forked from gorkinovich/DESgame
/
main.c
116 lines (95 loc) · 3.86 KB
/
main.c
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//****************************************************************************************************
// Copyright (c) 2015 Gorka Suárez García, Dan Cristian Rotaru
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//****************************************************************************************************
#include "44b.h"
#include "44blib.h"
#include "stdio.h"
#include "yukino.h"
#include "game.h"
//****************************************************************************************************
// Logic
//****************************************************************************************************
#define MAX_TIME_COUNT 50
extern GameData game_data;
//****************************************************************************************************
// Input
//****************************************************************************************************
void OnButtonDown(unsigned value) {
if (value & BUTTON_LEFT) {
TurnOnLeftLed();
ResetScores();
InitializeGame();
} else if (value & BUTTON_RIGHT) {
TurnOnRightLed();
game_data.pause = !game_data.pause;
}
}
//----------------------------------------------------------------------------------------------------
void OnButtonUp(unsigned value) {
if (value & BUTTON_LEFT) {
TurnOffLeftLed();
} else if (value & BUTTON_RIGHT) {
TurnOffRightLed();
}
}
//----------------------------------------------------------------------------------------------------
void OnKeyboardDown() {
if (game_data.pause) return;
UpdateOnKeyboard(GetKeys());
}
//----------------------------------------------------------------------------------------------------
void MainLoopWithPolling() {
while (1) {
if (HasReceivedDataUART1()) {
UpdateOnReceiveUART();
}
}
}
//----------------------------------------------------------------------------------------------------
void MainLoop() {
while (1);
}
//****************************************************************************************************
// Main entry:
//****************************************************************************************************
void Main() {
// Initialize the system:
sys_init();
InitializeSystem();
// Initialize the output:
TurnOnLCD();
Set8Led(0);
// Initialize the data:
InitializeGame();
// Initialize the input:
SetOnKeyboardDown(OnKeyboardDown);
InitializeKeyboardInterrupts();
SetOnButtonDown(OnButtonDown);
SetOnButtonUp(OnButtonUp);
InitializeButtonsInterrupts();
// Initialize the timers:
SimpleInitializeTimerInterrupts(TIMER_ID0, MAX_TIME_COUNT, (unsigned)UpdateOnTimer);
// Initialize the UART1:
InitializeUART(BAUDS_115200);
//ActivateInterruptsUART1((unsigned)OnReceiveUART);
// Call the main loop:
MainLoopWithPolling();
}