#include #include #include static UEvent g_Event; static UEvent g_ExitEvent; static Mutex g_PrintMutex; __attribute__((format(printf, 1, 2))) static void locked_printf(const char* fmt, ...) { mutexLock(&g_PrintMutex); va_list va; va_start(va, fmt); vprintf(fmt, va); va_end(va); consoleUpdate(NULL); mutexUnlock(&g_PrintMutex); } void threadFunc1(void* arg) { Result rc; int idx; locked_printf("Entering thread\n"); while (1) { rc = waitMulti(&idx, -1, waiterForUEvent(&g_Event), waiterForUEvent(&g_ExitEvent)); locked_printf("waitMulti returned %x, index triggered = %d\n", rc, idx); if (R_SUCCEEDED(rc)) { if (idx == 0) { locked_printf("g_Event triggered!\n"); ueventClear(&g_Event); } else { locked_printf("g_ExitEvent triggered!\n"); break; } } } rc = waitMulti(&idx, 0, waiterForUEvent(&g_Event), waiterForUEvent(&g_ExitEvent)); if (R_SUCCEEDED(rc)) locked_printf("Got leftover event %u\n", idx); } int main(int argc, char **argv) { consoleInit(NULL); // Configure our supported input layout: a single player with standard controller styles padConfigureInput(1, HidNpadStyleSet_NpadStandard); // Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller) PadState pad; padInitializeDefault(&pad); mutexInit(&g_PrintMutex); ueventCreate(&g_Event, false); ueventCreate(&g_ExitEvent, false); locked_printf("Creating thread\n"); Thread thread; Result rc; rc = threadCreate(&thread, threadFunc1, NULL, NULL, 0x10000, 0x2C, -2); if (R_SUCCEEDED(rc)) { rc = threadStart(&thread); if (R_SUCCEEDED(rc)) { size_t i; for (i=0; i<5; i++) { locked_printf("Sleeping for a while\n"); svcSleepThread(1000000000ull); // 1s locked_printf("Fire!\n"); ueventSignal(&g_Event); } ueventSignal(&g_ExitEvent); threadWaitForExit(&thread); } threadClose(&thread); } while (appletMainLoop()) { padUpdate(&pad); u32 kDown = padGetButtonsDown(&pad); if (kDown & HidNpadButton_Plus) break; consoleUpdate(NULL); } consoleExit(NULL); return 0; }