Added proper gfx examples.

This commit is contained in:
yellows8 2017-12-27 22:09:59 -05:00
parent aecd2e5f7b
commit e491c5af50
3 changed files with 234 additions and 5 deletions

View File

@ -0,0 +1,143 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITA64)),)
$(error "Please set DEVKITA64 in your environment. export DEVKITA64=<path to>DEVKITA64")
endif
TOPDIR ?= $(CURDIR)
include $(DEVKITA64)/switch_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
# EXEFS_SRC is the input directory containing data copied into exefs, normally should only contain "main.npdm".
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES := include
EXEFS_SRC := exefs_src
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv8-a -mtp=soft -fPIE
CFLAGS := -g -Wall -O2 \
-ffast-math \
$(ARCH) $(DEFINES)
CFLAGS += $(INCLUDE) -DSWITCH
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
LIBS := -lnx
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(PORTLIBS) $(LIBNX)
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export TOPDIR := $(CURDIR)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
export BUILD_EXEFS_SRC := $(TOPDIR)/$(EXEFS_SRC)
.PHONY: $(BUILD) clean all
#---------------------------------------------------------------------------------
all: $(BUILD)
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).pfs0 $(TARGET).nso $(TARGET).nro $(TARGET).elf
#---------------------------------------------------------------------------------
else
.PHONY: all
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
all : $(OUTPUT).pfs0 $(OUTPUT).nro
$(OUTPUT).pfs0 : $(OUTPUT).nso
$(OUTPUT).nso : $(OUTPUT).elf
$(OUTPUT).nro : $(OUTPUT).elf
$(OUTPUT).elf : $(OFILES)
#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------
%.bin.o : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

View File

@ -0,0 +1,36 @@
#include <string.h>
#include <stdio.h>
#include <switch.h>
int main(int argc, char **argv)
{
gfxInitDefault();
//Initialize console. Using NULL as the second argument tells the console library to use the internal console structure as current one.
consoleInit(NULL);
//Move the cursor to row 16 and column 20 and then prints "Hello World!"
//To move the cursor you have to print "\x1b[r;cH", where r and c are respectively
//the row and column where you want your cursor to move
printf("\x1b[16;20HHello World!");
//"Safe default, single Joy-Con have buttons/sticks rotated for orientation"
hidSetControllerLayout(CONTROLLER_PLAYER_1, LAYOUT_DEFAULT);
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
if ((hidKeysDown(CONTROLLER_PLAYER_1) | hidKeysDown(CONTROLLER_HANDHELD)) & KEY_PLUS) break;
gfxFlushBuffers();
gfxSwapBuffers();
gfxWaitForVsync();
}
gfxExit();
return 0;
}

View File

@ -1,21 +1,71 @@
#include <string.h> #include <string.h>
#include <stdio.h> #include <stdio.h>
#include <switch.h> #include <switch.h>
#include "image_bin.h"//Your own raw RGB888 1280x720 image at "data/image.bin" is required.
//See also libnx gfx.h + gfx.c source for gfxWaitForVsync().
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
u32 cnt=60*5; u8 *framebuf;
u32 *framebuf32;
u32 width=0, height=0;
u32 image_width = 1280, image_height = 720;
u32 tmp_width, tmp_height;
u32 x, y;
u32 pos;
u32 pos2;
u8 *imageptr = (u8*)image_bin;
u32 cnt=0;
//gfxInitResolutionDefault();//Enable max-1080p support. Remove for 720p-only resolution.
gfxInitDefault(); gfxInitDefault();
//gfxConfigureAutoResolutionDefault(true);//Set current resolution automatically depending on current/changed OperationMode. Only use this when using gfxInitResolution*().
//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.
while(cnt)//Unknown how to properly handle exiting this loop. //"Safe default, single Joy-Con have buttons/sticks rotated for orientation"
hidSetControllerLayout(CONTROLLER_PLAYER_1, LAYOUT_DEFAULT);
while(appletMainLoop())
{ {
//Currently unknown how to write to {framebuffer}. //Scan all the inputs. This should be done once for each frame
hidScanInput();
if ((hidKeysDown(CONTROLLER_PLAYER_1) | hidKeysDown(CONTROLLER_HANDHELD)) & KEY_PLUS) break;
framebuf = gfxGetFramebuffer((u32*)&width, (u32*)&height);
framebuf32 = (u32*)framebuf;
if(cnt==60)
{
cnt=0;
}
else
{
cnt++;
}
tmp_width = image_width;
tmp_height = image_height;
if(tmp_width > width) tmp_width = width;
if(tmp_height > height) tmp_height = height;
memset(framebuf, 0xff, gfxGetFramebufferSize());
for(x=0; x<image_width; x++)
{
for(y=0; y<image_height; y++)
{
//Each pixel is 4-bytes due to RGBA8888.
pos = gfxGetFramebufferDisplayOffset(x, y);
pos2 = (x + (y*image_width)) * 3;
framebuf32[pos] = RGBA8_MAXALPHA(imageptr[pos2+0]+(cnt*4), imageptr[pos2+1], imageptr[pos2+2]);
}
}
gfxFlushBuffers();
gfxSwapBuffers(); gfxSwapBuffers();
gfxWaitForVsync(); gfxWaitForVsync();
cnt--;
} }
gfxExit(); gfxExit();