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main.cpp
- Committer:
- eencae
- Date:
- 2020-01-24
- Revision:
- 2:2a0738a294df
- Parent:
- 1:fb324de02b7f
File content as of revision 2:2a0738a294df:
/*
2645_FSM_UpDown_Counter
Sample code from ELEC2645
Demonstrates how to implement a simple FSM up/down counter
(c) Craig A. Evans, University of Leeds, Jan 2016
Updated Jan 2020
*/
#include "mbed.h"
// pre-processor directives
// defines directions as 0/1. Note UPPERCASE
#define UP 0
#define DOWN 1
// K64F on-board LEDs
BusOut k64f_leds(LED_RED, LED_GREEN, LED_BLUE);
// Gamepad Button A
InterruptIn buttonA(PTC7);
// LEDs on Gamepad (1 to 3) - active-low 0 = on and 1 = off
// BusOut arguments are LSB first
BusOut output(PTA2,PTC2,PTC3);
// array of states in the FSM, each element is the output of the counter
// set the output in binary to make it easier, 0 is LED on, 1 is LED off
int fsm[3] = {0b011,0b101,0b110};
// flag - must be volatile as changes within ISR
// g_ prefix makes it easier to distinguish it as global
volatile int g_buttonA_flag = 0;
// Button A interrupt service routine
void buttonA_isr();
int main()
{
k64f_leds = 0b111; // turn off K64F LEDs
// Button A is connected between the pin and 3.3 V, we therefore need to turn on the internal pull-down resister
buttonA.mode(PullUp);
// Setup interrupt on falling edge
buttonA.fall(&buttonA_isr);
// set inital state
int state = 0;
// set initial direction
int direction = UP;
while(1) { // loop forever
// check if flag i.e. interrupt has occured
if (g_buttonA_flag) {
g_buttonA_flag = 0; // if it has, clear the flag
// swap direction when button has been pressed
// (could just use ! but want this to be explicit to aid understanding)
if (direction == UP) {
direction = DOWN;
} else {
direction = UP;
}
}
output = fsm[state]; // output current state
// check which state we are in and see which the next state should be next depending on direction
switch(state) {
case 0:
switch(direction) {
case UP:
state = 1;
break;
case DOWN:
state = 2;
break;
}
break;
case 1:
switch(direction) {
case UP:
state = 2;
break;
case DOWN:
state = 0;
break;
}
break;
case 2:
switch(direction) {
case UP:
state = 0;
break;
case DOWN:
state = 1;
break;
}
break;
default: // default case
error("Invalid state!"); //invalid state - call error routine
// or could jump to starting state i.e. state = 0
break;
}
wait(0.5); // small delay
}
}
// Button A event-triggered interrupt
void buttonA_isr()
{
g_buttonA_flag = 1; // set flag in ISR
}