switch-examples/graphics/simplegfx/source/main.c

90 lines
2.5 KiB
C

// Include the most common headers from the C standard library
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
// Include the main libnx system header, for Switch development
#include <switch.h>
#ifdef DISPLAY_IMAGE
#include "image_bin.h"//Your own raw RGB888 1280x720 image at "data/image.bin" is required.
#endif
// See also libnx display/framebuffer.h.
// Define the desired framebuffer resolution (here we set it to 720p).
#define FB_WIDTH 1280
#define FB_HEIGHT 720
// Remove above and uncomment below for 1080p
//#define FB_WIDTH 1920
//#define FB_HEIGHT 1080
// Main program entrypoint
int main(int argc, char* argv[])
{
// Retrieve the default window
NWindow* win = nwindowGetDefault();
// Create a linear double-buffered framebuffer
Framebuffer fb;
framebufferCreate(&fb, win, FB_WIDTH, FB_HEIGHT, PIXEL_FORMAT_RGBA_8888, 2);
framebufferMakeLinear(&fb);
#ifdef DISPLAY_IMAGE
u8* imageptr = (u8*)image_bin;
#endif
// 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);
u32 cnt = 0;
// Main loop
while (appletMainLoop())
{
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
// Retrieve the framebuffer
u32 stride;
u32* framebuf = (u32*) framebufferBegin(&fb, &stride);
if (cnt != 60)
cnt ++;
else
cnt = 0;
// Each pixel is 4-bytes due to RGBA8888.
for (u32 y = 0; y < FB_HEIGHT; y ++)
{
for (u32 x = 0; x < FB_WIDTH; x ++)
{
u32 pos = y * stride / sizeof(u32) + 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
}
}
// We're done rendering, so we end the frame here.
framebufferEnd(&fb);
}
framebufferClose(&fb);
return 0;
}