Professional Documents
Culture Documents
#define MAX_FADE 10
#define NUM_TIMER_LED 12
// --------------------------------------------------------------------
This function initializes the Clock FSM
False otherwise
// --------------------------------------------------------------------
bool InitClockFSM(Priority)
set my priority
// --------------------------------------------------------------------
False otherwise
// --------------------------------------------------------------------
bool PostClockFSM(ThisEvent)
// --------------------------------------------------------------------
Input: N/A
// --------------------------------------------------------------------
ClockFSMState_t QueryClockFSM()
// --------------------------------------------------------------------
// --------------------------------------------------------------------
ES_Event_t RunClockFSM(ThisEvent)
case InitPState_ClockFSM
if ES_INIT
break
case WelcomeState_ClockFSM: {
case ES_TIMEOUT: {
if LED_REFRESH_TIMER
break
case ES_UPDATING_LED: {
else
break
case ES_IR_COVERED: {
break
break
case IRCovered_ClockFSM: {
switch(ThisEvent.EventType){
case ES_UPDATING_LED: {
else
break
case ES_TIMEOUT: {
if FADE_TIMER
break
case ES_IR_UNCOVERED: {
break
case ES_ENTER_GAME: {
break
break
case PlayingGameState_ClockFSM: {
switch(ThisEvent.EventType){
case ES_UPDATING_LED: {
else
break
case ES_CORRECT_HIT: {
}
break
case ES_ENTER_ZEN: {
break
case ES_TIMEOUT: {
if INTERACTION_TIMER
else if MOTOR_TIMER
else if TIME_ELAPSED_TIMER
break
break
case ZenState_ClockFSM: {
switch(ThisEvent.EventType){
case ES_UPDATING_LED: {
break
case ES_TIMEOUT: {
if ZEN_TIMER
else if LED_REFRESH_TIMER
break
break
// --------------------------------------------------------------------
This function
Output: N/A
// --------------------------------------------------------------------