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Add FreeRTOS-Plus directory.
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FreeRTOS/Demo/MB96350_Softune_Dice_Kit/DiceTask.c
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FreeRTOS/Demo/MB96350_Softune_Dice_Kit/DiceTask.c
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/*
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FreeRTOS V7.1.1 - Copyright (C) 2012 Real Time Engineers Ltd.
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***************************************************************************
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* *
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* FreeRTOS tutorial books are available in pdf and paperback. *
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* Complete, revised, and edited pdf reference manuals are also *
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* available. *
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* *
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* Purchasing FreeRTOS documentation will not only help you, by *
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* ensuring you get running as quickly as possible and with an *
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* in-depth knowledge of how to use FreeRTOS, it will also help *
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* the FreeRTOS project to continue with its mission of providing *
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* professional grade, cross platform, de facto standard solutions *
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* for microcontrollers - completely free of charge! *
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* *
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* >>> See http://www.FreeRTOS.org/Documentation for details. <<< *
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* *
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* Thank you for using FreeRTOS, and thank you for your support! *
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* *
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***************************************************************************
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This file is part of the FreeRTOS distribution.
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FreeRTOS is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License (version 2) as published by the
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Free Software Foundation AND MODIFIED BY the FreeRTOS exception.
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>>>NOTE<<< The modification to the GPL is included to allow you to
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distribute a combined work that includes FreeRTOS without being obliged to
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provide the source code for proprietary components outside of the FreeRTOS
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kernel. FreeRTOS is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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more details. You should have received a copy of the GNU General Public
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License and the FreeRTOS license exception along with FreeRTOS; if not it
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can be viewed here: http://www.freertos.org/a00114.html and also obtained
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by writing to Richard Barry, contact details for whom are available on the
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FreeRTOS WEB site.
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1 tab == 4 spaces!
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***************************************************************************
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* *
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* Having a problem? Start by reading the FAQ "My application does *
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* not run, what could be wrong? *
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* *
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* http://www.FreeRTOS.org/FAQHelp.html *
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* *
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***************************************************************************
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http://www.FreeRTOS.org - Documentation, training, latest information,
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license and contact details.
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http://www.FreeRTOS.org/plus - A selection of FreeRTOS ecosystem products,
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including FreeRTOS+Trace - an indispensable productivity tool.
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Real Time Engineers ltd license FreeRTOS to High Integrity Systems, who sell
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the code with commercial support, indemnification, and middleware, under
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the OpenRTOS brand: http://www.OpenRTOS.com. High Integrity Systems also
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provide a safety engineered and independently SIL3 certified version under
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the SafeRTOS brand: http://www.SafeRTOS.com.
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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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/* 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 ( 250 / 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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/* 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 }, /* 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 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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semaphore before it is used. */
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vSemaphoreCreateBinary( xSemaphores[ ucIndex ] );
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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 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 ) 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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(will not run again) until after a button has been pushed. */
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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 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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/* Generate and display a random number. */
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ucDiceValue = rand() % 6 + 1;
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dice7SEG_Value( ucIndex ) = ( dice7SEG_Value( ucIndex ) | 0xf7 ) & cDisplaySegments[ ucIndex ][ ucDiceValue ];
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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 );
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}
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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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/* 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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*pucDisplayOutput[ ucIndex ] = 0xff;
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vSuspendFlashTasks( ucIndex, pdFALSE );
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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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/* 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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/*-----------------------------------------------------------*/
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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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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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portYIELD_FROM_ISR();
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}
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}
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