80 Commits
Author SHA1 Message Date
Luxferre a8a28fa685 Fix mobile data static IP bearer, call recording, earpiece audio, and ringtone/vibration 2026-10-25 20:23:17 +02:00
Luxferre 21dfb187be Fix USSD D-Bus property extraction and session status parsing 2026-10-25 18:33:19 +02:00
Luxferre f4fe5ce8e9 Fix WAV call recording/playback, ALSA call audio routing, and tracker ringtones 2026-10-25 18:15:36 +02:00
Luxferre 30c3e817dc Add xmusic tracker/audio player, xfiles media actions, ringtone volume & vibration fix 2026-10-25 17:31:54 +02:00
Luxferre 0aff8a3379 Prevent duplicate X11 session loops from killing Conky and daemonize Conky cleanly 2026-10-25 16:18:43 +02:00
Luxferre 651720b56b sxmo, plugins: restart Conky on time/timezone/wallpaper/logout and shorten # Input mode hints 2026-10-25 16:06:47 +02:00
Luxferre 7c707844cc contacts, modem: implement direct QRTR QMI UIM SIM phonebook import and export for SIM 1 and SIM 2 2026-10-25 15:30:24 +02:00
Luxferre ef18a33c9b dmenu: implement built-in zero-lag in-place multi-tap T9 input 2026-10-25 14:44:17 +02:00
Luxferre e77be498bf Harden DWM plugins against X11 stacking/keyboard grab races and speed up QMI status 2026-10-25 14:14:21 +02:00
Luxferre b2216c186f Fix QMI USSD async response handling and prevent st terminal popup 2026-10-25 13:32:17 +02:00
Luxferre fe8ba03941 Fix SIM2 PIN verification and replace Plymouth boot splash with rotating Bananarchy logo 2026-10-25 13:10:37 +02:00
Luxferre b7c57aab2f Fix OpenRC boot hang in msm-modem-uim-selection, USB gadget UDC race/unbind, and SIM2 lock sync 2026-10-25 12:32:46 +02:00
Luxferre 33d3d225c1 modem: bind QMI primary-gw-provisioning session before USIM PIN verification and fix SIM2 target slot resolution 2026-10-25 11:50:57 +02:00
Luxferre b56f310f21 Fix SIM2 QMI UIM provisioning, auto-enable ModemManager, PIN auto-prompt, call audio, and Dunst clearing 2026-10-25 11:31:41 +02:00
Luxferre fb5b9c9982 Unify Power menu bootloader entry as 'Reboot to loader' into lk2nd Fastboot menu 2026-10-25 08:36:27 +02:00
Luxferre a117e74452 Add Fastboot/EDL reboot modes and SIM contact import/export 2026-10-25 07:56:44 +02:00
Luxferre 97d031fcb0 wallpapers: remove duplicate and postmarketos wallpapers 2026-10-24 21:52:41 +03:00
Luxferre 5646f03ebe dwm-plugins: fix vibration test, AT debug channel, and Close softkey leak 2026-10-24 21:11:57 +03:00
Luxferre f394d2b135 Add Wallpapers and Ringtones to top-level Sys menu in dmenu.so 2026-10-24 20:10:42 +03:00
Luxferre dc59704547 Add ringtones/wallpapers plugins, AT console, dialer USSD/*#06#, and SIM icon fix 2026-10-24 19:58:11 +03:00
Luxferre e549aaf413 Add modem/networks DWM plugins, Dual-SIM & PIN/PUK support, built-in dmenu views, and game UX fixes 2026-10-24 18:59:48 +03:00
Luxferre 0e670d7224 games: jitter-free stepping via timerfd + clearer Snake playfield
Replace the select() timeout sleep with a Linux timerfd high-resolution
timer. It fires on an absolute CLOCK_MONOTONIC deadline, so wakeups are
no longer quantized to the kernel tick (a short final wait was rounded
up to a whole tick, causing +-10-22ms jitter and lurches). The loop now
select()s on both the X connection fd and the timer fd, so input still
wakes it immediately and no busy-spin is needed -- the controls stay
responsive. A select()-timeout fallback is kept for non-timerfd setups.

Snake: draw a bright frame around the actual playfield so its boundary is
unmistakable, and move the SCORE/BEST label down into the margin between
the window frame and the playfield frame.
2026-10-24 14:21:24 +03:00
Luxferre eb78f314a3 games: rewrite both games with fixed-timestep accumulator loop
The snake speed instability was caused by cumulative timing drift in the
select()-based loop (nextTick reset to now+speed each step). Both games now
use a fixed-timestep accumulator: elapsed time is accumulated each frame and
the game logic steps when enough has built up, so movement is perfectly
periodic regardless of frame timing or rendering cost. Frame pacing caps
elapsed at 200ms to prevent a spiral of death.

Both files were fully rewritten to eliminate structural corruption (duplicate
function definitions / missing braces) introduced by many incremental edits:
- Snake: turn queue (max 2), batched body rendering, 90 px/sec base, 30 fps.
- Tetris: batched beveled-block rendering (XFillRectangles), Gameboy palette,
  XK_KP_Divide pause, 30 fps accumulator loop.

Both compile cleanly (no -Wall/-Wextra warnings) as valid armv7 ELF.
2026-10-24 10:31:10 +03:00
Luxferre 52ac64e9b3 games: fix timing drift with cumulative nextTick, 30fps render, 90 pps base
Root cause of unstable speed: nextTick was reset to 'now + speed' each step,
accumulating timing drift. Now uses 'nextTick += speed' with a floor (if
nextTick < now, reset to now) to prevent drift and catch-up spirals.

- Both games: 30 fps render cap (FRAME_MS = 33 ms), nextTick updated
  cumulatively to eliminate drift.
- Snake: base speed 90 px/sec (~100 ms per step at cell=9), turn queue
  unchanged, edge wrap unchanged.
- Tetris: gravity step uses cumulative nextTick, controls unchanged.
2026-10-24 09:44:24 +03:00
Luxferre 1d1c4524de games: revert to 60 fps, slower Snake base speed
Switched both games back to 60 fps (FRAME_MS = 16 ms) for smoother rendering
and reduced Snake base speed from 150 to 90 px/sec (~60 ms -> ~100 ms per
step at cell=9) so the snake is controllable and doesn't feel too fast.
Progressive difficulty (+1 px/sec per 5 food) and turn queue are unchanged.
2026-10-24 09:41:42 +03:00
Luxferre ff29160461 games: fix input/rendering lag and missed keypresses
Identified and fixed rendering/input optimization issues:
- Snake: added turn queue (max 2 pending turns) so rapid key presses are
  never lost; filters reversals and duplicates against the last queued
  direction. Batched snake body rendering into a single XFillRectangles call
  instead of one XFillRectangle per segment.
- Tetris: batched settled-block rendering into 3 XFillRectangles calls
  (body, highlight, shadow) instead of 5 XFillRectangle calls per cell.
  This reduces ~1000 X11 calls per frame to 3, fixing frame drops and
  input lag.
- Both: non-blocking input polling before every frame (already in place)
  ensures no keypress is missed.
2026-10-24 09:36:38 +03:00
Luxferre eee12181c7 games: responsive game loop with non-blocking input polling
Replaced the blocking select()-based main loop with a proper game loop:
- Process ALL pending X11 input (XPending) before every frame — no more
  missed keypresses from select() blocking for up to a full frame
- Render every frame at 30 fps (FRAME_MS = 33 ms) consistently
- Frame pacing uses select() with a timeout that wakes immediately on
  input, so keypresses are processed within milliseconds
- Game logic (snake steps, tetris gravity) still runs at its own rate via
  nextTick, decoupled from render rate

This eliminates input lag and missed keypresses in both Snake and Tetris.
2026-10-24 09:03:38 +03:00
Luxferre 8ccfdb8d44 games: 30 fps render loop + immediate Snake turns
Switched both games to a 30 fps render cap (FRAME_MS = 33 ms) for smoother,
more predictable frame pacing. Snake base speed raised to 150 px/sec (~60 ms
per step at cell=9) so turn commands take effect at the next step without
perceived lag. The buffered-direction model (latest keypress wins) is
unchanged — turns apply at the next step, which is immediate in snake terms.

Progressive difficulty (+1 px/sec per 5 food in Snake, +1 px/sec per 10 lines
in Tetris), edge wrap, Gameboy-style beveled blocks, and all controls are
unchanged.
2026-10-24 08:54:25 +03:00
Luxferre 9d4ca2e3a6 games: 60 fps rendering loop + smoother Snake controls
Both games now render at 60 fps independent of the game-logic step rate:
the main loop caps select() at one frame (16 ms) so the screen updates
smoothly even when gravity/snake steps are slow, and renders every frame
or whenever state changed.

Snake: replaced the turn queue with a single buffered direction (latest
keypress wins) so rapid key presses don't queue up and misfire. Base speed
set to 100 px/sec (~90 ms per step) for controllable, responsive play.
Progressive difficulty (+1 px/sec per 5 food) and edge wrap are unchanged.
2026-10-24 08:43:39 +03:00
Luxferre 0abf305dff games: snappier Snake turns + Gameboy-style Tetris blocks
Snake: add a turn queue (up to 4 pending direction changes) so rapid key
presses are never lost, and raise base speed from 70->130 px/sec
(~128ms -> ~69ms per step) for snappier, more responsive play. Progressive
difficulty (+1 px/sec per 5 food) is unchanged.

Tetris: replace solid-green blocks with Gameboy-style 4-shade beveled cells
(pale top/left highlight, medium body, dark bottom/right shadow). Settled
blocks use C_GB_MED, the active piece uses C_GB_LIGHT, and the next-piece
preview is beveled too.
2026-10-24 08:35:53 +03:00
Luxferre d0605f3c8f tetris: the # key emits XK_KP_Divide on this device, register that for pause
Correct the pause binding: the physical # key produces XK_KP_Divide
(previously assumed XK_slash). On-screen label still reads '# PAUSE'.
2026-10-23 20:40:54 +03:00
Luxferre 5e41abe2a8 tetris: register the # key (which emits XK_slash on this device) as pause
The physical # key produces XK_slash, not XK_numbersign, so add XK_slash
to the pause binding. The on-screen label still reads '# PAUSE'.
2026-10-23 20:36:41 +03:00
Luxferre 58071b374c games: fix font glyphs, Snake edge-wrap, snappier Snake
Font: add missing bitmap glyphs (/ # * + =) to both Snake and Tetris so
control labels like '4/6 MOVE' and '# PAUSE' render correctly. Also hoist
XSetForeground out of the per-pixel loop in draw_text (both games).

Snake: remove the wall-collision death; the head now wraps through the
opposite edge ((hx+COLS)%COLS, (hy+ROWS)%ROWS). Base speed raised from
70->100 px/sec (~128ms -> ~90ms per step) so it feels less laggy; the
+1 px/sec per 5 food progressive difficulty is unchanged.
2026-10-23 20:32:50 +03:00
Luxferre fdcdb89684 games: progressive difficulty + Tetris controls panel
Snake: speed derived from pixels/second; +1 px/sec per 5 food eaten
(pps = 70 + food/5, step = cell*1000/pps, floored at 40ms).

Tetris: speed derived from pixels/second; +1 px/sec per 10 lines cleared
(pps = 23 + lines/10, step = CELL*1000/pps, floored at 40ms), replacing
the old level-driven formula. Level still drives the score multiplier.

Tetris: list all controls concisely in the free space of the right panel
(KEYS, 4/6 MOVE, 2 ROTATE, 8 SOFT, 0 DROP, # PAUSE, 5 OK).
2026-10-23 20:17:15 +03:00
Luxferre 10b67c0f30 tetris: let Center/OK/Enter key also hard-drop like 0 2026-10-23 19:55:41 +03:00
Luxferre c9cbc99064 tetris: make next-piece preview frame 1px wider (top-left unchanged, piece untouched) 2026-10-23 19:45:17 +03:00
Luxferre bb48674506 tetris: lower next-piece preview by another 2px 2026-10-23 19:38:11 +03:00
Luxferre 08f3b90228 tetris: lower next-piece preview by another 2px 2026-10-23 19:35:00 +03:00
Luxferre f52b59fd0a tetris: lower the next-piece preview a few more pixels within its frame 2026-10-23 19:29:02 +03:00
Luxferre 36757c3f46 tetris: add vertical separator between playfield and side panel; enlarge next-piece preview
Draw a bright vertical divider in the gap between the playfield and the side
panel so the two areas are clearly separated, and render the NEXT piece larger
(pcell 6 -> 11) centered inside a framed preview box.
2026-10-23 19:18:32 +03:00
Luxferre 70ef9860be fix(games): inset windows so dwm's native border stays on-screen
dwm adds a borderpx (1) border around every client, so a window sized to
fill the usable area (240x296) overflowed the 240x320 screen by 2px on the
right and bottom, clipping the native window border. Offset the requested
position by the border width and shrink by 3*borderpx so the framed window
exactly meets the screen edges with the native border fully visible.
2026-10-23 19:06:31 +03:00
Luxferre 313e137d87 games: auto-size windows to available screen; dmenu shows Sys menu from any app 2026-10-23 18:50:12 +03:00
Luxferre 2a12f8bdb4 fix(games): size windows to content with edge border; add Games to app-context menu 2026-10-23 16:54:13 +03:00
Luxferre bf4652ca5b fix(games): single playfield border, snake score in top strip, no soft-drop scoring, 239x295 window 2026-10-23 16:07:35 +03:00
Luxferre 1dd9fac313 fix(games): correct Tetris rotation, fix input/render lag, visible window frame
- Tetris: replace pivot-based rotation with explicit 4-state SHAPES
  table (classic SRS-style) so rotation is correct and the O piece no
  longer drifts on rotate; keep simple wall-kick offsets.
- Both: render immediately after processing input (not only on gravity
  steps) so rotation/movement is no longer laggy.
- Both: draw the window frame inset by 2-3px (double line) so the right
  and bottom edges are actually visible instead of clipped at the edge.
2026-10-23 15:47:30 +03:00
Luxferre 6bf4139263 fix(games): complete font (U/W + A-Z), fix Tetris gravity, frame + center overlays
- Font: add missing glyphs (U, W and complete A-Z) to both Snake and
  Tetris 5x7 bitmap fonts so PAUSE/RESUME/NEW GAME render correctly.
- Tetris: the gravity loop never advanced nextTick after a step, so the
  piece dropped almost instantly every frame. Advance nextTick by speed
  after each step (matching Snake) so gravity honours the configured rate.
- Both: draw a 1px frame around the whole 240x296 window (right/bottom
  edges were previously absent) and clear the playfield to black behind
  PAUSE/GAME OVER text for contrast.
- Both: fix centering of overlay labels (GAME OVER, 5 RESUME, 5 NEW GAME).
2026-10-23 15:30:29 +03:00
Luxferre 3eb54e4306 fix(games): correct Snake self-collision on spawn, enlarge Tetris, brighten labels
Snake: the snake was initialized with its head at the left end while
moving right, so the first gravity step walked the head into its own
body and the game started at Game Over. Initialize the head at the
right end (cx) so the initial direction is valid.

Tetris: enlarge the playfield cell (10 -> 12px) so pieces are not too
small, and slow gravity (800ms base, gentler per-level ramp, 250ms
floor) so pieces do not fall too fast.

Both: brighten the secondary/dim text colour (0x0a3a0a -> 0x2f9f2f)
so score/label/menu text is actually legible on the black background.

Also wire the Games section into the real main menu: the system menu
is hardcoded in the dwm-plugin dmenu (src/sxmo-dmenu/dmenu.c), not in
sxmo_appmenu.sh, so add a 'games' builtin menu that loads
sxmo_hook_games.sh and a Games entry after Apps in the sys menu, plus
scripts/build-dmenu.sh to cross-compile dmenu.so.
2026-10-23 14:57:59 +03:00
Luxferre 5f467b02fa feat(games): add Snake and Tetris X11 games with menu integration
Add two standalone X11 games (not DWM plugins) for the Nokia 8110 keypad:
- src/games/snake.cpp: Nokia Snake II-style game, 240x296, built-in 5x7 font
- src/games/tetris.cpp: Tetris with next-piece preview, levels, line clears

Both float as dialog windows in dwm, use a self-contained bitmap font (no
font-file dependency), and are controlled via the numeric keypad (2/4/6/8
directions, 5 action) with arrow-key fallbacks.

- scripts/build-games.sh: Docker armv7 cross-compile (mirrors build-sxmo-x11.sh)
- overlay/rootfs/usr/share/sxmo/default_hooks/sxmo_hook_games.sh: Games menu hook
- overlay/rootfs/usr/bin/sxmo_appmenu.sh: add 'Games' entry after 'Apps' and a
  games submenu case

Binaries committed to prebuilt/games and overlay/rootfs/usr/bin per repo
convention. Deployed and verified on the live device (window maps, dwm focuses
it, keypad input reaches the game).
2026-10-23 14:29:48 +03:00
Luxferre 3f37e4efa1 fix(sxmo): re-enable automatic screen-off on idle to stop backlight battery drain
The previous commit disabled sxmo_idle.sh and the idle_locker in the
unlock/lock hooks, leaving the display backlight pinned at maximum
brightness forever (Xorg runs with -s 0 -dpms and /sys/power/state is
empty, so the panel never blanks). On a phone with no suspend this is by
far the dominant battery drain.

Restore sxmo_idle.sh and start idle_locker from the unlock and lock hooks
so the screen blanks after SXMO_UNLOCK_IDLE_TIME (default 30s) / once
locked after SXMO_LOCK_IDLE_TIME (default 8s). Locking itself stays
explicit-only, matching the documented design; only the display blanks.

Verified live on the device: after the idle timeout the state transitions
to screenoff and /sys/class/backlight/backlight/brightness drops to 0.
2026-10-23 08:45:42 +03:00
Luxferre 5eb8be223d fix(sxmo): simplify sxmo_timezonechange.sh to always use the Alpine flow
SXMO_OS is always bananarchy (an Alpine derivative) on this device, so
the SXMO_OS case, the change_systemd branch, and the nixos branch were
dead code. Drop them and always run the Alpine flow
(doas setup-timezone -z), which is what bananarchy uses.
2026-10-22 23:54:45 +03:00