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//****************************************************************************
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// Product: QP/C++ example for Qt5
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// Last Updated for Version: QP 5.3.0/Qt 5.1.1
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// Last updated on 2014-04-21
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//
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// Q u a n t u m L e a P s
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// ---------------------------
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// innovating embedded systems
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//
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// Copyright (C) Quantum Leaps, www.state-machine.com.
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//
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// This program is open source software: you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as published
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// by the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Alternatively, this program may be distributed and modified under the
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// terms of Quantum Leaps commercial licenses, which expressly supersede
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// the GNU General Public License and are specifically designed for
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// licensees interested in retaining the proprietary status of their code.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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// Contact information:
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// Web: www.state-machine.com
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// Email: info@state-machine.com
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//****************************************************************************
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#include "gui.h"
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//-----------------
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#include "qp_port.h"
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#include "game.h"
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#include "bsp.h"
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//............................................................................
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int main(int argc, char *argv[]) {
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static QP::QEvt const * missileQueueSto[2];
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static QP::QEvt const * shipQueueSto[3];
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static QF_MPOOL_EL(QP::QEvt) smlPoolSto[10];
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static QF_MPOOL_EL(GAME::ObjectImageEvt) medPoolSto[2*GAME_MINES_MAX+10];
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static QP::QSubscrList subscrSto[GAME::MAX_PUB_SIG];
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QP::GuiApp app(argc, argv);
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Gui gui;
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gui.show();
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QP::QF::init(); // initialize the framework and the underlying RT kernel
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BSP_init(); // initialize the Board Support Package
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// initialize the event pools...
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QP::QF::poolInit(smlPoolSto, sizeof(smlPoolSto), sizeof(smlPoolSto[0]));
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QP::QF::poolInit(medPoolSto, sizeof(medPoolSto), sizeof(medPoolSto[0]));
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QP::QF::psInit(subscrSto, Q_DIM(subscrSto)); // init publish-subscribe
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// send object dictionaries for event pools...
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QS_OBJ_DICTIONARY(smlPoolSto);
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QS_OBJ_DICTIONARY(medPoolSto);
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// send signal dictionaries for globally published events...
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QS_SIG_DICTIONARY(GAME::TIME_TICK_SIG, static_cast<void *>(0));
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QS_SIG_DICTIONARY(GAME::PLAYER_TRIGGER_SIG, static_cast<void *>(0));
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QS_SIG_DICTIONARY(GAME::PLAYER_QUIT_SIG, static_cast<void *>(0));
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QS_SIG_DICTIONARY(GAME::GAME_OVER_SIG, static_cast<void *>(0));
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// start the active objects...
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GAME::AO_Tunnel ->start(1U, // priority
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(QP::QEvt const **)0, 0U, // no evt queue
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static_cast<void *>(0), 0U); // no per-thread stack
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GAME::AO_Missile->start(2U, // priority
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missileQueueSto, Q_DIM(missileQueueSto), // evt queue
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static_cast<void *>(0), 0U); // no per-thread stack
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GAME::AO_Ship ->start(3U, // priority
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shipQueueSto, Q_DIM(shipQueueSto), // evt queue
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static_cast<void *>(0), 0U); // no per-thread stack
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return QP::QF::run(); // run the QF application
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}
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