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Updates to the way that timers are forced to overflow in oneshot mode.

Now the current count value is saved, and then passed to the listeners.  This _should_ mean that CC3D PPM might work this time.
This commit is contained in:
Ben Hitchcock 2014-12-01 22:43:17 +08:00
parent 5096873ab1
commit e9aaff808e
3 changed files with 28 additions and 3 deletions

View file

@ -117,5 +117,7 @@ void timerChInit(const timerHardware_t *timHw, channelType_t type, int irqPriori
void timerInit(void);
void timerStart(void);
void timerForceOverflow(volatile TIM_TypeDef *tim);
void configTimeBase(TIM_TypeDef *tim, uint16_t period, uint8_t mhz); // TODO - just for migration