コード例 #1
0
void GuiElement::LockElement()
{
	//  LWP_MutexLock(mutex);
	for (;;) // loop while element is locked by self
	{
		LWP_MutexLock(_lock_mutex);

		if (_lock_thread == LWP_THREAD_NULL) // element is not locked
		{
			_lock_thread = LWP_GetSelf(); // mark as locked
			_lock_count = 1; // set count of lock to 1
			LWP_MutexUnlock(_lock_mutex);
			return;
		}
		else if (_lock_thread == LWP_GetSelf()) // thread is locked by my self
		{
			_lock_count++; // inc count of locks;
			LWP_MutexUnlock(_lock_mutex);
			return;
		}
		else // otherwise the element is locked by an other thread
		{
			if (_lock_queue == LWP_TQUEUE_NULL) // no queue - meens it is the first access to the locked element
			LWP_InitQueue(&_lock_queue); // init queue
			LWP_MutexUnlock(_lock_mutex);
			LWP_ThreadSleep(_lock_queue); // and sleep
			// try lock again;
		}
	}
}
コード例 #2
0
void LWP_SetThreadPriority(lwp_t thethread,u32 prio)
{
	lwp_cntrl *lwp_thread;

	if(thethread==LWP_THREAD_NULL) thethread = LWP_GetSelf();

	lwp_thread = __lwp_cntrl_open(thethread);
	if(!lwp_thread) return;

	__lwp_thread_changepriority(lwp_thread,__lwp_priotocore(prio),TRUE);
	__lwp_thread_dispatchenable();
}
コード例 #3
0
void GuiElement::UnlockElement()
{
	//  LWP_MutexUnlock(mutex);
	LWP_MutexLock(_lock_mutex);
	// only the thread was locked this element, can call unlock
	if (_lock_thread == LWP_GetSelf()) // but we check it here safe is safe
	{
		if (--_lock_count == 0) // dec count of locks and check if it last lock;
		{
			_lock_thread = LWP_THREAD_NULL; // mark as unlocked
			if (_lock_queue != LWP_TQUEUE_NULL) // has a queue
			{
				LWP_CloseQueue(_lock_queue); // close the queue and wake all waited threads
				_lock_queue = LWP_TQUEUE_NULL;
			}
		}
	}
	LWP_MutexUnlock(_lock_mutex);
}
コード例 #4
0
Uint32 SDL_ThreadID(void)
{
    return (Uint32) LWP_GetSelf();
}
コード例 #5
0
ファイル: main.c プロジェクト: ToadKing/brainslug-wii
int main(void) {
    int ret;
    void *frame_buffer = NULL;
    GXRModeObj *rmode = NULL;
    
    /* The game's boot loader is statically loaded at 0x81200000, so we'd better
     * not start mallocing there! */
    SYS_SetArena1Hi((void *)0x81200000);

    /* initialise all subsystems */
    if (!Event_Init(&main_event_fat_loaded))
        goto exit_error;
    if (!Apploader_Init())
        goto exit_error;
    if (!Module_Init())
        goto exit_error;
    if (!Search_Init())
        goto exit_error;
    
    /* main thread is UI, so set thread prior to UI */
    LWP_SetThreadPriority(LWP_GetSelf(), THREAD_PRIO_UI);

    /* configure the video */
    VIDEO_Init();
    
    rmode = VIDEO_GetPreferredMode(NULL);
    
    frame_buffer = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode));
    if (!frame_buffer)
        goto exit_error;
    console_init(
        frame_buffer, 20, 20, rmode->fbWidth, rmode->xfbHeight,
        rmode->fbWidth * VI_DISPLAY_PIX_SZ);

    /* spawn lots of worker threads to do stuff */
    if (!Apploader_RunBackground())
        goto exit_error;
    if (!Module_RunBackground())
        goto exit_error;
    if (!Search_RunBackground())
        goto exit_error;
        
    VIDEO_Configure(rmode);
    VIDEO_SetNextFramebuffer(frame_buffer);
    VIDEO_SetBlack(false);
    VIDEO_Flush();
    VIDEO_WaitVSync();
    if (rmode->viTVMode & VI_NON_INTERLACE)
        VIDEO_WaitVSync();

    /* display the welcome message */
    printf("\x1b[2;0H");
    printf("BrainSlug Wii  v%x.%02x.%04x"
#ifndef NDEBUG
        " DEBUG build"
#endif
        "\n",
        BSLUG_VERSION_MAJOR(BSLUG_LOADER_VERSION),
        BSLUG_VERSION_MINOR(BSLUG_LOADER_VERSION),
        BSLUG_VERSION_REVISION(BSLUG_LOADER_VERSION));
    printf(" by Chadderz\n\n");
   
    if (!__io_wiisd.startup() || !__io_wiisd.isInserted()) {
        printf("Please insert an SD card.\n\n");
        do {
            __io_wiisd.shutdown();
        } while (!__io_wiisd.startup() || !__io_wiisd.isInserted());
    }
    __io_wiisd.shutdown();
    
    if (!fatMountSimple("sd", &__io_wiisd)) {
        fprintf(stderr, "Could not mount SD card.\n");
        goto exit_error;
    }
    
    Event_Trigger(&main_event_fat_loaded);
        
    printf("Waiting for game disk...\n");
    Event_Wait(&apploader_event_disk_id);
    printf("Game ID: %.4s\n", os0->disc.gamename);
        
    printf("Loading modules...\n");
    Event_Wait(&module_event_list_loaded);
    if (module_list_count == 0) {
        printf("No valid modules found!\n");
    } else {
        size_t module;
        
        printf(
            "%u module%s found.\n",
            module_list_count, module_list_count > 1 ? "s" : "");
        
        for (module = 0; module < module_list_count; module++) {
            printf(
                "\t%s %s by %s (", module_list[module]->name,
                module_list[module]->version, module_list[module]->author);
            Main_PrintSize(module_list[module]->size);
            puts(").");
        }
        
        Main_PrintSize(module_list_size);
        puts(" total.");
    }
    
    Event_Wait(&apploader_event_complete);
    Event_Wait(&module_event_complete);
    fatUnmount("sd");
    __io_wiisd.shutdown();
    
    if (module_has_error) {
        printf("\nPress RESET to exit.\n");
        goto exit_error;
    }
    
    if (apploader_game_entry_fn == NULL) {
        fprintf(stderr, "Error... entry point is NULL.\n");
    } else {
        if (module_has_info || search_has_info) {
            printf("\nPress RESET to launch game.\n");
            
            while (!SYS_ResetButtonDown())
                VIDEO_WaitVSync();
            while (SYS_ResetButtonDown())
                VIDEO_WaitVSync();
        }
        
        SYS_ResetSystem(SYS_SHUTDOWN, 0, 0);
        apploader_game_entry_fn();
    }

    ret = 0;
    goto exit;
exit_error:
    ret = -1;
exit:
    while (!SYS_ResetButtonDown())
        VIDEO_WaitVSync();
    while (SYS_ResetButtonDown())
        VIDEO_WaitVSync();
    
    VIDEO_SetBlack(true);
    VIDEO_Flush();
    VIDEO_WaitVSync();
    
    free(frame_buffer);
        
    exit(ret);
        
    return ret;
}