#include <stdio.h> #include <inttypes.h> #include "freertos/FreeRTOS.h" #include "freertos/task.h" #include "freertos/queue.h" // Needed for xQueueCreate #include "esp_chip_info.h" #include "esp_flash.h" #include "esp_system.h" #include "esp_log.h" // For ESP_LOG macros // Include our modular task headers #include "tasks/button_led_comm.h" // Keep this for LED queue #include "tasks/button_task.h" #include "tasks/led_task.h" // Keep this for LED task #include "tasks/display_task.h" #include "tasks/game/jump_bird_game.h" #include "tasks/game/jump_bird_game_input_queue.h" static const char *TAG_MAIN = "APP_MAIN"; // Define the global game input queue here (its DEFINITION) QueueHandle_t xJumpBirdGameInputQueue; // Define the global LED control queue here (its definition) QueueHandle_t xLedControlQueue; // Keep this definition /** * @brief Prints detailed information about the ESP chip and flash. */ static void print_chip_info(void) { esp_chip_info_t chip_info; uint32_t flash_size; esp_chip_info(&chip_info); printf("This is %s chip with %d CPU core(s), ", CONFIG_IDF_TARGET, chip_info.cores); if (chip_info.features & CHIP_FEATURE_WIFI_BGN) { printf("WiFi/"); } if (chip_info.features & CHIP_FEATURE_BT) { printf("BT"); } if (chip_info.features & CHIP_FEATURE_BLE) { printf("BLE"); } if (chip_info.features & CHIP_FEATURE_IEEE802154) { printf(", 802.15.4 (Zigbee/Thread)"); } printf(", "); unsigned major_rev = chip_info.revision / 100; unsigned minor_rev = chip_info.revision % 100; printf("silicon revision v%d.%d, ", major_rev, minor_rev); if (esp_flash_get_size(NULL, &flash_size) != ESP_OK) { printf("Get flash size failed\n"); return; } printf("%" PRIu32 "MB %s flash\n", flash_size / (uint32_t)(1024 * 1024), (chip_info.features & CHIP_FEATURE_EMB_FLASH) ? "embedded" : "external"); printf("Minimum free heap size: %" PRIu32 " bytes\n", esp_get_minimum_free_heap_size()); } /** * @brief Main application entry point. * Initializes the system, prints chip information, and starts the necessary tasks. */ void app_main(void) { print_chip_info(); ESP_LOGI(TAG_MAIN, "Minimum free heap size: %" PRIu32 " bytes", esp_get_minimum_free_heap_size()); // --- 1. Create the game input queue first --- xJumpBirdGameInputQueue = jump_bird_game_input_queue_init(); if (xJumpBirdGameInputQueue == NULL) { ESP_LOGE(TAG_MAIN, "Failed to initialize xJumpBirdGameInputQueue! Halting."); while (1) { vTaskDelay(100); // Fatal error, halt } } ESP_LOGI(TAG_MAIN, "xJumpBirdGameInputQueue created successfully."); // --- 2. Create the LED control queue --- xLedControlQueue = xQueueCreate(1, sizeof(bool)); if (xLedControlQueue == NULL) { ESP_LOGE(TAG_MAIN, "Failed to create LED control queue! Halting."); vQueueDelete(xJumpBirdGameInputQueue); // Clean up previously created queue while (1) { vTaskDelay(100); // Fatal error, halt } } ESP_LOGI(TAG_MAIN, "LED control queue created successfully."); // --- 3. Initialize and start the display task --- // The display task will now handle the game loop and rendering ESP_LOGI(TAG_MAIN, "Attempting to start display task..."); if (start_display_task() != ESP_OK) { ESP_LOGE(TAG_MAIN, "Failed to start display task! Halting."); vQueueDelete(xJumpBirdGameInputQueue); vQueueDelete(xLedControlQueue); // Clean up while (1) { vTaskDelay(100); // Fatal error, halt } } ESP_LOGI(TAG_MAIN, "Display task created successfully."); // --- 4. Start the LED control task --- ESP_LOGI(TAG_MAIN, "Attempting to start LED control task..."); if (start_led_control_task() != ESP_OK) { ESP_LOGE(TAG_MAIN, "Failed to start LED control task! Halting."); vQueueDelete(xJumpBirdGameInputQueue); vQueueDelete(xLedControlQueue); // Consider stopping display task here too if it's dependent while (1) { vTaskDelay(100); // Fatal error, halt } } ESP_LOGI(TAG_MAIN, "LED control task created successfully."); // --- 5. Start the button monitor task --- // This task will send jump signals to xJumpBirdGameInputQueue AND LED signals to xLedControlQueue // (If you want the button to control BOTH the game and the LED, you'll need to modify button_task.c accordingly) // If the button only controls the game, and the LED is controlled by something else, // then button_task.c modification for LED control isn't needed. ESP_LOGI(TAG_MAIN, "Attempting to start button monitor task..."); if (start_button_monitor_task() != ESP_OK) { ESP_LOGE(TAG_MAIN, "Failed to start button monitor task! Halting."); vQueueDelete(xJumpBirdGameInputQueue); vQueueDelete(xLedControlQueue); // Consider stopping display task and LED task here too if they're dependent while (1) { vTaskDelay(100); // Fatal error, halt } } ESP_LOGI(TAG_MAIN, "Button Monitor task created successfully."); // --- 6. Initial Game State or Menu --- // Display an initial message on the OLED. const char *initial_messages[] = { " JUMP BIRD! ", " ", " PRESS BUTTON", " TO START ", " ", " ", " ", " "}; display_update_text(initial_messages, 8); // Display on OLED // Allow some time for the display to show the message vTaskDelay(pdMS_TO_TICKS(1000)); // At this point, the system is running: // - Display task is ready to show graphics/text and will manage the game loop. // - Button task is ready to send jump events. // - LED task is ready to control the LED. ESP_LOGI(TAG_MAIN, "All core tasks and queues initialized. Main idle loop..."); while (true) { // This task (app_main) now becomes an idle task or can manage high-level states // (e.g., switch between game mode, info mode, etc., based on long button presses or other inputs). vTaskDelay(pdMS_TO_TICKS(1000)); } }