fn update_ldc_interrupt(&mut self) {
        let level = self.lcd_interrupt_level();

        match level {
            true => {
                if self.lcd_it_status == LcdItStatus::Inactive {
                    // Rising edge of IT line, we trigger a new interrupt.
                    self.lcd_it_status = LcdItStatus::Triggered;
                }
            }
            false => {
                // Not entirely sure about that one. If the interrupt
                // has not been acked yet, what should be done? At the
                // moment I just assume it's shadowed somewhere and
                // won't go down until acked.
                if self.lcd_it_status == LcdItStatus::Acked {
                    // IT line returned to low, it could trigger again
                    // within the same line.
                    self.lcd_it_status = LcdItStatus::Inactive;
                }
            }
        }
    }
/// Look for a transition in the LCD interrupt to see if we should
/// trigger a new one (or rearm it)
Look for a transition in the LCD interrupt to see if we should
trigger a new one (or rearm it)
Look for a transition in the LCD interrupt to see if we should trigger a new one ( or rearm it )
fn update_ldc_interrupt(&mut self) {
        let level = self.lcd_interrupt_level();
        match level {
            true => {
                if self.lcd_it_status == LcdItStatus::Inactive {
                    // Rising edge of IT line, we trigger a new interrupt.
                    self.lcd_it_status = LcdItStatus::Triggered;
                }
            }
            false => {
                // Not entirely sure about that one. If the interrupt
                // has not been acked yet, what should be done? At the
                // moment I just assume it's shadowed somewhere and
                // won't go down until acked.
                if self.lcd_it_status == LcdItStatus::Acked {
                    // IT line returned to low, it could trigger again
                    // within the same line.
                    self.lcd_it_status = LcdItStatus::Inactive;
                }
            }
        }
    }
fn update_ldc_interrupt ( & mut self ) { let level = self . lcd_interrupt_level ( ) ; match level { true => { if self . lcd_it_status == LcdItStatus :: Inactive { // Rising edge of IT line, we trigger a new interrupt. self . lcd_it_status = LcdItStatus :: Triggered ; } } false => { // Not entirely sure about that one. If the interrupt // has not been acked yet, what should be done? At the // moment I just assume it's shadowed somewhere and // won't go down until acked. if self . lcd_it_status == LcdItStatus :: Acked { // IT line returned to low, it could trigger again // within the same line. self . lcd_it_status = LcdItStatus :: Inactive ; } } } }
Look for a transition in the LCD interrupt to see if we should
trigger a new one (or rearm it)
Look for a transition in the LCD interrupt to see if we should trigger a new one ( or rearm it )
&mut self
&mut self