Exemplo n.º 1
0
void _start(int argc, char **argv)
{
   ProcUIInit(&SaveCallback);
   int ret = main(argc, argv);
   ProcUIShutdown();
   exit(ret);
}
Exemplo n.º 2
0
int main(int argc, char **argv)
{
#if 1
   setup_os_exceptions();
#else
   InstallExceptionHandler();
#endif
   ProcUIInit(&SaveCallback);

   socket_lib_init();
#if defined(PC_DEVELOPMENT_IP_ADDRESS) && defined(PC_DEVELOPMENT_TCP_PORT)
   log_init(PC_DEVELOPMENT_IP_ADDRESS, PC_DEVELOPMENT_TCP_PORT);
   devoptab_list[STD_OUT] = &dotab_stdout;
   devoptab_list[STD_ERR] = &dotab_stdout;
#endif
#ifndef IS_SALAMANDER
   VPADInit();
   WPADEnableURCC(true);
   WPADEnableWiiRemote(true);
   KPADInit();
#endif
   verbosity_enable();

   printf("starting\n");
   fflush(stdout);
   DEBUG_VAR(ARGV_PTR);
   if(ARGV_PTR && ((u32)ARGV_PTR < 0x01000000))
   {
      struct
      {
         u32 magic;
         u32 argc;
         char * argv[3];
      }*param = ARGV_PTR;
      if(param->magic == ARGV_MAGIC)
      {
         argc = param->argc;
         argv = param->argv;
      }
      ARGV_PTR = NULL;
   }

   DEBUG_VAR(argc);
   DEBUG_STR(argv[0]);
   DEBUG_STR(argv[1]);
   fflush(stdout);
#ifdef IS_SALAMANDER
   int salamander_main(int, char **);
   salamander_main(argc, argv);
#else
#if 1
#if 0
   int argc_ = 2;
//   char* argv_[] = {WIIU_SD_PATH "retroarch/retroarch.elf", WIIU_SD_PATH "rom.nes", NULL};
   char *argv_[] = {WIIU_SD_PATH "retroarch/retroarch.elf", WIIU_SD_PATH "rom.sfc", NULL};

   rarch_main(argc_, argv_, NULL);
#else
   rarch_main(argc, argv, NULL);
#endif
   do
   {
      unsigned sleep_ms = 0;
      int ret = runloop_iterate(&sleep_ms);

      if (ret == 1 && sleep_ms > 0)
         retro_sleep(sleep_ms);

      task_queue_ctl(TASK_QUEUE_CTL_WAIT, NULL);

      if (ret == -1)
         break;

   }
   while (1);

   main_exit(NULL);
#endif
#endif
   fflush(stdout);
   fflush(stderr);
   ProcUIShutdown();

#if defined(PC_DEVELOPMENT_IP_ADDRESS) && defined(PC_DEVELOPMENT_TCP_PORT)
   log_deinit();
#endif

   /* returning non 0 here can prevent loading a different rpx/elf in the HBL environment */
   return 0;
}
Exemplo n.º 3
0
int main(int argc, char **argv)
{	
    OSScreenInit();
    OSReport("Screen initted\n");
    
    ProcUIInit(&SaveCallback);

	/****************************>             Globals             <****************************/
	struct pongGlobals myPongGlobals;
	//Flag for restarting the entire game.
	myPongGlobals.restart = 1;
	//scale of game
	myPongGlobals.scale=1;
	//Default locations for paddles and ball location and movement dx/dy
	myPongGlobals.p1X_default=40*myPongGlobals.scale;
	myPongGlobals.p2X_default=340*myPongGlobals.scale;
	myPongGlobals.ballX_default=200*myPongGlobals.scale;
	myPongGlobals.p1Y_default=150*myPongGlobals.scale;
	myPongGlobals.p2Y_default=150*myPongGlobals.scale;
	myPongGlobals.ballY_default=120*myPongGlobals.scale;
	//Sizes of objects
	myPongGlobals.p1X_size=20*myPongGlobals.scale;
	myPongGlobals.p1Y_size=60*myPongGlobals.scale;
	myPongGlobals.ballX_size=8*myPongGlobals.scale;
	myPongGlobals.ballY_size=8*myPongGlobals.scale;
	myPongGlobals.p2X_size=20*myPongGlobals.scale;
	myPongGlobals.p2Y_size=60*myPongGlobals.scale;
	//Boundry of play area (screen)
	myPongGlobals.xMinBoundry=0*myPongGlobals.scale;
	myPongGlobals.xMaxBoundry=400*myPongGlobals.scale;
	myPongGlobals.yMinBoundry=0*myPongGlobals.scale;
	myPongGlobals.yMaxBoundry=240*myPongGlobals.scale;
	
	myPongGlobals.winX=11*2*myPongGlobals.scale;
	myPongGlobals.winY=5*2*myPongGlobals.scale;
	myPongGlobals.score1X=13*2*myPongGlobals.scale;
	myPongGlobals.score2X=15*2*myPongGlobals.scale;
	myPongGlobals.score1Y=0*myPongGlobals.scale;
	myPongGlobals.score2Y=0*myPongGlobals.scale;
	//Game engine globals
	myPongGlobals.direction = 1;
	myPongGlobals.button = 0;
	myPongGlobals.paddleColorR=0xFF;
	myPongGlobals.paddleColorG=0x00;
	myPongGlobals.paddleColorB=0x00;
	myPongGlobals.ballColorR=0x00;
	myPongGlobals.ballColorG=0xFF;
	myPongGlobals.ballColorB=0x00;
	myPongGlobals.ballTrailColorR=0x00;
	myPongGlobals.ballTrailColorG=0x00;
	myPongGlobals.ballTrailColorB=0xFF;
	myPongGlobals.backgroundColorR=0x00;
	myPongGlobals.backgroundColorG=0x00;
	myPongGlobals.backgroundColorB=0x00;
	myPongGlobals.count = 0;
	//Keep track of score
	myPongGlobals.score1 = 0;
	myPongGlobals.score2 = 0;
	myPongGlobals.scoreWin = 9;
	//Game engine globals
	myPongGlobals.direction = 1;
	myPongGlobals.button = 0;
	myPongGlobals.paddleColorR=0xFF;
	myPongGlobals.paddleColorG=0x00;
	myPongGlobals.paddleColorB=0x00;
	myPongGlobals.ballColorR=0x00;
	myPongGlobals.ballColorG=0xFF;
	myPongGlobals.ballColorB=0x00;
	myPongGlobals.ballTrailColorR=0x00;
	myPongGlobals.ballTrailColorG=0x00;
	myPongGlobals.ballTrailColorB=0xFF;
	myPongGlobals.backgroundColorR=0x00;
	myPongGlobals.backgroundColorG=0x00;
	myPongGlobals.backgroundColorB=0x00;
	myPongGlobals.count = 0;
	//Keep track of score
	myPongGlobals.score1 = 0;
	myPongGlobals.scoreWin = 9;
	//Used for collision
	myPongGlobals.flag = 0;

	//Flag to determine if p1 should be rendered along with p1's movement direction
	myPongGlobals.renderP1Flag = 0;
	//Flags for render states
	myPongGlobals.renderResetFlag = 0;
	myPongGlobals.renderBallFlag = 0;
	myPongGlobals.renderWinFlag = 0;
	myPongGlobals.renderScoreFlag = 0;
	OSReport("Globals initialized\n");
	
	/****************************>            VPAD Loop            <****************************/
	int error;
	VPADStatus vpad_data;
	while (AppRunning())
	{
	    if(!initialized) continue;
	    
		VPADRead(0, &vpad_data, 1, &error);
		//Get the status of the gamepad
		myPongGlobals.button = vpad_data.hold;
		//If the game has been restarted, reset the game (we do this one time in the beginning to set everything up)
		if (myPongGlobals.restart == 1)
		{
		    OSReport("Game reset\n");
			reset(&myPongGlobals);
			myPongGlobals.restart = 0;
		}		
		//Set old positions.
		updatePosition(&myPongGlobals);

		//Update location of player1 and 2 paddles
		p1Move(&myPongGlobals);
		p2Move(&myPongGlobals);

		//Update location of the ball
		moveBall(&myPongGlobals);
		//Check if their are any collisions between the ball and the paddles.
		checkCollision(&myPongGlobals);
		//Render the scene
		myPongGlobals.renderBallFlag = 1;
		render(&myPongGlobals);

		//Increment the counter (used for physicals calcuations)
		myPongGlobals.count+=1;
	}
	
	return 0;
}