mirror of
https://github.com/switchbrew/switch-examples.git
synced 2025-06-20 21:12:38 +02:00
90 lines
2.5 KiB
C
90 lines
2.5 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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#ifdef DISPLAY_IMAGE
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#include "image_bin.h"//Your own raw RGB888 1280x720 image at "data/image.bin" is required.
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#endif
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// See also libnx display/framebuffer.h.
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// Define the desired framebuffer resolution (here we set it to 720p).
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#define FB_WIDTH 1280
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#define FB_HEIGHT 720
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// Remove above and uncomment below for 1080p
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//#define FB_WIDTH 1920
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//#define FB_HEIGHT 1080
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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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// Retrieve the default window
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NWindow* win = nwindowGetDefault();
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// Create a linear double-buffered framebuffer
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Framebuffer fb;
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framebufferCreate(&fb, win, FB_WIDTH, FB_HEIGHT, PIXEL_FORMAT_RGBA_8888, 2);
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framebufferMakeLinear(&fb);
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#ifdef DISPLAY_IMAGE
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u8* imageptr = (u8*)image_bin;
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#endif
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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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u32 cnt = 0;
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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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// Retrieve the framebuffer
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u32 stride;
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u32* framebuf = (u32*) framebufferBegin(&fb, &stride);
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if (cnt != 60)
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cnt ++;
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else
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cnt = 0;
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// Each pixel is 4-bytes due to RGBA8888.
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for (u32 y = 0; y < FB_HEIGHT; y ++)
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{
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for (u32 x = 0; x < FB_WIDTH; x ++)
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{
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u32 pos = y * stride / sizeof(u32) + x;
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#ifdef DISPLAY_IMAGE
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framebuf[pos] = RGBA8_MAXALPHA(imageptr[pos*3+0]+(cnt*4), imageptr[pos*3+1], imageptr[pos*3+2]);
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#else
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framebuf[pos] = 0x01010101 * cnt * 4;//Set framebuf to different shades of grey.
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#endif
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}
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}
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// We're done rendering, so we end the frame here.
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framebufferEnd(&fb);
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}
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framebufferClose(&fb);
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return 0;
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}
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