*/
#include <reg52.h>
sbit ADDR0 = P1^0;
sbit ADDR1 = P1^1;
sbit ADDR2 = P1^2;
sbit ADDR3 = P1^3;
sbit ENLED = P1^4;
unsigned char code LedChar[] = { //數碼管顯示字符轉換表
0xC0, 0xF9, 0xA4, 0xB0, 0x99, 0x92, 0x82, 0xF8,
0x80, 0x90, 0x88, 0x83, 0xC6, 0xA1, 0x86, 0x8E
};
unsigned char LedBuff[7] = { //數碼管+獨立LED顯示緩沖區,初值0xFF確保啟動時都不亮
0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF
};
bit flag200ms = 0; //200ms定時標志
bit flag1s = 0; //1s定時標志
void ShowCount();
void FlowingLight();
void main()
{
EA = 1; //使能總中斷
ENLED = 0; //使能U3
ADDR3 = 1; //因為需要動態改變ADDR0-2的值,所以不需要再初始化了
TMOD = 0x01; //設置T0為模式1
TH0 = 0xFC; //為T0賦初值0xFC67,定時1ms
TL0 = 0x67;
ET0 = 1; //使能T0中斷
TR0 = 1; //啟動T0
while (1)
{
if (flag200ms) //200ms刷新一次流水燈
{
flag200ms = 0;
FlowingLight();
}
if (flag1s) //1s刷新一次計數值
{
flag1s = 0;
ShowCount();
}
}
}
/* 流水燈實現函數 */
void FlowingLight()
{
static unsigned char dir = 0; //移位方向變量dir,用于控制移位的方向
static unsigned char shift = 0x01; //循環移位變量shift,并賦初值0x01
LedBuff[6] = ~shift; //循環移位變量取反,控制8個LED
if (dir == 0) //移位方向變量為0時,左移
{
shift = shift << 1; //循環移位變量左移1位
if (shift == 0x80) //左移到最左端后,改變移位方向
{
dir = 1;
}
}
else //移位方向變量不為0時,右移
{
shift = shift >> 1; //循環移位變量右移1位
if (shift == 0x01) //右移到最右端后,改變移位方向
{
dir = 0;
}
}
}
/* 秒計數顯示函數 */
void ShowCount()
{
char i; //循環變量
unsigned char buf[6]; //中間轉換緩沖區
static unsigned long sec = 0; //記錄經過的秒數
sec++; //秒計數自加1
buf[0] = sec%10; //將sec按十進制位從低到高依次提取到buf數組中
buf[1] = sec/10%10;
buf[2] = sec/100%10;
buf[3] = sec/1000%10;
buf[4] = sec/10000%10;
buf[5] = sec/100000%10;
for (i=5; i>=1; i--) //從最高為開始,遇到0不顯示,遇到非0退出循環
{
if (buf[i] == 0)
LedBuff[i] = 0xFF;
else
break;
}
for ( ; i>=0; i--) //將剩余的有效數字位如實轉換
{
LedBuff[i] = LedChar[buf[i]];
}
}
/* 定時器0中斷服務函數 */
void InterruptTimer0() interrupt 1
{
static unsigned char i = 0; //動態掃描的索引
static unsigned char cnt200 = 0; //200ms定時
static unsigned int cnt1000 = 0; //1000ms即1s定時
TH0 = 0xFC; //重新加載初值
TL0 = 0x67;
cnt200++; //200ms定時
if (cnt200 >= 200)
{
cnt200 = 0;
flag200ms = 1;
}
cnt1000++; //1s定時
if (cnt1000 >= 1000)
{
cnt1000 = 0;
flag1s = 1;
}
//以下代碼完成數碼管動態掃描刷新
P0 = 0xFF; //顯示消隱
switch (i)
{
case 0: ADDR2=0; ADDR1=0; ADDR0=0; i++; P0=LedBuff[0]; break;
case 1: ADDR2=0; ADDR1=0; ADDR0=1; i++; P0=LedBuff[1]; break;
case 2: ADDR2=0; ADDR1=1; ADDR0=0; i++; P0=LedBuff[2]; break;
case 3: ADDR2=0; ADDR1=1; ADDR0=1; i++; P0=LedBuff[3]; break;
case 4: ADDR2=1; ADDR1=0; ADDR0=0; i++; P0=LedBuff[4]; break;
case 5: ADDR2=1; ADDR1=0; ADDR0=1; i++; P0=LedBuff[5]; break;
case 6: ADDR2=1; ADDR1=1; ADDR0=0; i=0; P0=LedBuff[6]; break;
default: break;
}
}
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