/***************************************************************************** * Product: "Fly 'n' Shoot" game example for Windows * Last updated for version 5.7.5 * Last updated on 2016-11-08 * * Q u a n t u m L e a P s * --------------------------- * innovating embedded systems * * Copyright (C) Quantum Leaps, LLC. All rights reserved. * * This program is open source software: you can redistribute it and/or * modify it under the terms of the GNU General Public License as published * by the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Alternatively, this program may be distributed and modified under the * terms of Quantum Leaps commercial licenses, which expressly supersede * the GNU General Public License and are specifically designed for * licensees interested in retaining the proprietary status of their code. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * Contact information: * Web: www.state-machine.com * Email: info@state-machine.com *****************************************************************************/ #include "qpc.h" #include "bsp.h" #include "game.h" /* "fudge factor" for Windows, see NOTE1 */ enum { WIN_FUDGE_FACTOR = 10 }; /*..........................................................................*/ int main() { static QEvt const *missileQueueSto[2*WIN_FUDGE_FACTOR]; static QEvt const *shipQueueSto[3*WIN_FUDGE_FACTOR]; static QEvt const *tunnelQueueSto[(GAME_MINES_MAX + 5)*WIN_FUDGE_FACTOR]; static QF_MPOOL_EL(QEvt) smlPoolSto[10*WIN_FUDGE_FACTOR]; static QF_MPOOL_EL(ObjectImageEvt) medPoolSto[(2*GAME_MINES_MAX + 10)*WIN_FUDGE_FACTOR]; static QSubscrList subscrSto[MAX_PUB_SIG]; /* explicitly invoke the active objects' ctors... */ Missile_ctor(); Ship_ctor(); Tunnel_ctor(); QF_init(); /* initialize the framework and the underlying RT kernel */ BSP_init(); /* initialize the Board Support Package */ /* init publish-subscribe... */ QF_psInit(subscrSto, Q_DIM(subscrSto)); /* initialize the event pools... */ QF_poolInit(smlPoolSto, sizeof(smlPoolSto), sizeof(smlPoolSto[0])); QF_poolInit(medPoolSto, sizeof(medPoolSto), sizeof(medPoolSto[0])); /* send object dictionaries for event queues... */ QS_OBJ_DICTIONARY(missileQueueSto); QS_OBJ_DICTIONARY(shipQueueSto); QS_OBJ_DICTIONARY(tunnelQueueSto); /* send object dictionaries for event pools... */ QS_OBJ_DICTIONARY(smlPoolSto); QS_OBJ_DICTIONARY(medPoolSto); /* send signal dictionaries for globally published events... */ QS_SIG_DICTIONARY(TIME_TICK_SIG, (void *)0); QS_SIG_DICTIONARY(PLAYER_TRIGGER_SIG, (void *)0); QS_SIG_DICTIONARY(PLAYER_QUIT_SIG, (void *)0); QS_SIG_DICTIONARY(GAME_OVER_SIG, (void *)0); /* start the active objects... */ QACTIVE_START(AO_Tunnel, 1U, /* QP priority */ tunnelQueueSto, Q_DIM(tunnelQueueSto), /* evt queue */ (void *)0, 0U, /* no per-thread stack */ (QEvt *)0); /* no initialization event */ QACTIVE_START(AO_Ship, 2U, /* QP priority */ shipQueueSto, Q_DIM(shipQueueSto), /* evt queue */ (void *)0, 0U, /* no per-thread stack */ (QEvt *)0); /* no initialization event */ QACTIVE_START(AO_Missile, 3U, /* QP priority */ missileQueueSto, Q_DIM(missileQueueSto), /* evt queue */ (void *)0, 0U, /* no per-thread stack */ (QEvt *)0); /* no initialization event */ return QF_run(); /* run the QF application */ } /***************************************************************************** * NOTE1: * Windows is not a deterministic real-time system, which means that the * system can occasionally and unexpectedly "choke and freeze" for a number * of seconds. The designers of Windows have dealt with these sort of issues * by massively oversizing the resources available to the applications. For * example, the default Windows GUI message queues size is 10,000 entries, * which can dynamically grow to an even larger number. Also the stacks of * Win32 threads can dynamically grow to several megabytes. * * In contrast, the event queues, event pools, and stack size inside the * real-time embedded (RTE) systems can be (and must be) much smaller, * because you typically can put an upper bound on the real-time behavior * and the resulting delays. * * To be able to run the unmodified applications designed originally for * RTE systems on Windows, and to reduce the odds of resource shortages in * this case, the generous WIN_FUDGE_FACTOR is used to oversize the * event queues and event pools. */