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86 lines
2.5 KiB
Rust
86 lines
2.5 KiB
Rust
#![no_main]
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#![no_std]
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#[allow(unused)]
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use panic_halt;
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use stm32f0xx_hal as hal;
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use crate::hal::{gpio::*, prelude::*, stm32};
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use cortex_m::{interrupt::Mutex, peripheral::syst::SystClkSource::Core, Peripherals};
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use cortex_m_rt::{entry, exception};
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use core::cell::RefCell;
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use core::ops::DerefMut;
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// Mutex protected structure for our shared GPIO pin
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static GPIO: Mutex<RefCell<Option<gpioa::PA1<Output<PushPull>>>>> = Mutex::new(RefCell::new(None));
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#[entry]
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fn main() -> ! {
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if let (Some(mut p), Some(cp)) = (stm32::Peripherals::take(), Peripherals::take()) {
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cortex_m::interrupt::free(move |cs| {
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let mut rcc = p.RCC.configure().sysclk(48.mhz()).freeze(&mut p.FLASH);
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let gpioa = p.GPIOA.split(&mut rcc);
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// (Re-)configure PA1 as output
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let led = gpioa.pa1.into_push_pull_output(cs);
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// Transfer GPIO into a shared structure
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*GPIO.borrow(cs).borrow_mut() = Some(led);
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let mut syst = cp.SYST;
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// Initialise SysTick counter with a defined value
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unsafe { syst.cvr.write(1) };
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// Set source for SysTick counter, here full operating frequency (== 48MHz)
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syst.set_clock_source(Core);
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// Set reload value, i.e. timer delay 48 MHz/4 Mcounts == 12Hz or 83ms
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syst.set_reload(4_000_000 - 1);
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// Start counting
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syst.enable_counter();
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// Enable interrupt generation
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syst.enable_interrupt();
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});
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}
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loop {
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continue;
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}
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}
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// Define an exception handler, i.e. function to call when exception occurs. Here, if our SysTick
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// timer generates an exception the following handler will be called
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#[exception]
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fn SysTick() -> ! {
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// Exception handler state variable
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static mut STATE: u8 = 1;
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// Enter critical section
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cortex_m::interrupt::free(|cs| {
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// Borrow access to our GPIO pin from the shared structure
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if let Some(ref mut led) = *GPIO.borrow(cs).borrow_mut().deref_mut() {
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// Check state variable, keep LED off most of the time and turn it on every 10th tick
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if *STATE < 10 {
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// Turn off the LED
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led.set_low();
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// And now increment state variable
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*STATE += 1;
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} else {
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// Turn on the LED
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led.set_high();
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// And set new state variable back to 0
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*STATE = 0;
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}
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}
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});
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}
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