; LovyanGFX Panel_EPD drives the controller-less ED047TC1 panel
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m5stack/M5GFX @ 0.2.20
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```
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Then `pio run -e m5paper_v11 -t upload` (or `-e lilygo_t5s3`). Gotchas worth knowing:
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- **Flash mode matters.** The M5Paper is `qio`; the X4-family standalone envs need `dio`. A wrong flash-mode header boots into a `partition 0 invalid magic number 0xffff` loop even though esptool verified the write.
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- **One `FREEINK_DEVICE_*` flag per env** selects the board profile (pins, panel, touch controller) from the SDK's `BoardConfig`. See `freeink-sdk/platformio.sample.ini` for reference envs of every supported device.
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- **Serial logs:** `[base]` does not enable logging; without `-DENABLE_SERIAL_LOG` a non-default env prints nothing.
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- No touch hardware on your desk? The X4 build still exercises the same code paths through buttons; touch-specific behavior (tap zones, gestures) needs a real device.
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