Esempio n. 1
0
void ticTacToeDisplay_runTest()
{
    while(1) //until button 1 is pressed
    {
        while(buttons_read() != (TICTACTOEDISPLAY_BTN0_ON))//until button 0 is pressed
        {
            if(buttons_read() == (TICTACTOEDISPLAY_BTN1_ON))//button has been pressed
            {
                display_setTextSize(TICTACTOEDISPLAY_TEXT_SIZE);  // this sets the text size
                display_setCursor(TICTACTOEDISPLAY_HALF_WIDTH-TICTACTOEDISPLAY_ONE_THIRD_WIDTH, //position x coordinate of cursor
                        TICTACTOEDISPLAY_HALF_HEIGHT - TICTACTOEDISPLAY_ONE_SIXTH_HEIGHT);//position y coordinate of cursor
                display_println("Game Over!");//print to the lcd
                return;//return out of both loops immediately
            }

            if(display_isTouched())
            {
                display_clearOldTouchData(); // Throws away all previous touch data.
                uint8_t row, column;
                ticTacToeDisplay_touchScreenComputeBoardRowColumn(&row, &column);//compute location of square
                if(switches_read() == TICTACTOEDISPLAY_SWITCH0_ON)//SW0 is up
                {
                    ticTacToeDisplay_drawO(row, column);//draw O character
                }
                if(switches_read() == TICTACTOEDISPLAY_SWITCH0_OFF)//SW0 is down
                {
                    ticTacToeDisplay_drawX(row, column);//draw X character
                }
            }
        }
        ticTacToeDisplay_init();//clear the screen
    }
}
// Runs a test of the display. Does the following.
// Draws the board. Each time you touch one of the screen areas, the screen will paint
// an X or an O, depending on whether switch 0 (SW0) is slid up (O) or down (X).
// When BTN0 is pushed, the screen is cleared. The test terminates when BTN1 is pushed.
void ticTacToeDisplay_runTest() {
	uint8_t* row = 0;
	uint8_t* column = 0;
	ticTacToeDisplay_init();
	while(1){
		ticTacToeDisplay_touchScreenComputeBoardRowColumn(row , column );

		if ((buttons_read() & BUTTON_ISOLATE_BITS) & BUTTONS_ISOLATE_BIT_B0) {
			ticTacToeDisplay_clear();
		}
		if ((buttons_read() & BUTTON_ISOLATE_BITS) & BUTTONS_ISOLATE_BIT_B1) {
			ticTacToeDisplay_gameOver();
			break;
		}
	}
}
void ticTacToeDisplay_clear() {
	ticTacToeDisplay_init();
}