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Dependencies: mbed APDS_9960 mbed-rtos
Diff: src/main.cpp
- Revision:
- 35:7aef0bbdf335
- Parent:
- 34:3f8df7ccfcbc
- Child:
- 36:f58a566595ad
diff -r 3f8df7ccfcbc -r 7aef0bbdf335 src/main.cpp
--- a/src/main.cpp Fri Apr 22 11:28:37 2016 +0000
+++ b/src/main.cpp Fri Apr 22 13:49:03 2016 +0000
@@ -16,25 +16,21 @@
void detectionMouvement(void const *args)
{
-
-
-
- //Serial pc(USBTX, USBRX);
+ Serial pc(USBTX, USBRX);
if ( GSensor.ginit() ) {
- //pc.printf("APDS-9960 initialization complete\n\r");
+ pc.printf("APDS-9960 initialization complete\n\r");
} else {
- //pc.printf("Something went wrong during APDS-9960 init\n\r");
+ pc.printf("Something went wrong during APDS-9960 init\n\r");
}
//Start running the APDS-9960 gesture sensor engine
if ( GSensor.enableGestureSensor(true) ) {
- //pc.printf("Gesture sensor is now running\n\r");
+ pc.printf("Gesture sensor is now running\n\r");
} else {
- //pc.printf("Something went wrong during gesture sensor init!\n\r");
+ pc.printf("Something went wrong during gesture sensor init!\n\r");
}
while(1) {
-
if(GSensor.isGestureAvailable()) {
message_t *message = (message_t*)osPoolAlloc(mpool);
message->val = 0;
@@ -66,34 +62,27 @@
}
}
osMessagePut(queue, (uint32_t)message, osWaitForever);
-
osDelay(10);
}
}
}
-osThreadDef(detectionMouvement, osPriorityNormal, DEFAULT_STACK_SIZE);
+//osThreadDef(detectionMouvement, osPriorityNormal, DEFAULT_STACK_SIZE);
int main()
-{
+{
+ // CREATION DU THREAD PARALLELE DE LECTURE DE MOUVEMENT
+ Thread thread(detectionMouvement);
+ // CREATION DE LA MESSAGE QUEUE
mpool = osPoolCreate(osPool(mpool));
queue = osMessageCreate(osMessageQ(queue), NULL);
- Serial pc(USBTX, USBRX);
- osThreadCreate(osThread(detectionMouvement), NULL);
- Thread thread(detectionMouvement); // Lancement du thread
-
- cJeu jeu(8,8);
- //Serial pc(USBTX, USBRX);
- jeu.initialiser();
- jeu.setQueue(&queue, &mpool);
-
-
-
- while (!jeu.partieEnCours()) {
+ // GESTION D'UN JEU
+ cJeu* jeu = new cJeu(8,8); // Creation d'un pointeur sur une classe jeu
+ jeu->initialiser(); // Initialisation des réglages principaux
+ jeu->setQueue(&queue, &mpool); // Affectation des pointeurs vers la queue
+ while (!jeu->partieEnCours()) { // Partie en cours
}
- ///////////////////////////////
- ///A VOIR
- jeu.fin();
+ delete jeu; // Fin du jeu ==> Destruction de l'espace pointé