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= Puzzle module specification
This folder contains an implementation of the puzzle bus protocol
specification, and is targeted at puzzle module developers. This document
describes the required implementation steps for integrating a new game into the
puzzle module framework.
== The bus
The puzzle bus carries data over a standard I^2^C bus. Additional details about
this bus can be found in the link:../../docs/design.adoc[Design document].
The following details are important to puzzle module developers, as they may
cause unexpected behavior:
- *Addresses influence the puzzle box's behavior*. The order of puzzles is
determined by the puzzle module address. Two puzzle modules may use the same
address, but this will mean that they cannot be used simultaniously in the
same puzzle box. Known addresses are documented in link:bus.h[].
- *The read/write bit of an I^2^C frame determines how it's handled*. I^2^C
*read* frames are treated as requests, while *write* frames are treated as
responses.
== Puzzle bus driver (pbdrv)
The library in this folder is a partial implementation of the puzzle bus
specification *for puzzle modules*. Most functions in the driver are marked
with the 'weak' attribute, which allows you to override them by providing an
implementation.
In order to utilize this driver, the following must be done:
- The ``pbdrv_i2c_recv`` function must be *called* for every received *I^2^C
read* frame
- The ``pbdrv_i2c_send`` function must be *implemented* with the
platform-specific *I^2^C write* function
This is enough to get the puzzle module registered. You may also want to
implement some of the following integrations:
- If your game uses the global state variable, you should implement the
<<sec:state-global,global state hooks>> to point the driver to your own
global state variable, and be notified of reads/writes to it.
- If you want to expose additional game state variables over the puzzle bus,
you should implement the <<sec:state-aux,auxiliary state hooks>>.
- If you want to implement custom puzzle bus commands, you can implement the
<<sec:cmd,command hook>>.
All other kinds of integrations/hooks can likely be realized by overriding the
default implementations, but this is discouraged.
[[sec:state-global]]
== Global state
If your puzzle module defines its own global ``enum pb_state``, you can tell
the driver to use it by implementing the ``pbdrv_hook_state_read`` and
``pbdrv_hook_state_write`` functions. These functions are also used by the
default implementation of the read/write commands to address 0 (global state).
Example:
```c
pb_state_t global_state = PB_GS_NOINIT;
pb_state_t pbdrv_hook_mod_state_read() {
return global_state;
}
void pbdrv_hook_mod_state_write(pb_state_t state) {
global_state = state;
}
```
[[sec:state-aux]]
== Auxiliary state
You can expose additional state variables by implementing the
``pbdrv_hook_read`` and ``pbdrv_hook_write`` functions. These functions should
return ``true`` for state addresses you want to override.
Example:
```c
#define CUSTOM_VAR_ADDR 0x01
uint8_t my_custom_variable = 10;
bool pbdrv_hook_read(uint16_t i2c_addr, uint8_t addr) {
switch (addr) {
case CUSTOM_VAR_ADDR: {
char res[] = { PB_CMD_READ, addr, my_custom_variable };
pbdrv_i2c_send(i2c_addr, res, sizeof(res));
break;
}
default: return false;
}
return true;
}
bool pbdrv_hook_write(uint16_t i2c_addr, uint8_t addr, const char * buf, size_t sz) {
switch (addr) {
case CUSTOM_VAR_ADDR: {
if (sz != 1) return false;
my_custom_variable = buf[0];
break;
}
default: return false;
}
return true;
}
```
[[sec:cmd]]
== Custom commands
Similar to the auxiliary state, custom commands can be added by implementing
the ``pbdrv_hook_cmd`` function, which should return ``true`` for the
command(s) that you want to overwrite.
Example:
```c
bool pbdrv_hook_cmd(uint16_t i2c_addr, enum pb_cmd cmd, const char * buf, size_t sz) {
if (cmd == 0x54) {
printf("custom command received!\n");
return true;
}
return false;
}
```
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