mirror of
https://github.com/switchbrew/switch-examples.git
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86 lines
2.8 KiB
C
86 lines
2.8 KiB
C
// Include the most common headers from the C standard library
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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// Include the main libnx system header, for Switch development
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#include <switch.h>
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//This example shows how to use userland exception handling. See also libnx init.c and thread_context.h.
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alignas(16) u8 __nx_exception_stack[0x1000];
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u64 __nx_exception_stack_size = sizeof(__nx_exception_stack);
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void __libnx_exception_handler(ThreadExceptionDump *ctx)
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{
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int i;
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FILE *f = fopen("exception_dump", "w");
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if(f==NULL)return;
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fprintf(f, "error_desc: 0x%x\n", ctx->error_desc);//You can also parse this with ThreadExceptionDesc.
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//This assumes AArch64, however you can also use threadExceptionIsAArch64().
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for(i=0; i<29; i++)fprintf(f, "[X%d]: 0x%lx\n", i, ctx->cpu_gprs[i].x);
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fprintf(f, "fp: 0x%lx\n", ctx->fp.x);
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fprintf(f, "lr: 0x%lx\n", ctx->lr.x);
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fprintf(f, "sp: 0x%lx\n", ctx->sp.x);
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fprintf(f, "pc: 0x%lx\n", ctx->pc.x);
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//You could print fpu_gprs if you want.
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fprintf(f, "pstate: 0x%x\n", ctx->pstate);
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fprintf(f, "afsr0: 0x%x\n", ctx->afsr0);
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fprintf(f, "afsr1: 0x%x\n", ctx->afsr1);
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fprintf(f, "esr: 0x%x\n", ctx->esr);
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fprintf(f, "far: 0x%lx\n", ctx->far.x);
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fclose(f);
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}
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// Main program entrypoint
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int main(int argc, char* argv[])
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{
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// This example uses a text console, as a simple way to output text to the screen.
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// If you want to write a software-rendered graphics application,
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// take a look at the graphics/simplegfx example, which uses the libnx Framebuffer API instead.
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// If on the other hand you want to write an OpenGL based application,
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// take a look at the graphics/opengl set of examples, which uses EGL instead.
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consoleInit(NULL);
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// Configure our supported input layout: a single player with standard controller styles
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padConfigureInput(1, HidNpadStyleSet_NpadStandard);
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// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
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PadState pad;
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padInitializeDefault(&pad);
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printf("Triggering crash...\n");
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consoleUpdate(NULL);
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//Trigger a crash.
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*((u64*)8) = 16;
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// Main loop
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while (appletMainLoop())
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{
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// Scan the gamepad. This should be done once for each frame
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padUpdate(&pad);
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// padGetButtonsDown returns the set of buttons that have been
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// newly pressed in this frame compared to the previous one
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u64 kDown = padGetButtonsDown(&pad);
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if (kDown & HidNpadButton_Plus)
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break; // break in order to return to hbmenu
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// Your code goes here
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// Update the console, sending a new frame to the display
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consoleUpdate(NULL);
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}
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// Deinitialize and clean up resources used by the console (important!)
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consoleExit(NULL);
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return 0;
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}
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