Use tabs for all examples.

This commit is contained in:
yellows8 2018-02-22 14:50:16 -05:00
parent 97aeaa0033
commit fff86cfc8d
3 changed files with 284 additions and 284 deletions

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@ -10,184 +10,184 @@
#define BYTESPERSAMPLE 4
void fill_audio_buffer(void* audio_buffer, size_t offset, size_t size, int frequency) {
if (audio_buffer == NULL) return;
u32* dest = (u32*) audio_buffer;
for (int i = 0; i < size; i++) {
// This is a simple sine wave, with a frequency of `frequency` Hz, and an amplitude 30% of maximum.
s16 sample = 0.3 * 0x7FFF * sin(frequency * (2 * M_PI) * (offset + i) / SAMPLERATE);
if (audio_buffer == NULL) return;
u32* dest = (u32*) audio_buffer;
for (int i = 0; i < size; i++) {
// This is a simple sine wave, with a frequency of `frequency` Hz, and an amplitude 30% of maximum.
s16 sample = 0.3 * 0x7FFF * sin(frequency * (2 * M_PI) * (offset + i) / SAMPLERATE);
// Stereo samples are interleaved: left and right channels.
dest[i] = (sample << 16) | (sample & 0xffff);
}
// Stereo samples are interleaved: left and right channels.
dest[i] = (sample << 16) | (sample & 0xffff);
}
}
int main(int argc, char **argv)
{
Result rc = 0;
AudioOutBuffer source_buffer;
AudioOutBuffer released_buffer;
int notefreq[] = {
220,
440, 880, 1760, 3520, 7040,
14080,
7040, 3520, 1760, 880, 440
};
gfxInitDefault();
Result rc = 0;
AudioOutBuffer source_buffer;
AudioOutBuffer released_buffer;
int notefreq[] = {
220,
440, 880, 1760, 3520, 7040,
14080,
7040, 3520, 1760, 880, 440
};
gfxInitDefault();
// Initialize console. Using NULL as the second argument tells the console library to use the internal console structure as current one.
consoleInit(NULL);
// Make sure the sample buffer is aligned to 0x1000 bytes
u32 raw_data_size = (SAMPLESPERBUF * BYTESPERSAMPLE * 2);
u32 raw_data_size_aligned = (raw_data_size + 0xfff) & ~0xfff;
u8* raw_data = memalign(0x1000, raw_data_size_aligned);
// Ensure buffer was properly allocated
if (raw_data == NULL)
{
rc = MAKERESULT(Module_Libnx, LibnxError_OutOfMemory);
printf("Failed to allocate sample data buffer\n");
}
if (R_SUCCEEDED(rc))
memset(raw_data, 0, raw_data_size_aligned);
if (R_SUCCEEDED(rc))
{
// Initialize the default audio output device
rc = audoutInitialize();
printf("audoutInitialize() returned 0x%x\n", rc);
}
if (R_SUCCEEDED(rc))
{
printf("Sample rate: 0x%x\n", audoutGetSampleRate());
printf("Channel count: 0x%x\n", audoutGetChannelCount());
printf("PCM format: 0x%x\n", audoutGetPcmFormat());
printf("Device state: 0x%x\n", audoutGetDeviceState());
// Start audio playback.
rc = audoutStartAudioOut();
printf("audoutStartAudioOut() returned 0x%x\n", rc);
}
bool play_tone = false;
printf("Press A, B, Y, X, Left, Up, Right, Down, L, R, ZL or ZR to play a different tone.\n");
while (appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Initialize console. Using NULL as the second argument tells the console library to use the internal console structure as current one.
consoleInit(NULL);
// Make sure the sample buffer is aligned to 0x1000 bytes
u32 raw_data_size = (SAMPLESPERBUF * BYTESPERSAMPLE * 2);
u32 raw_data_size_aligned = (raw_data_size + 0xfff) & ~0xfff;
u8* raw_data = memalign(0x1000, raw_data_size_aligned);
// Ensure buffer was properly allocated
if (raw_data == NULL)
{
rc = MAKERESULT(Module_Libnx, LibnxError_OutOfMemory);
printf("Failed to allocate sample data buffer\n");
}
if (R_SUCCEEDED(rc))
memset(raw_data, 0, raw_data_size_aligned);
if (R_SUCCEEDED(rc))
{
// Initialize the default audio output device
rc = audoutInitialize();
printf("audoutInitialize() returned 0x%x\n", rc);
}
if (R_SUCCEEDED(rc))
{
printf("Sample rate: 0x%x\n", audoutGetSampleRate());
printf("Channel count: 0x%x\n", audoutGetChannelCount());
printf("PCM format: 0x%x\n", audoutGetPcmFormat());
printf("Device state: 0x%x\n", audoutGetDeviceState());
// Start audio playback.
rc = audoutStartAudioOut();
printf("audoutStartAudioOut() returned 0x%x\n", rc);
}
bool play_tone = false;
printf("Press A, B, Y, X, Left, Up, Right, Down, L, R, ZL or ZR to play a different tone.\n");
while (appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & KEY_A)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[0]);
play_tone = true;
}
if (kDown & KEY_B)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[1]);
play_tone = true;
}
if (kDown & KEY_Y)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[2]);
play_tone = true;
}
if (kDown & KEY_X)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[3]);
play_tone = true;
}
if (kDown & KEY_DLEFT)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[4]);
play_tone = true;
}
if (kDown & KEY_DUP)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[5]);
play_tone = true;
}
if (kDown & KEY_DRIGHT)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[6]);
play_tone = true;
}
if (kDown & KEY_DDOWN)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[7]);
play_tone = true;
}
if (kDown & KEY_L)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[8]);
play_tone = true;
}
if (kDown & KEY_R)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[9]);
play_tone = true;
}
if (kDown & KEY_ZL)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[10]);
play_tone = true;
}
if (kDown & KEY_ZR)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[11]);
play_tone = true;
}
if (R_SUCCEEDED(rc) && play_tone)
{
// Prepare the audio data source buffer.
source_buffer.next = 0;
source_buffer.buffer = raw_data;
source_buffer.buffer_size = raw_data_size;
source_buffer.data_size = SAMPLESPERBUF * 2;
source_buffer.data_offset = 0;
// Play this buffer once.
rc = audoutPlayBuffer(&source_buffer, &released_buffer);
play_tone = false;
if (R_FAILED(rc))
printf("audoutPlayBuffer() returned 0x%x\n", rc);
}
gfxFlushBuffers();
gfxSwapBuffers();
gfxWaitForVsync();
}
// Stop audio playback.
rc = audoutStopAudioOut();
printf("audoutStopAudioOut() returned 0x%x\n", rc);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & KEY_A)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[0]);
play_tone = true;
}
if (kDown & KEY_B)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[1]);
play_tone = true;
}
if (kDown & KEY_Y)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[2]);
play_tone = true;
}
if (kDown & KEY_X)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[3]);
play_tone = true;
}
if (kDown & KEY_DLEFT)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[4]);
play_tone = true;
}
if (kDown & KEY_DUP)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[5]);
play_tone = true;
}
if (kDown & KEY_DRIGHT)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[6]);
play_tone = true;
}
if (kDown & KEY_DDOWN)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[7]);
play_tone = true;
}
if (kDown & KEY_L)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[8]);
play_tone = true;
}
if (kDown & KEY_R)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[9]);
play_tone = true;
}
if (kDown & KEY_ZL)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[10]);
play_tone = true;
}
if (kDown & KEY_ZR)
{
fill_audio_buffer(raw_data, 0, SAMPLESPERBUF * 2, notefreq[11]);
play_tone = true;
}
if (R_SUCCEEDED(rc) && play_tone)
{
// Prepare the audio data source buffer.
source_buffer.next = 0;
source_buffer.buffer = raw_data;
source_buffer.buffer_size = raw_data_size;
source_buffer.data_size = SAMPLESPERBUF * 2;
source_buffer.data_offset = 0;
// Play this buffer once.
rc = audoutPlayBuffer(&source_buffer, &released_buffer);
play_tone = false;
if (R_FAILED(rc))
printf("audoutPlayBuffer() returned 0x%x\n", rc);
}
gfxFlushBuffers();
gfxSwapBuffers();
gfxWaitForVsync();
}
// Stop audio playback.
rc = audoutStopAudioOut();
printf("audoutStopAudioOut() returned 0x%x\n", rc);
// Terminate the default audio output device.
audoutExit();
gfxExit();
return 0;
// Terminate the default audio output device.
audoutExit();
gfxExit();
return 0;
}

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@ -10,63 +10,63 @@
int main(int argc, char **argv)
{
u32* framebuf;
u32 cnt=0;
#ifdef DISPLAY_IMAGE
u8* imageptr = (u8*)image_bin;
#endif
u32* framebuf;
u32 cnt=0;
#ifdef DISPLAY_IMAGE
u8* imageptr = (u8*)image_bin;
#endif
//Enable max-1080p support. Remove for 720p-only resolution.
//gfxInitResolutionDefault();
//Enable max-1080p support. Remove for 720p-only resolution.
//gfxInitResolutionDefault();
gfxInitDefault();
gfxInitDefault();
//Set current resolution automatically depending on current/changed OperationMode. Only use this when using gfxInitResolution*().
//gfxConfigureAutoResolutionDefault(true);
//Set current resolution automatically depending on current/changed OperationMode. Only use this when using gfxInitResolution*().
//gfxConfigureAutoResolutionDefault(true);
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
u32 width, height;
u32 pos;
framebuf = (u32*) gfxGetFramebuffer((u32*)&width, (u32*)&height);
u32 width, height;
u32 pos;
framebuf = (u32*) gfxGetFramebuffer((u32*)&width, (u32*)&height);
if(cnt==60)
{
cnt=0;
}
else
{
cnt++;
}
if(cnt==60)
{
cnt=0;
}
else
{
cnt++;
}
//Each pixel is 4-bytes due to RGBA8888.
u32 x, y;
for (y=0; y<height; y++)//Access the buffer linearly.
{
for (x=0; x<width; x++)
{
pos = y * width + x;
#ifdef DISPLAY_IMAGE
framebuf[pos] = RGBA8_MAXALPHA(imageptr[pos*3+0]+(cnt*4), imageptr[pos*3+1], imageptr[pos*3+2]);
#else
framebuf[pos] = 0x01010101 * cnt * 4;//Set framebuf to different shades of grey.
#endif
}
}
//Each pixel is 4-bytes due to RGBA8888.
u32 x, y;
for (y=0; y<height; y++)//Access the buffer linearly.
{
for (x=0; x<width; x++)
{
pos = y * width + x;
#ifdef DISPLAY_IMAGE
framebuf[pos] = RGBA8_MAXALPHA(imageptr[pos*3+0]+(cnt*4), imageptr[pos*3+1], imageptr[pos*3+2]);
#else
framebuf[pos] = 0x01010101 * cnt * 4;//Set framebuf to different shades of grey.
#endif
}
}
gfxFlushBuffers();
gfxSwapBuffers();
gfxWaitForVsync();
}
gfxFlushBuffers();
gfxSwapBuffers();
gfxWaitForVsync();
}
gfxExit();
return 0;
gfxExit();
return 0;
}

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@ -7,86 +7,86 @@
int main(int argc, char **argv)
{
//Matrix containing the name of each key. Useful for printing when a key is pressed
char keysNames[32][32] = {
"KEY_A", "KEY_B", "KEY_X", "KEY_Y",
"KEY_LSTICK", "KEY_RSTICK", "KEY_L", "KEY_R",
"KEY_ZL", "KEY_ZR", "KEY_PLUS", "KEY_MINUS",
"KEY_DLEFT", "KEY_DUP", "KEY_DRIGHT", "KEY_DDOWN",
"KEY_LSTICK_LEFT", "KEY_LSTICK_UP", "KEY_LSTICK_RIGHT", "KEY_LSTICK_DOWN",
"KEY_RSTICK_LEFT", "KEY_RSTICK_UP", "KEY_RSTICK_RIGHT", "KEY_RSTICK_DOWN",
"KEY_SL", "KEY_SR", "KEY_TOUCH", "",
"", "", "", ""
};
//Matrix containing the name of each key. Useful for printing when a key is pressed
char keysNames[32][32] = {
"KEY_A", "KEY_B", "KEY_X", "KEY_Y",
"KEY_LSTICK", "KEY_RSTICK", "KEY_L", "KEY_R",
"KEY_ZL", "KEY_ZR", "KEY_PLUS", "KEY_MINUS",
"KEY_DLEFT", "KEY_DUP", "KEY_DRIGHT", "KEY_DDOWN",
"KEY_LSTICK_LEFT", "KEY_LSTICK_UP", "KEY_LSTICK_RIGHT", "KEY_LSTICK_DOWN",
"KEY_RSTICK_LEFT", "KEY_RSTICK_UP", "KEY_RSTICK_RIGHT", "KEY_RSTICK_DOWN",
"KEY_SL", "KEY_SR", "KEY_TOUCH", "",
"", "", "", ""
};
gfxInitDefault();
consoleInit(NULL);
gfxInitDefault();
consoleInit(NULL);
u32 kDownOld = 0, kHeldOld = 0, kUpOld = 0; //In these variables there will be information about keys detected in the previous frame
u32 kDownOld = 0, kHeldOld = 0, kUpOld = 0; //In these variables there will be information about keys detected in the previous frame
printf("\x1b[1;1HPress PLUS to exit.");
printf("\x1b[2;1HLeft joystick position:");
printf("\x1b[4;1HRight joystick position:");
printf("\x1b[1;1HPress PLUS to exit.");
printf("\x1b[2;1HLeft joystick position:");
printf("\x1b[4;1HRight joystick position:");
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
//hidKeysHeld returns information about which buttons have are held down in this frame
u32 kHeld = hidKeysHeld(CONTROLLER_P1_AUTO);
//hidKeysUp returns information about which buttons have been just released
u32 kUp = hidKeysUp(CONTROLLER_P1_AUTO);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
//hidKeysHeld returns information about which buttons have are held down in this frame
u32 kHeld = hidKeysHeld(CONTROLLER_P1_AUTO);
//hidKeysUp returns information about which buttons have been just released
u32 kUp = hidKeysUp(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
//Do the keys printing only if keys have changed
if (kDown != kDownOld || kHeld != kHeldOld || kUp != kUpOld)
{
//Clear console
consoleClear();
//Do the keys printing only if keys have changed
if (kDown != kDownOld || kHeld != kHeldOld || kUp != kUpOld)
{
//Clear console
consoleClear();
//These two lines must be rewritten because we cleared the whole console
printf("\x1b[1;1HPress PLUS to exit.");
printf("\x1b[2;1HLeft joystick position:");
printf("\x1b[4;1HRight joystick position:");
//These two lines must be rewritten because we cleared the whole console
printf("\x1b[1;1HPress PLUS to exit.");
printf("\x1b[2;1HLeft joystick position:");
printf("\x1b[4;1HRight joystick position:");
printf("\x1b[6;1H"); //Move the cursor to the sixth row because on the previous ones we'll write the joysticks' position
printf("\x1b[6;1H"); //Move the cursor to the sixth row because on the previous ones we'll write the joysticks' position
//Check if some of the keys are down, held or up
int i;
for (i = 0; i < 32; i++)
{
if (kDown & BIT(i)) printf("%s down\n", keysNames[i]);
if (kHeld & BIT(i)) printf("%s held\n", keysNames[i]);
if (kUp & BIT(i)) printf("%s up\n", keysNames[i]);
}
}
//Check if some of the keys are down, held or up
int i;
for (i = 0; i < 32; i++)
{
if (kDown & BIT(i)) printf("%s down\n", keysNames[i]);
if (kHeld & BIT(i)) printf("%s held\n", keysNames[i]);
if (kUp & BIT(i)) printf("%s up\n", keysNames[i]);
}
}
//Set keys old values for the next frame
kDownOld = kDown;
kHeldOld = kHeld;
kUpOld = kUp;
//Set keys old values for the next frame
kDownOld = kDown;
kHeldOld = kHeld;
kUpOld = kUp;
JoystickPosition pos_left, pos_right;
JoystickPosition pos_left, pos_right;
//Read the joysticks' position
hidJoystickRead(&pos_left, CONTROLLER_P1_AUTO, JOYSTICK_LEFT);
hidJoystickRead(&pos_right, CONTROLLER_P1_AUTO, JOYSTICK_RIGHT);
//Read the joysticks' position
hidJoystickRead(&pos_left, CONTROLLER_P1_AUTO, JOYSTICK_LEFT);
hidJoystickRead(&pos_right, CONTROLLER_P1_AUTO, JOYSTICK_RIGHT);
//Print the joysticks' position
printf("\x1b[3;1H%04d; %04d", pos_left.dx, pos_left.dy);
printf("\x1b[5;1H%04d; %04d", pos_right.dx, pos_right.dy);
//Print the joysticks' position
printf("\x1b[3;1H%04d; %04d", pos_left.dx, pos_left.dy);
printf("\x1b[5;1H%04d; %04d", pos_right.dx, pos_right.dy);
gfxFlushBuffers();
gfxSwapBuffers();
gfxWaitForVsync();
}
gfxFlushBuffers();
gfxSwapBuffers();
gfxWaitForVsync();
}
gfxExit();
return 0;
gfxExit();
return 0;
}