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Extend FX16 functionality.
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9 changed files with 200 additions and 90 deletions
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@ -47,41 +47,64 @@
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licensing and training services.
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*/
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/*
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* Defines the 'dice' tasks as described at the top of main.c
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*/
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/* Kernel includes. */
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#include "FreeRTOS.h"
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#include "task.h"
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#include "semphr.h"
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#define diceDELAY_BETWEEN_RANDOM_NUMBERS_ms ( 20 )
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#define diceRUN_TIME ( 2000 / diceDELAY_BETWEEN_RANDOM_NUMBERS_ms )
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/* Delays used within the dice functionality. All delays are defined in milliseconds. */
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#define diceDELAY_BETWEEN_RANDOM_NUMBERS_ms ( 20 / portTICK_RATE_MS )
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#define diceSHAKE_TIME ( ( 2000 / portTICK_RATE_MS ) / diceDELAY_BETWEEN_RANDOM_NUMBERS_ms )
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#define diceSHORT_PAUSE_BEFORE_SHAKE ( 1000 / portTICK_RATE_MS )
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#define diceDELAY_WHILE_DISPLAYING_RESULT ( 5000 / portTICK_RATE_MS )
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/* Macro to access the display ports. */
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#define dice7SEG_Value( x ) ( *( pucDisplayOutput[ x ] ) )
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#define diceEND_DELAY ( 5000 / portTICK_RATE_MS )
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#define dice7SEG_Value( x ) *( pucDisplayOutput[ x ] )
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/* Checks the semaphore use to communicate button push events. A block time
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can be specified - this is the time to wait for a button push to occur should
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one have not already occurred. */
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#define prvButtonHit( ucIndex, xTicksToWait ) xSemaphoreTake( xSemaphores[ ucIndex ], xTicksToWait )
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/* Defines the outputs required for each digit on the display. */
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static const char cDisplaySegments[ 2 ][ 11 ] =
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{
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{ 0x48, 0xeb, 0x8c, 0x89, 0x2b, 0x19, 0x18, 0xcb, 0x08, 0x09, 0xf7 },
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{ 0xa0, 0xf3, 0xc4, 0xc1, 0x93, 0x89, 0x88, 0xe3, 0x80, 0x81, 0x7f }
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{ 0x48, 0xeb, 0x8c, 0x89, 0x2b, 0x19, 0x18, 0xcb, 0x08, 0x09, 0xf7 }, /* Left display. */
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{ 0xa0, 0xf3, 0xc4, 0xc1, 0x93, 0x89, 0x88, 0xe3, 0x80, 0x81, 0x7f } /* Right display. */
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};
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/* The semaphores used to communicate button push events between the button
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input interrupt handlers and the dice tasks. Two dice tasks are created so two
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semaphores are required. */
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static xSemaphoreHandle xSemaphores[ 2 ] = { 0 };
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/* Defines the ports used to write to the display. This variable is defined in
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partest.c, which contains the LED set/clear/toggle functions. */
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extern volatile unsigned char *pucDisplayOutput[ 2 ];
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/*-----------------------------------------------------------*/
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/*
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* Defines the 'dice' tasks as described at the top of main.c
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*/
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void vDiceTask( void *pvParameters )
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{
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unsigned char ucDiceValue, ucIndex;
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unsigned long ulDiceRunTime;
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extern void vSuspendFlashTasks( unsigned char ucIndex, short sSuspendTasks );
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/* Two instances of this task are created so the task parameter is used
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to pass in an index that allows this task to know which file scope variables
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it should use. Cast this index into a usable type. */
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to pass in a constant that indicates whether this task is controlling
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the left side or right side display. The constant is used as an index
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into the arrays defined at file scope within this file. */
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ucIndex = ( unsigned char ) pvParameters;
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/* A binary semaphore is used to signal button push events. Create the
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@ -91,12 +114,18 @@ extern void vSuspendFlashTasks( unsigned char ucIndex, short sSuspendTasks );
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/* Make sure the semaphore starts in the wanted state - no button pushes
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pending. This call will just clear any button pushes that are latched.
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Passing in 0 as the block time means the call will not wait for any further
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button pushes. */
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button pushes but instead return immediately. */
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prvButtonHit( ucIndex, 0 );
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/* Seed the random number generator. */
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srand( ( unsigned char ) diceRUN_TIME );
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srand( ( unsigned char ) diceSHAKE_TIME );
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/* Start the task proper. A loop will be performed each time a button is
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pushed. The task will remain in the blocked state (sleeping) until a
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button is pushed. */
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for( ;; )
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{
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/* Wait for a button push. This task will enter the Blocked state
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@ -104,13 +133,21 @@ extern void vSuspendFlashTasks( unsigned char ucIndex, short sSuspendTasks );
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prvButtonHit( ucIndex, portMAX_DELAY );
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/* The next line will only execute after a button has been pushed -
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initialise the variable used to shake the dice. */
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ulDiceRunTime = diceRUN_TIME;;
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initialise the variable used to control the time the dice is shaken
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for. */
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ulDiceRunTime = diceSHAKE_TIME;
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/* Suspend the flash tasks so this task has exclusive access to the
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display. */
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vSuspendFlashTasks( ucIndex, pdTRUE );
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/* Clear the display and pause for a short time, before starting to
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shake. */
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*pucDisplayOutput[ ucIndex ] = 0xff;
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vTaskDelay( diceSHORT_PAUSE_BEFORE_SHAKE );
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/* Keep generating and displaying random numbers until the shake time
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expires. */
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while( ulDiceRunTime > 0 )
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{
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ulDiceRunTime--;
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@ -121,31 +158,33 @@ extern void vSuspendFlashTasks( unsigned char ucIndex, short sSuspendTasks );
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/* Block/sleep for a very short time before generating the next
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random number. */
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vTaskDelay( diceDELAY_BETWEEN_RANDOM_NUMBERS_ms / portTICK_RATE_MS );
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vTaskDelay( diceDELAY_BETWEEN_RANDOM_NUMBERS_ms );
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}
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/* Wait for a short time before resuming (un-suspending) the flash
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task. The flash tasks are only restarted if a button is not pushed
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during this delay - if a button is pushed then the dice are shaken
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again.
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First...clear any button pushes that are already pending. Again a
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block time of zero is used so the function does not wait for any
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pushes. */
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/* Clear any button pushes that are pending because a button bounced, or
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was pressed while the dice were shaking. Again a block time of zero is
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used so the function does not wait for any pushes but instead returns
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immediately. */
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prvButtonHit( ucIndex, 0 );
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/* Second...peek the semaphore. This task will block/sleep until a
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button is pushed again, but because the peek function is used a
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button being pushed will unblock the task but remain pending. */
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if( xQueuePeek( xSemaphores[ ucIndex ], NULL, diceEND_DELAY ) == pdFALSE )
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{
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*pucDisplayOutput[ ucIndex ] = 0xff;
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vSuspendFlashTasks( ucIndex, pdFALSE );
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}
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/* Delay for a short while to display the dice shake result. Use a queue
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peek here instead of a vTaskDelay() allows the delay to be interrupted by
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a button push. If a button is pressed xQueuePeek() will return but the
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button push will remain pending to be read again at the top of this for
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loop. It is safe to uses a queue function on a semaphore handle as
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semaphores are implemented as macros that uses queues, so the two are
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basically the same thing. */
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xQueuePeek( xSemaphores[ ucIndex ], NULL, diceDELAY_WHILE_DISPLAYING_RESULT );
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/* Clear the display then resume the tasks or co-routines that were using
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the segments of the display. */
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}
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}
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/*-----------------------------------------------------------*/
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/* Handler for the SW2 button push interrupt. */
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__interrupt void vExternalInt8Handler( void )
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{
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short sHigherPriorityTaskWoken = pdFALSE;
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/* Reset the interrupt. */
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EIRR1_ER8 = 0;
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xSemaphoreGiveFromISR( xSemaphores[ 0 ], &sHigherPriorityTaskWoken );
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/* Check the semaphore has been created before attempting to use it. */
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if( xSemaphores[ configLEFT_DISPLAY ] != NULL )
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{
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/* Send a message via the semaphore to the dice task that controls the
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left side display. This will unblock the task if it is blocked waiting
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for a button push. */
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xSemaphoreGiveFromISR( xSemaphores[ configLEFT_DISPLAY ], &sHigherPriorityTaskWoken );
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}
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/* If sending the semaphore unblocked a task, and the unblocked task has a
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priority that is higher than the currently running task, then force a context
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switch. */
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if( sHigherPriorityTaskWoken != pdFALSE )
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{
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portYIELD_FROM_ISR();
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}
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/*-----------------------------------------------------------*/
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/* As per vExternalInt8Handler(), but for SW3 and the right side display. */
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__interrupt void vExternalInt9Handler( void )
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{
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short sHigherPriorityTaskWoken = pdFALSE;
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/* Reset the interrupt. */
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EIRR1_ER9 = 0;
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xSemaphoreGiveFromISR( xSemaphores[ 1 ], &sHigherPriorityTaskWoken );
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if( xSemaphores[ configRIGHT_DISPLAY ] != NULL )
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{
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xSemaphoreGiveFromISR( xSemaphores[ configRIGHT_DISPLAY ], &sHigherPriorityTaskWoken );
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}
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if( sHigherPriorityTaskWoken != pdFALSE )
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{
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