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https://github.com/switchbrew/switch-examples.git
synced 2025-06-20 21:12:38 +02:00
Added proper gfx examples.
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143
graphics/printing/hello-world/Makefile
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143
graphics/printing/hello-world/Makefile
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITA64)),)
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$(error "Please set DEVKITA64 in your environment. export DEVKITA64=<path to>DEVKITA64")
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endif
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TOPDIR ?= $(CURDIR)
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include $(DEVKITA64)/switch_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# DATA is a list of directories containing data files
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# INCLUDES is a list of directories containing header files
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# EXEFS_SRC is the input directory containing data copied into exefs, normally should only contain "main.npdm".
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#---------------------------------------------------------------------------------
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TARGET := $(notdir $(CURDIR))
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BUILD := build
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SOURCES := source
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DATA := data
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INCLUDES := include
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EXEFS_SRC := exefs_src
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv8-a -mtp=soft -fPIE
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CFLAGS := -g -Wall -O2 \
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-ffast-math \
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$(ARCH) $(DEFINES)
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CFLAGS += $(INCLUDE) -DSWITCH
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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LIBS := -lnx
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(PORTLIBS) $(LIBNX)
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export TOPDIR := $(CURDIR)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES := $(addsuffix .o,$(BINFILES)) \
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$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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export BUILD_EXEFS_SRC := $(TOPDIR)/$(EXEFS_SRC)
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.PHONY: $(BUILD) clean all
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#---------------------------------------------------------------------------------
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all: $(BUILD)
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$(BUILD):
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@[ -d $@ ] || mkdir -p $@
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).pfs0 $(TARGET).nso $(TARGET).nro $(TARGET).elf
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#---------------------------------------------------------------------------------
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else
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.PHONY: all
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DEPENDS := $(OFILES:.o=.d)
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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all : $(OUTPUT).pfs0 $(OUTPUT).nro
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$(OUTPUT).pfs0 : $(OUTPUT).nso
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$(OUTPUT).nso : $(OUTPUT).elf
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$(OUTPUT).nro : $(OUTPUT).elf
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$(OUTPUT).elf : $(OFILES)
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#---------------------------------------------------------------------------------
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# you need a rule like this for each extension you use as binary data
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#---------------------------------------------------------------------------------
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%.bin.o : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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-include $(DEPENDS)
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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36
graphics/printing/hello-world/source/main.c
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36
graphics/printing/hello-world/source/main.c
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#include <string.h>
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#include <stdio.h>
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#include <switch.h>
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int main(int argc, char **argv)
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{
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gfxInitDefault();
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//Initialize console. Using NULL as the second argument tells the console library to use the internal console structure as current one.
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consoleInit(NULL);
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//Move the cursor to row 16 and column 20 and then prints "Hello World!"
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//To move the cursor you have to print "\x1b[r;cH", where r and c are respectively
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//the row and column where you want your cursor to move
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printf("\x1b[16;20HHello World!");
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//"Safe default, single Joy-Con have buttons/sticks rotated for orientation"
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hidSetControllerLayout(CONTROLLER_PLAYER_1, LAYOUT_DEFAULT);
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while(appletMainLoop())
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{
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//Scan all the inputs. This should be done once for each frame
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hidScanInput();
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if ((hidKeysDown(CONTROLLER_PLAYER_1) | hidKeysDown(CONTROLLER_HANDHELD)) & KEY_PLUS) break;
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gfxFlushBuffers();
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gfxSwapBuffers();
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gfxWaitForVsync();
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}
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gfxExit();
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return 0;
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}
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#include <string.h>
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#include <stdio.h>
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#include <switch.h>
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#include "image_bin.h"//Your own raw RGB888 1280x720 image at "data/image.bin" is required.
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//See also libnx gfx.h + gfx.c source for gfxWaitForVsync().
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int main(int argc, char **argv)
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{
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u32 cnt=60*5;
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u8 *framebuf;
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u32 *framebuf32;
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u32 width=0, height=0;
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u32 image_width = 1280, image_height = 720;
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u32 tmp_width, tmp_height;
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u32 x, y;
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u32 pos;
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u32 pos2;
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u8 *imageptr = (u8*)image_bin;
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u32 cnt=0;
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//gfxInitResolutionDefault();//Enable max-1080p support. Remove for 720p-only resolution.
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gfxInitDefault();
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//gfxConfigureAutoResolutionDefault(true);//Set current resolution automatically depending on current/changed OperationMode. Only use this when using gfxInitResolution*().
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//Note that while the above commented code enables 1080p for docked-mode, this example only draws a 720p image, with the rest of the screen being left at white.
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while(cnt)//Unknown how to properly handle exiting this loop.
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//"Safe default, single Joy-Con have buttons/sticks rotated for orientation"
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hidSetControllerLayout(CONTROLLER_PLAYER_1, LAYOUT_DEFAULT);
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while(appletMainLoop())
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{
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//Currently unknown how to write to {framebuffer}.
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//Scan all the inputs. This should be done once for each frame
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hidScanInput();
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if ((hidKeysDown(CONTROLLER_PLAYER_1) | hidKeysDown(CONTROLLER_HANDHELD)) & KEY_PLUS) break;
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framebuf = gfxGetFramebuffer((u32*)&width, (u32*)&height);
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framebuf32 = (u32*)framebuf;
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if(cnt==60)
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{
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cnt=0;
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}
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else
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{
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cnt++;
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}
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tmp_width = image_width;
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tmp_height = image_height;
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if(tmp_width > width) tmp_width = width;
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if(tmp_height > height) tmp_height = height;
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memset(framebuf, 0xff, gfxGetFramebufferSize());
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for(x=0; x<image_width; x++)
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{
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for(y=0; y<image_height; y++)
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{
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//Each pixel is 4-bytes due to RGBA8888.
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pos = gfxGetFramebufferDisplayOffset(x, y);
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pos2 = (x + (y*image_width)) * 3;
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framebuf32[pos] = RGBA8_MAXALPHA(imageptr[pos2+0]+(cnt*4), imageptr[pos2+1], imageptr[pos2+2]);
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}
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}
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gfxFlushBuffers();
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gfxSwapBuffers();
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gfxWaitForVsync();
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cnt--;
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}
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gfxExit();
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