This enables the _stage library and adds stage and ugame modules to the
frozen modules, so that all Stage games should work.
I had to do several hacks:
* Since displayio.release_displays doesn't release the pins, I couldn't
re-initialize the display inside the ugame module. Instead I changed
the default display initialization for the board to match what Stage
expects.
* I wanted to make the MENU key works as K_Z, but when I try to use it
with the keypad module, I get "pin in use" error. So for now only the
A and B buttons are used.
This changes lots of files to unify `board.h` across ports. It adds
`board_deinit` when CIRCUITPY_ALARM is set. `main.c` uses it to
deinit the board before deep sleeping (even when pretending.)
Deep sleep is now a two step process for the port. First, the
port should prepare to deep sleep based on the given alarms. It
should set alarms for both deep and pretend sleep. In particular,
the pretend versions should be set immediately so that we don't
miss an alarm as we shutdown. These alarms should also wake from
`port_idle_until_interrupt` which is used when pretending to deep
sleep.
Second, when real deep sleeping, `alarm_enter_deep_sleep` is called.
The port should set any alarms it didn't during prepare based on
data it saved internally during prepare.
ESP32-S2 sleep is a bit reorganized to locate more logic with
TimeAlarm. This will help it scale to more alarm types.
Fixes#3786