int main(void) { /* Setup the MMU and do necessary MMU configurations. */ MMUConfigAndEnable(); /* Enable all levels of CACHE. */ CacheEnable(CACHE_ALL); /* Initialize the UART console */ ConsoleUtilsInit(); /* Select the console type based on compile time check */ ConsoleUtilsSetType(CONSOLE_UART); ConsoleUtilsPrintf("McASP Example Application. "); ConsoleUtilsPrintf("Please connect headphone/speaker to the LINE OUT"); ConsoleUtilsPrintf(" of the EVM to listen to the audio tone."); /* Enable the module clock for I2C0 Instance. */ I2C0ModuleClkConfig(); /* Set up the pin mux for I2C0 instance. */ I2CPinMuxSetup(0); /* Enable the module clock for McASP1 Instance. */ McASP1ModuleClkConfig(); /* Enable pin-mux for McASP1 instance. */ McASP1PinMuxSetup(); /* Enable the EDMA module clocks. */ EDMAModuleClkConfig(); /* Initialize the ARM Interrupt Controller.*/ IntAINTCInit(); /* Enable EDMA Interrupt. */ EDMA3IntSetup(); /* Enable McASP Interrupt. */ McASPIntSetup(); /* Initialize the I2C interface for the codec AIC31 */ I2CCodecIfInit(I2C_INST_BASE, I2C_SLAVE_CODEC_AIC31); /* Enable the interrupts generation at global level */ IntMasterIRQEnable(); /* Configure the Codec for I2S mode */ AudioCodecInit(); /* Initialize the looping of tone. */ ToneLoopInit(); /* Start playing tone. */ AudioTxActivate(); while(1); }
//***************************************************************************** // // The main code for the application. It sets up the peripherals, displays the // splash screens, and then manages the interaction between the game and the // screen saver. // //***************************************************************************** int main(void) { tRectangle sRect; #ifndef _TMS320C6X unsigned int index; #endif SetupIntc(); /* Configuring UART2 instance for serial communication. */ UARTStdioInit(); #ifdef _TMS320C6X CacheEnableMAR((unsigned int)0xC0000000, (unsigned int)0x20000000); CacheEnable(L1PCFG_L1PMODE_32K | L1DCFG_L1DMODE_32K | L2CFG_L2MODE_256K); #else /* Sets up 'Level 1" page table entries. * The page table entry consists of the base address of the page * and the attributes for the page. The following operation is to * setup one-to-one mapping page table for DDR memeory range and set * the atributes for the same. The DDR memory range is from 0xC0000000 * to 0xDFFFFFFF. Thus the base of the page table ranges from 0xC00 to * 0xDFF. Cache(C bit) and Write Buffer(B bit) are enabled only for * those page table entries which maps to DDR RAM and internal RAM. * All the pages in the DDR range are provided with R/W permissions */ for(index = 0; index < (4*1024); index++) { if((index >= 0xC00 && index < 0xE00)|| (index == 0x800)) { pageTable[index] = (index << 20) | 0x00000C1E; } else { pageTable[index] = (index << 20) | 0x00000C12; } } /* Configures translation table base register * with pagetable base address. */ CP15TtbSet((unsigned int )pageTable); /* Enables MMU */ CP15MMUEnable(); /* Enable Instruction Cache */ CP15ICacheEnable(); /* Enable Data Cache */ CP15DCacheEnable(); #endif SetUpLCD(); ConfigureFrameBuffer(); GrOffScreen16BPPInit(&g_sSHARP480x272x16Display0, (unsigned char *)g_pucBuffer0, LCD_WIDTH, LCD_HEIGHT); GrOffScreen16BPPInit(&g_sSHARP480x272x16Display1, (unsigned char *)g_pucBuffer1, LCD_WIDTH, LCD_HEIGHT); // Initialize a drawing context. GrContextInit(&sContext0, &g_sSHARP480x272x16Display0); GrContextInit(&sContext1, &g_sSHARP480x272x16Display1); /* enable End of frame interrupt */ RasterEndOfFrameIntEnable(SOC_LCDC_0_REGS); /* enable raster */ RasterEnable(SOC_LCDC_0_REGS); PeripheralsSetup(); I2C0IntRegister(4); AIC31Init(); ToneLoopInit(); /* Start playing the tone */ ToneLoopStart(); // TS init TouchInit(); GrContextForegroundSet(&sContext0, ClrBlack); GrContextForegroundSet(&sContext1, ClrBlack); sRect.sXMin = GAME_X - 1; sRect.sYMin = GAME_Y - 1; sRect.sXMax = GAME_X + GAME_W; sRect.sYMax = GAME_Y + GAME_H; GrRectFill(&sContext0, &sRect); GrRectFill(&sContext1, &sRect); GrImageDraw(&sContext0, g_pucTILogo128x96, GAME_X, GAME_Y); GrImageDraw(&sContext1, g_pucTILogo128x96, GAME_X, GAME_Y); Delay(0x5FFFFF); // Confiure and start timer2 Timer2Config(); Timer2Start(); // Loop forever. while(1) { // Display the main screen. if(MainScreen()) { // The button was pressed, so start the game. PlayGame(); } else { // The button was not pressed during the timeout period, so start // the screen saver. ScreenSaver(); } } }