Пример #1
0
int main()
{
	sf2d_init();
	sf2d_set_clear_color(RGBA8(0x40, 0x40, 0x40, 0xFF));

	consoleInit(GFX_BOTTOM, NULL);
	printf("sftd sample\n");

	// Font loading
	sftd_init();
	sftd_font *font = sftd_load_font_mem(airstrike_ttf, airstrike_ttf_size);

	while (aptMainLoop()) {

		hidScanInput();
		if (hidKeysDown() & KEY_START) break;

		sf2d_start_frame(GFX_TOP, GFX_LEFT);

			sftd_draw_text(font, 10, 10, RGBA8(255, 0, 0, 255), 20, "Font drawing on the top screen!");
			sftd_draw_textf(font, 10, 40, RGBA8(0, 255, 0, 255), 20, "FPS %f", sf2d_get_fps());

		sf2d_end_frame();

		sf2d_swapbuffers();
	}

	sftd_free_font(font);
	sftd_fini();

	sf2d_fini();
	return 0;
}
Пример #2
0
static int lua_term(lua_State *L) {
    int argc = lua_gettop(L);
    if (argc != 0) return luaL_error(L, "wrong number of arguments");
	cur_screen = 2;
    sf2d_fini();
    return 0;
}
Пример #3
0
void unload_gfx_lib(lua_State *L) {
	for (int i = 0; gfx_libs[i].name; i++) {
		if (gfx_libs[i].unload) gfx_libs[i].unload(L);
	}

	sftd_fini();
	sf2d_fini();
}
Пример #4
0
int main(int argc, char **argv)
{
	// Start sf2dlib
	sf2d_init();
	sf2d_set_clear_color(RGBA8(0xF5, 0xF2, 0xEF, 0xFF));

	// Initialize console on top screen
	// consoleInit(GFX_TOP, NULL);

	printf("Sizeof report:\n");
	printf(" > elementNode: %i\n", sizeof(elementNode_s));
	printf(" > elementList: %i\n", sizeof(elementList_s));

	printf(" %2i | %2i |", strcmp("ab", "aa"), strcmp("ab", "ac"));
	printf(" %2i | %2i \n", strcmp("a ", "aA"), strcmp("a ", "aa"));

	AlchemyScene scene;
	scene.initialize();

	// consoleClear();

	keystate_s ks;
	while(aptMainLoop())
	{
		hidKeys(&ks);

		// Draw the top screen
		sf2d_start_frame(GFX_TOP, GFX_LEFT);
			scene.drawTopScreen();
		sf2d_end_frame();
		
		// Draw the bottom screen
		sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
			scene.drawBottomScreen();
		sf2d_end_frame();

		// Swap the buffers
		sf2d_swapbuffers();

		scene.updateInput(ks);

		// Exit the loop
		if (ks.down & KEY_START) break;
	}
	
	scene.destroy();

	// Stop sf2dlib
	sf2d_fini();

	return 0;
}
Пример #5
0
int main()
{
	sf2d_init(); //Graphics Load
	//Create Touhou Game	
	CircleController circle_controller = circle_controller_init();

    while (aptMainLoop()) { //Program loop

		if (circle_controller->flag_exit == 1) break; //Exit Application
		circle_controller_handle_state(circle_controller);
		
		

		
		
	}
	sf2d_fini(); //Graphics Exit
    return 0;
}
Пример #6
0
int main()
{
	sf2d_init(); //Graphics Load
	csndInit(); //Audio Load
	
	TouhouController touhou_controller = touhou_controller_init(); //Create Touhou Game	

    while (aptMainLoop()) { //Program loop

		if (touhou_controller->flag_exit == 1) break; //Exit Application
		touhou_controller_handle_state(touhou_controller);
		
		

		
		
	}
	//sleep(1000); //ZZZ Code to let audio finish
	csndExit(); //Audio Exit
	sf2d_fini(); //Graphics Exit
    return 0;
}
Пример #7
0
int main()
{
    // Set the random seed based on the time
    srand(time(NULL));

    sf2d_init();
    sf2d_set_clear_color(RGBA8(0x40, 0x40, 0x40, 0xFF));


    sf2d_texture *tex1 = sf2d_create_texture_mem_RGBA8(dice_img.pixel_data, dice_img.width, dice_img.height, TEXFMT_RGBA8, SF2D_PLACE_RAM);
    sf2d_texture *tex2 = sf2d_create_texture_mem_RGBA8(citra_img.pixel_data, citra_img.width, citra_img.height, TEXFMT_RGBA8, SF2D_PLACE_RAM);

    float rad = 0.0f;
    u16 touch_x = 320/2;
    u16 touch_y = 240/2;
    touchPosition touch;
    circlePosition circle;
    u32 held;

    while (aptMainLoop()) {

        hidScanInput();
        hidCircleRead(&circle);
        held = hidKeysHeld();

        if (held & KEY_START) {
            break;
        } else if (held & KEY_TOUCH) {
            hidTouchRead(&touch);
            touch_x = touch.px;
            touch_y = touch.py;
        } else if (held & (KEY_L | KEY_R)) {
            sf2d_set_clear_color(RGBA8(rand()%255, rand()%255, rand()%255, 255));
        }

        sf2d_start_frame(GFX_TOP, GFX_LEFT);
        sf2d_draw_rectangle_rotate(260, 20, 40, 40, RGBA8(0xFF, 0xFF, 0x00, 0xFF), -2.0f*rad);
        sf2d_draw_rectangle(20, 60, 40, 40, RGBA8(0xFF, 0x00, 0x00, 0xFF));
        sf2d_draw_rectangle(5, 5, 30, 30, RGBA8(0x00, 0xFF, 0xFF, 0xFF));
        sf2d_draw_texture_rotate(tex1, 400/2 + circle.dx, 240/2 - circle.dy, rad);
        sf2d_end_frame();

        sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
        sf2d_draw_rectangle_rotate(190, 160, 70, 60, RGBA8(0xFF, 0xFF, 0xFF, 0xFF), 3.0f*rad);
        sf2d_draw_rectangle(30, 100, 40, 60, RGBA8(0xFF, 0x00, 0xFF, 0xFF));
        sf2d_draw_texture_rotate(tex2, touch_x, touch_y, -rad);
        sf2d_draw_rectangle(160-15 + cosf(rad)*50.0f, 120-15 + sinf(rad)*50.0f, 30, 30, RGBA8(0x00, 0xFF, 0xFF, 0xFF));
        sf2d_draw_fill_circle(40, 40, 35, RGBA8(0x00, 0xFF, 0x00, 0xFF));
        sf2d_end_frame();

        rad += 0.2f;

        sf2d_swapbuffers();
    }

    sf2d_free_texture(tex1);
    sf2d_free_texture(tex2);

    sf2d_fini();
    return 0;
}
Пример #8
0
int main()
{
	sf2d_init();
	sf2d_set_clear_color(RGBA8(0x40, 0x40, 0x40, 0xFF));

	consoleInit(GFX_BOTTOM, NULL);
	printf("intraFont test sinusoid\n");

	intraFontInit();
	intraFont *font = intraFontLoad("/ltn8.pgf", INTRAFONT_CACHE_ASCII);
	intraFontSetStyle(font, 1.0f, 0, 0, 0.0f, INTRAFONT_ALIGN_CENTER);

	struct Sinusoid {
		float angle; // In degrees
		float amplitude;
		float step;
		float speed;
		float speed_inc;
		char str[64];
	} sinus = {0.f,35.f,10.f,0.f,0.007f,"intraFont 0.31 - 2009 by BenHur"};

	float x = 0.0f;
	float y = 0.0f;
	float size = 0.65f;
	float tmp_angle;
	int i;
	u32 held;

	while (aptMainLoop()) {

		hidScanInput();
		held = hidKeysHeld();
		if (held & KEY_START) {
			break;
		} else if (held & KEY_L) {
			size += 0.1f;
		} else if (held & KEY_R) {
			size -= 0.1f;
		}
		if (held & KEY_UP) {
			y -= 3.0f;
		} else if (held & KEY_DOWN) {
			y += 3.0f;
		}
		if (held & KEY_RIGHT) {
			x += 3.0f;
		} else if (held & KEY_LEFT) {
			x -= 3.0f;
		}

		sf2d_start_frame(GFX_TOP, GFX_LEFT);

			//sf2d_draw_rectangle(50, 60, 50, 50, RGBA8(0,255,0,255));

			intraFontSetStyle(font, size, RGBA8(255,0,0,255), RGBA8(0,255,0,255), 0.0f, INTRAFONT_ALIGN_LEFT);
			intraFontPrint(font, x, y, "ola k ase");

			// * Draw the sinusoid *
			/*float draw_x = x - intraFontMeasureText(font,sinus.str)/2;
			// Get the x position of the 1st char
			// Increment the speed
			if (fabsf(sinus.speed += sinus.speed_inc) > 10.f)
				sinus.speed_inc = -sinus.speed_inc;
			// Increment the angle
			tmp_angle = (sinus.angle += sinus.speed);
			if (sinus.angle > 360.f) sinus.angle -= 360.f;

			// Draw one by one
			for (i = 0; i != strlen(sinus.str); i++, tmp_angle += sinus.step) {
				intraFontSetStyle(font, 1.0f, WHITE, BLACK, 45.f*cosf(tmp_angle*M_PI/180.f),
					INTRAFONT_ALIGN_LEFT);
				draw_x = intraFontPrintEx(font, draw_x, y + sinus.amplitude*sinf(tmp_angle*M_PI/180.f),
					sinus.str+i,1);
			}*/

		sf2d_end_frame();

		sf2d_swapbuffers();
	}

	intraFontUnload(font);
	intraFontShutdown();
	sf2d_fini();

	return 0;
}
Пример #9
0
//Frees SudokuGFX
void sudoku_gfx_free(SudokuGFX s_gfx) {
	sf2d_fini();
	if (s_gfx != NULL) {
		free(s_gfx);
	}
}
Пример #10
0
int main() {
    cfguInit();
    CFGU_GetSystemModel(&MODEL_3DS);
	FILE * file;
	shouldRenderDebug = true;
	if ((file = fopen("settings.bin", "r"))) {
        fread(&shouldRenderDebug,sizeof(bool),1,file);
        fread(&shouldSpeedup,sizeof(bool),1,file);
        osSetSpeedupEnable(shouldSpeedup);
		fclose(file);
	}
    
	sf2d_init();
	csndInit();
	noItem = newItem(ITEM_NULL, 0);
	
	currentMenu = MENU_TITLE;
	currentSelection = 0;
	quitGame = false;

	icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
	font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
	bottombg = sfil_load_PNG_buffer(bottombg_png, SF2D_PLACE_RAM);
	
	dirtColor[0] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 0)); 
	dirtColor[1] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 1)); 
	dirtColor[2] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 2)); 
	dirtColor[3] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 3)); 
	dirtColor[4] = SWAP_UINT32(sf2d_get_pixel(icons, 16, 4)); 

	loadSound(&snd_playerHurt, "resources/playerhurt.raw");
	loadSound(&snd_playerDeath, "resources/playerdeath.raw");
	loadSound(&snd_monsterHurt, "resources/monsterhurt.raw");
	loadSound(&snd_test, "resources/test.raw");
	loadSound(&snd_pickup, "resources/pickup.raw");
	loadSound(&snd_bossdeath, "resources/bossdeath.raw");
	loadSound(&snd_craft, "resources/craft.raw");
	
	bakeLights();
	
	int i;
	for (i = 0; i < 5; ++i) {
		minimap[i] = sf2d_create_texture(128, 128, TEXFMT_RGBA8,
				SF2D_PLACE_RAM);
		sf2d_texture_tile32(minimap[i]);
	}
	
	sf2d_set_vblank_wait(true);

	sf2d_set_clear_color(0xFF000000);

	k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP;
	k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
	k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
	k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
	k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR;
	k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL;
	k_pause.input = KEY_START;
	k_accept.input = KEY_A;
	k_decline.input = KEY_B;
	k_delete.input = KEY_X;
	k_menuNext.input = KEY_R;
	k_menuPrev.input = KEY_L;

	if ((file = fopen("btnSave.bin", "rb"))) {
		fread(&k_up.input, sizeof(int), 1, file);
		fread(&k_down.input, sizeof(int), 1, file);
		fread(&k_left.input, sizeof(int), 1, file);
		fread(&k_right.input, sizeof(int), 1, file);
		fread(&k_attack.input, sizeof(int), 1, file);
		fread(&k_menu.input, sizeof(int), 1, file);
		fread(&k_pause.input, sizeof(int), 1, file);
		fread(&k_accept.input, sizeof(int), 1, file);
		fread(&k_decline.input, sizeof(int), 1, file);
		fread(&k_delete.input, sizeof(int), 1, file);
		fread(&k_menuNext.input, sizeof(int), 1, file);
		fread(&k_menuPrev.input, sizeof(int), 1, file);
		fclose(file);
	}
	
	if ((file = fopen("lastTP.bin", "r"))) {
		char fnbuf[256];
		fgets(fnbuf, 256, file); // get directory to texturepack
		loadTexturePack(fnbuf);   
		fclose(file);
	}

	tickCount = 0;
	initRecipes();
	defineTables();
	while (aptMainLoop()) {
		++tickCount;
		hidScanInput();
		tickKeys(hidKeysHeld(), hidKeysDown());

		if (quitGame) break;

		if (initGame > 0) setupGame(initGame == 1 ? true : false);

		if (currentMenu == 0) {
			tick();
			sf2d_start_frame(GFX_TOP, GFX_LEFT);

			offsetX = xscr;
			offsetY = yscr;
			sf2d_draw_rectangle(0, 0, 400, 240, 0xFF0C0C0C); //RGBA8(12, 12, 12, 255)); //You might think "real" black would be better, but it actually looks better that way
			renderLightsToStencil();

			renderBackground(xscr, yscr);
			renderEntities(player.x, player.y, &eManager);
			renderPlayer();
			
			resetStencilStuff();
			offsetX = 0;
			offsetY = 0;
			
			if(shouldRenderDebug){
			    sprintf(fpsstr, " FPS: %.0f, X:%d, Y:%d, E:%d", sf2d_get_fps(), player.x, player.y, eManager.lastSlot[currentLevel]);
			    drawText(fpsstr, 2, 225);
            }
			
			sf2d_end_frame();

            sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
                if(!shouldRenderMap){
                    sf2d_draw_texture(bottombg, 0, 0);
                    renderGui();
                } else {
                    renderZoomedMap();
                }
            sf2d_end_frame();
		} else {
			tickMenu(currentMenu);
			renderMenu(currentMenu, xscr, yscr);
		}

		sf2d_swapbuffers();
	}

	freeRecipes();

	freeLightBakes();
	sf2d_free_texture(icons);
	sf2d_free_texture(minimap[0]);
	sf2d_free_texture(minimap[1]);
	sf2d_free_texture(minimap[2]);
	sf2d_free_texture(minimap[3]);
	sf2d_free_texture(minimap[4]);
	freeSounds();
	csndExit();
    cfguExit();
	sf2d_fini();
	return 0;
}
Пример #11
0
int main()
{
	sf2d_init();
	csndInit();
	noItem = newItem(ITEM_NULL,0);
	
	currentMenu = MENU_TITLE;
    currentSelection = 0;
	quitGame = false;

    icons = sfil_load_PNG_buffer(icons2_png, SF2D_PLACE_RAM);
    font = sfil_load_PNG_buffer(Font_png, SF2D_PLACE_RAM);
	
	//consoleInit(GFX_BOTTOM, NULL);
   // printf("Press 'Start' to exit.\n");

	loadSound(&snd_playerHurt, "resources/playerhurt.raw");
	loadSound(&snd_playerDeath, "resources/playerdeath.raw");
	loadSound(&snd_monsterHurt, "resources/monsterhurt.raw");
	loadSound(&snd_test, "resources/test.raw");
	loadSound(&snd_pickup, "resources/pickup.raw");
	loadSound(&snd_bossdeath, "resources/bossdeath.raw");
	loadSound(&snd_craft, "resources/craft.raw");
    
    int i;
    for(i = 0;i < 5;++i){
       minimap[i] = sf2d_create_texture(128,128,TEXFMT_RGBA8,SF2D_PLACE_RAM);
	   sf2d_texture_tile32(minimap[i]);
    }
    
    sf2d_set_vblank_wait(true);
	
	sf2d_set_clear_color(0xFF);
	
	/* Default inputs */
	k_up.input = KEY_DUP | KEY_CPAD_UP | KEY_CSTICK_UP;
	k_down.input = KEY_DDOWN | KEY_CPAD_DOWN | KEY_CSTICK_DOWN;
	k_left.input = KEY_DLEFT | KEY_CPAD_LEFT | KEY_CSTICK_LEFT;
	k_right.input = KEY_DRIGHT | KEY_CPAD_RIGHT | KEY_CSTICK_RIGHT;
	k_attack.input = KEY_A | KEY_B | KEY_L | KEY_ZR;
	k_menu.input = KEY_X | KEY_Y | KEY_R | KEY_ZL;
	k_pause.input = KEY_START;
    k_accept.input = KEY_A;
    k_decline.input = KEY_B;
    k_delete.input = KEY_X;
    FILE * file;
    
    /* If btnSave exists, then use that. */
    if ((file = fopen("btnSave.bin", "rb"))){
        fread(&k_up.input, sizeof(int), 1, file);
        fread(&k_down.input, sizeof(int), 1, file);
        fread(&k_left.input, sizeof(int), 1, file);
        fread(&k_right.input, sizeof(int), 1, file);
        fread(&k_attack.input, sizeof(int), 1, file);
        fread(&k_menu.input, sizeof(int), 1, file);
        fread(&k_pause.input, sizeof(int), 1, file);
        fread(&k_accept.input, sizeof(int), 1, file);
        fread(&k_decline.input, sizeof(int), 1, file);
        fread(&k_delete.input, sizeof(int), 1, file);
        fclose(file);
    }
	
	//screenShot = false;
	
    tickCount=0;
    initRecipes();
    defineTables();
	while (aptMainLoop()) {
		++tickCount;
		hidScanInput();
		tickKeys(hidKeysHeld(),hidKeysDown());

		//if (quitGame || hidKeysHeld() & KEY_SELECT) break;
		if (quitGame) break;
		//if (hidKeysDown() & (KEY_L | KEY_R)) screenShot = true;
	//	else screenShot = false;
        
        if(initGame > 0) setupGame(initGame == 1 ? true : false);
        
        if(currentMenu == 0){
            tick();
            sprintf(fpsstr, " FPS: %.0f, X:%d, Y:%d, E:%d", sf2d_get_fps(),player.x, player.y,eManager.lastSlot[currentLevel]);
		    sf2d_start_frame(GFX_TOP, GFX_LEFT);
                if(currentLevel == 0){ 
                    sf2d_draw_texture_part_scale(minimap[1],(-xscr/3)-256,(-yscr/3)-32,0,0,128,128,12.5,7.5);
                    sf2d_draw_rectangle(0,0,400,240, 0xDFDFDFAF);
                }
	            offsetX = xscr;offsetY = yscr;
		        renderBackground(xscr,yscr);
		        renderEntities(player.x, player.y, &eManager);
		        renderPlayer();
	            offsetX = 0;offsetY = 0;
		        renderItemWithText(player.p.activeItem, 10, 205);
		       // drawText(debugText,2,208);
		        drawText(fpsstr,2,225);
		    sf2d_end_frame();
		      
		    sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);	
		        if(currentLevel == 0 && airWizardHealthDisplay > 0){ 
                    sprintf(bossHealthText, "BOSS: %.0f%%", ((float)airWizardHealthDisplay/2000.0)*100);
                    drawText(bossHealthText,2,225);
                }
		        renderGui();
                sf2d_draw_texture(minimap[currentLevel], 192, 112);//y:56
            sf2d_end_frame();
        } else{ 
            tickMenu(currentMenu);
            renderMenu(currentMenu,xscr,yscr);
        }
        
		sf2d_swapbuffers();
	}
	
    freeRecipes();
	sf2d_free_texture(icons);
	sf2d_free_texture(minimap[0]);
	sf2d_free_texture(minimap[1]);
	sf2d_free_texture(minimap[2]);
	sf2d_free_texture(minimap[3]);
	sf2d_free_texture(minimap[4]);
    freeSounds();
    csndExit();
	sf2d_fini();
	return 0;
}
Пример #12
0
int main()
{
	char* names[] = {
		"nul/20",
		"item1",
		"second item",
		"the third one",
		"item4",
		"item5",
		"item6",
		"item7",
		"item8",
		"item9",
		"item10",
		"item11",
		"item12",
		"item13",
		"item14",
		"item15",
		"item16",
		"item17",
		"item18",
		"item19",
		"item20",
		"item21",
		"item22",
		"item23",
		"item24",
		"item25",
		"item26",
		"item27",
		"item28",
		"item29"
	};

	int nbitems = 30;
	uint8_t owneditem[nbitems];
	for (int i=0; i<nbitems; i++) owneditem[i] = 0;

	sf2d_init();
	sf2d_set_clear_color(RGBA8(255, 255, 255, 255));
	sf2d_set_vblank_wait(0);

	// Font loading
	sftd_init();
	sftd_font* font = sftd_load_font_mem(FreeSans_ttf, FreeSans_ttf_size);

	int fontSize = 20;

	int row = 0;
	int nbrow = 10;
	int firstrow = 0;

#define LONG_TIMEOUT 500
#define SHORT_TIMEOUT_MAX 100
#define SHORT_TIMEOUT_MIN 20

	u64 oldTime = osGetTime();
	u64 timer = 0;
	u64 timeout = LONG_TIMEOUT;

	while (aptMainLoop()) {

		hidScanInput();
		if (hidKeysDown() & KEY_START) break;

		if ((hidKeysHeld() & KEY_UP) && timer == 0) row--;
		if (row == -1) {
			row++;
			firstrow--;
			if (firstrow == -1) {
				row = nbrow-1;
				firstrow = nbitems-nbrow;
			}
		}

		if ((hidKeysHeld() & KEY_DOWN) && timer == 0) row++;
		if (row == nbrow) {
			row--;
			firstrow++;
			if (firstrow+nbrow == nbitems+1) {
				firstrow = 0;
				row = 0;
			}
		}

		int index = firstrow+row;
		owneditem[index] += 100;
		if (hidKeysDown() & KEY_LEFT) owneditem[index]--;
		if (hidKeysDown() & KEY_RIGHT) owneditem[index]++;
		owneditem[index] %= 100;

		// use osGetTime to have key repetition
		u64 newTime = osGetTime();
		u64 delay = newTime-oldTime;
		oldTime = newTime;
		if (hidKeysHeld()) {
			timer += delay;
			if (timer>timeout) {
				timer = 0;
				if (timeout == LONG_TIMEOUT) {
					timeout = SHORT_TIMEOUT_MAX;
				} else {
					timeout = umax(timeout-2, SHORT_TIMEOUT_MIN);
				}
			}
		} else {
			timer = 0;
			timeout = LONG_TIMEOUT;
		}

		sf2d_start_frame(GFX_TOP, GFX_LEFT);
		{
			for (int i=0; i<nbrow; i++) {
				unsigned int color = RGBA8(0, 0, 0, 255);
				if (i == row) {
					sf2d_draw_rectangle(0, i*fontSize, 400, fontSize, RGBA8(0, 0, 0, 255));
					color = RGBA8(255, 255, 255, 255);
				}
				sftd_draw_textf(font, 010, i*fontSize, color, fontSize, names[firstrow+i]);
				sftd_draw_textf(font, 210, i*fontSize, color, fontSize, "%i", owneditem[firstrow+i]);
			}
		}
		sf2d_end_frame();

		sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
		{
			sftd_draw_textf(font, 0, 20, RGBA8(0, 255, 0, 255), 20, "Press START to exit");
			sftd_draw_textf(font, 0, 40, RGBA8(0, 255, 0, 255), 20, "Timeout: %i", timeout);
		}
		sf2d_end_frame();

		sf2d_swapbuffers();
	}

	sftd_free_font(font);
	sftd_fini();

	sf2d_fini();
	return 0;
}
Пример #13
0
// Main part of the coding, where everything works (or not)
int main(void) {
    init();

    // Main loop
    while (aptMainLoop()) {

        // Verify button presses
        hidScanInput();

        // Unsigned variables for different types of button presses
        u32 kDown = hidKeysDown();
        u32 kHeld = hidKeysHeld();
        // u32 kUp = hidKeysUp();

        // Exit homebrew
        if (kDown & KEY_START) {
            break;
        }

        // Activate first easter egg
        else if (kDown & KEY_SELECT) {
            easterEgg = !easterEgg;
        }

        // Change pages for the easterEgg/debug menu.
        else if (kDown & KEY_R) {
            if (++easterPage > MAX_PAGE) easterPage = 0;
        }
        else if (kDown & KEY_L) {
            if (--easterPage < 0) easterPage = MAX_PAGE;
        }


        timerStep();

        // If no movement, set the sprite timer to 0
        if (kDown & KEY_UP || kDown & KEY_DOWN || kDown & KEY_LEFT || kDown & KEY_RIGHT) {
            sprTimer = 0;
        }

        // Reset horizontal and vertical speeds
        vsp = 0;
        hsp = 0;

        // Player movement (pretty easy to understand)
        // TODO: Would it be possible to make this less... iffy?
        if (kHeld & KEY_UP) {
            if (!(kHeld & KEY_DOWN)) {
                vsp = -.5; // Vertical speed to negative .5
                playerDir = BACK; // Player direction = back
            }
        }

        if (kHeld & KEY_DOWN) {
            vsp = .5; // Vertical speed to .5
            playerDir = FORWARD; // Player direction = up
        }

        if (kHeld & KEY_LEFT) {
            if (!(kHeld & KEY_RIGHT)) {
                hsp = -.5; // Vertical speed to negative .5
                playerDir = LEFT; // Player direction = left
            }
        }

        if (kHeld & KEY_RIGHT) {
            hsp = .5; // Vertical speed to .5
            playerDir = RIGHT; // Player direction = right
        }

        // Diagonal movement speed fix
        if (vsp != 0) {
            if (hsp != 0) {
                vsp *= .8;
                hsp *= .8;
            }
        }

        // Movement calculation... AND proper room colision.
        // TODO: Consider a function for translating and/or clamping coordinates directly?
        player_pos.x = fclamp(player_pos.x + hsp * dt,
                              rooms[room].collision[0].x,
                              rooms[room].collision[1].x);

        player_pos.y = fclamp(player_pos.y + vsp * dt,
                              rooms[room].collision[0].y,
                              rooms[room].collision[1].y);

        // Scrolling calculation.
        // TODO: Make these constants better/customizable.
        if (player_pos.x - camera_pos.x >= 300) {
            camera_pos.x = player_pos.x - 300;
        }
        else if (player_pos.x - camera_pos.x <= 100) {
            camera_pos.x = player_pos.x - 100;
        }
        camera_pos.x = fclamp(camera_pos.x, 0, rooms[room].scroll_max.x);

        if (player_pos.y - camera_pos.y >= 200) {
            camera_pos.y = player_pos.y - 200;
        }
        else if (player_pos.y - camera_pos.y <= 50) {
            camera_pos.y = player_pos.y - 50;
        }
        camera_pos.y = fclamp(camera_pos.y, 0, rooms[room].scroll_max.y);

        // Player sprites
        if (hsp == 0 && vsp == 0) curr_tex = tex_arr_friskWalk[playerDir][0];

        else curr_tex = tex_arr_friskWalk[playerDir][(int)floor(sprTimer)];

        // Sprite animation timer
        // TODO: Why .15 * .03 * actual time?
        sprTimer += (.03 * dt);

        while (sprTimer >= 4) {
            sprTimer -= 4;
        }

        if (!next_exit){
            if (roomTimer < 255) {
                roomTimer = fmin(roomTimer + (4 * dt), 255);
            }
            next_exit = exit_room(room, &player_pos);
        }
        else {
            roomTimer -= 4 * dt;
            if (roomTimer <= 0) {
                room = next_exit->room_id;
                player_pos = next_exit->entrance;
                next_exit = NULL;
                roomTimer = 0;
            }
        }

        render();

        // Swap sf2d framebuffers and wait for VBlank
        sf2d_swapbuffers();
    }

    // Free images/textures/fonts from memory

    for (int i = 0; i < 4; ++i) {
        for (int j = 0; j < 4; ++j) {
            sf2d_free_texture(tex_arr_friskWalk[i][j]);
        }
    }

    for (int i = 0; i < 3; ++i) {
        sf2d_free_texture(rooms[i].bg.tex);
    }

    sftd_free_font(font);

    // Exit services
    sf2d_fini();
    sftd_fini();
    sound_stop(home);
    audio_stop();
    hidExit();
    aptExit();
    srvExit();

    return 0;
}
Пример #14
0
int main() {

	L = luaL_newstate();
	luaL_openlibs(L);
	luaL_requiref(L, "love", initLove, 1);

	sf2d_init(); // 2D Drawing lib.
	sftd_init(); // Text Drawing lib.
	cfguInit();
	ptmuInit();

	// consoleInit(GFX_BOTTOM, NULL);

	sf2d_set_clear_color(RGBA8(0x0, 0x0, 0x0, 0xFF)); // Reset background color.

	osSetSpeedupEnable(true); // Enables CPU speedup for a free performance boost.

	// Detect if we are running on a .cia, because if we are
	// we load from RomFS rather than the SD Card.
	// TODO: Load RomFS from .3dsx's aswell.

	Result rc = romfsInit();

	romfsExists = (rc) ? false : true;

	// Change working directory

	if (romfsExists) {

		chdir("romfs:/");

	} else {

		char cwd[256];
		getcwd(cwd, 256);
		char newCwd[261];

		strcat(newCwd, cwd);
		strcat(newCwd, "game");
		chdir(newCwd);

	}

	luaL_dobuffer(L, boot_lua, boot_lua_size, "boot"); // Do some setup Lua side.

	// If main.lua exists, execute it.
	// If not then just load the nogame screen.

	if (fileExists("main.lua")) {
		if (luaL_dofile(L, "main.lua")) displayError();
	} else {
		if (luaL_dobuffer(L, nogame_lua, nogame_lua_size, "nogame")) displayError();
	}
	
	if (luaL_dostring(L, "love.timer.step()")) displayError();

	if (luaL_dostring(L, "if love.load then love.load() end")) displayError();

	while (aptMainLoop()) {

		if (shouldQuit) {

			if (forceQuit) break;

			bool shouldAbort = false;

			// lua_getfield(L, LUA_GLOBALSINDEX, "love");
			// lua_getfield(L, -1, "quit");
			// lua_remove(L, -2);

			// if (!lua_isnil(L, -1)) {

			// 	lua_call(L, 0, 1);
			// 	shouldAbort = lua_toboolean(L, 1);
			// 	lua_pop(L, 1);

			// }; TODO: Do this properly.

			if (luaL_dostring(L, "if love.quit then love.quit() end")) displayError();

			if (!shouldAbort && !errorOccured) break;

		} // Quit event

		if (!errorOccured) {

			if (luaL_dostring(L,
				"love.keyboard.scan()\n"
				"love.timer.step()\n"
				"if love.update then love.update(love.timer.getDelta()) end")) {
					displayError();
			}

			// Top screen
			// Left side

			sf2d_start_frame(GFX_TOP, GFX_LEFT);

				if (luaL_dostring(L, "if love.draw then love.draw() end")) displayError();

			sf2d_end_frame();

			// Right side

			if (is3D) {

				sf2d_start_frame(GFX_TOP, GFX_RIGHT);

					if (luaL_dostring(L, "if love.draw then love.draw() end")) displayError();

				sf2d_end_frame();

			}

			// Bot screen

			sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);

				if (luaL_dostring(L, "if love.draw then love.draw() end")) displayError();

			sf2d_end_frame();

			luaL_dostring(L, "love.graphics.present()");

		} else {

			hidScanInput();
			u32 kTempDown = hidKeysDown();
			if (kTempDown & KEY_START) {
				forceQuit = true;
				shouldQuit = true;
			}

			char *errMsg = lua_tostring(L, -1);

			sf2d_start_frame(GFX_TOP, GFX_LEFT);

				lua_getfield(L, LUA_GLOBALSINDEX, "love");
				lua_getfield(L, -1, "errhand");
				lua_remove(L, -2);

				if (!lua_isnil(L, -1)) {

					lua_pushstring(L, errMsg);
					lua_call(L, 1, 0);

				}

			sf2d_end_frame();

			sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);

				lua_getfield(L, LUA_GLOBALSINDEX, "love");
				lua_getfield(L, -1, "errhand");
				lua_remove(L, -2);

				if (!lua_isnil(L, -1)) {

					lua_pushstring(L, errMsg);
					lua_call(L, 1, 0);

				}

			sf2d_end_frame();

			luaL_dostring(L, "love.graphics.present()");

		}

	}

	luaL_dostring(L, "love.audio.stop()");

	lua_close(L);

	sftd_fini();
	sf2d_fini();
	cfguExit();
	ptmuExit();

	if (soundEnabled) ndspExit();
	if (romfsExists) romfsExit();

	return 0;

}
Пример #15
0
int main(void)
{
	Result ret = 0, error = 0;

	sf2d_init();
	sftd_init();
	romfsInit();

	srand(osGetTime());

	// consoleInit(GFX_TOP, NULL); // TODO: Comment it!
	// consoleInit(GFX_BOTTOM, NULL); // TODO: Comment it!

	printf("> Loading texture manager\n");
	PHBanku::texture = new TextureManager();
	ret = PHBanku::texture->load();
	if (R_FAILED(ret))
	{
		// Graphics
		error |= ERR_GRAPHICS;
	}

	printf("> Loading font manager\n");
	PHBanku::font = new FontManager();
	ret = PHBanku::font->load();
	if (R_FAILED(ret))
	{
		// Font
		error |= ERR_FONT;
	}

	printf("> Loading data manager\n");
	PHBanku::data = new DataManager();
	ret = PHBanku::data->load();
	if (R_FAILED(ret))
	{
		// Data
		error |= ERR_DATA;
	}

#ifdef __cia
	printf("> Starting title selector\n");
	while (!error && TS_Loop())
	{

	// Draw the static loading screen again because of ts.h
	PHBanku::texture->drawStaticLoadingScreen();

	printf("> Loading filesystem services\n");
	ret = FSCIA_Init(titleEntry.titleid, titleEntry.mediatype);
	if (R_FAILED(ret))
	{
		// Filesystem
		error |= ERR_FILESYSTEM;
	}
#else // __3dsx
	printf("> Loading filesystem services\n");
	ret = FS_Init();
	if (R_FAILED(ret))
	{
		// Filesystem
		error |= ERR_FILESYSTEM;
	}
#endif

	printf("> Loading save manager\n");
	PHBanku::save = new SaveManager();
	ret = PHBanku::save->load();
	if (R_FAILED(ret))
	{
		// Save
		error |= ERR_SAVE;
	}

	if (!error)
	{
		printf("> Starting box viewer...\n");
		Viewer* viewer = new BoxViewer();

		ViewState state = Viewer::startMainLoop(viewer);

		if (state == ViewState::Saving)
		{
			// TODO Remove when better save display!
			consoleInit(GFX_TOP, NULL);
			printf("Saving...\n");
			// ^

			PHBanku::save->save();
		}
		else
		{
			// TODO Remove when better exit display!
			consoleInit(GFX_TOP, NULL);
			printf("Exiting...\n");
			// ^
		}

		delete viewer;
	}

	delete PHBanku::save;

#ifdef __cia
	FSCIA_Exit();
	consoleExit(GFX_TOP, NULL);
	break; // TODO Remove! The app crash itself after the 2nd ts, unknown cause.
	} // while (TS_LOOP())

	if (!error)
	{
		// TODO Remove when better exit display!
		consoleInit(GFX_BOTTOM, NULL);
		// ^

		printf("\nThe app execution ended!\n");
		printf("Thanks for being awesome!\n");
	}
#else
	FS_Exit();
#endif

	if (error)
	{
		// TODO Remove when better error display!
		consoleInit(GFX_TOP, NULL);
		// ^

		printf("\nProblem happened: 0x%lx\n", error);
		if (error & ERR_SAVE) printf(" \a Save\n");
		if (error & ERR_DATA) printf(" \a Data\n");
		if (error & ERR_FONT) printf(" \a Font\n");
		if (error & ERR_GRAPHICS) printf(" \a Graphics\n");
		if (error & ERR_FILESYSTEM) printf(" \a Filesystem\n");
		printf("PHBank version: %08x\n", VERSION);
		printf("Can't start the viewer.\n");
		printf("Press any key to exit\n");
		waitKey(KEY_ANY);
	}

	delete PHBanku::data;
	delete PHBanku::font;
	delete PHBanku::texture;

	romfsExit();
	sftd_fini();
	sf2d_fini();
	return 0;
}
Пример #16
0
int main()
{
	//gfxInitDefault();
	sf2d_init();
	sf2d_set_clear_color(RGBA8(0x40, 0x40, 0x40, 0xFF));
	consoleInit(GFX_TOP, NULL);
	
	Result rc = _srvGetServiceHandle(&romfsRealHandle, "fs:USER");
	printf("realHandle: %08lX\n", rc);
	
	rc = FSUSER_Initialize(&romfsRealHandle);
	printf("initReal: %08lX\n", rc);

    // Regular RomFS
	u8 zeros[0xC];
	memset(zeros, 0, sizeof(zeros));

	FS_archive arch = { ARCH_ROMFS, { PATH_EMPTY, 1, (u8*)"" }, 0, 0 };
	FS_path path = { PATH_BINARY, sizeof(zeros), zeros };
	Handle romFS_file;

	rc = FSUSER_OpenFileDirectly(&romfsRealHandle, &romFS_file, arch, path, FS_OPEN_READ, FS_ATTRIBUTE_NONE);
	printf("romfsOpen: %08lX\n", rc);
    
	rc = romfsInitFromFile(romFS_file, 0);
	u8 *decomp_out;
	u8 *darc_decomp;
	u32 decomp_size;
	u32 darc_decomp_size;
	sf2d_texture **mon;
	char *mon_garc;
	char *box_garc;
	if (rc)
	{
		printf("romfsInit: %08lX\n", rc);
		mon_garc = "sdmc:/1";
		box_garc = "sdmc:/3_box";
	}
	else
	{
		printf("romfs Init Successful!\n");
		mon_garc = "romfs:/a/0/9/3"; //Pokemon X/Y
		box_garc = "romfs:/a/1/0/4"; //Pokemon X/Y
		
		u32 num_mon = gnumrecords(mon_garc);
		if(!num_mon)
		{
		    mon_garc = "sdmc:/1";
		    num_mon = gnumrecords(mon_garc);
		}
		
		u32 box_test = gnumrecords(box_garc);
		if(!box_test)
		{
		    box_garc = "sdmc:/3_box";
		}
	}
	
	u32 num_mon = gnumrecords(mon_garc);
	mon = (sf2d_texture**)malloc(num_mon * sizeof(sf2d_texture*));
	printf("Loading sprites...");
	
	int i;
	for(i = 0; i < 32; i++)
	{
	    gfread(mon_garc, i, &decomp_out, &decomp_size); 	
	    sf2d_texture *mon_sprite = create_texture_from_xy7_clim(decomp_out, decomp_size);
	    mon[i] = mon_sprite;
	    free(decomp_out);
	}
	printf("Pokemon sprites read.\n");
	    
	gfread(box_garc, 0, &darc_decomp, &darc_decomp_size);
	printf("Box sprites read.\n");

	u32 box_clim_size;
	u32 box_bg_size;
	u32 box_name_size;
	void *box_clim;
	void *box_bg_clim;
	void *box_name;
	    
	if(darc_decomp)
	{
	    printf("darc_file: %x\n", box_clim);
	}
	
	printf("All read!\n");
	sf2d_texture *cursor = load_texture_from_darc(pokedarc_get_darc(darc_decomp), "cursol01.bclim");
	sf2d_texture *wallpaper = load_texture_from_darc(pokedarc_get_darc(darc_decomp), "box_wp02.bclim");
	sf2d_texture *name_box = load_texture_from_darc(pokedarc_get_darc(darc_decomp), "box_name02.bclim");
	
	sf2d_texture *mode01 = load_texture_from_darc(pokedarc_get_darc(darc_decomp), "mode01.bclim");
	sf2d_texture *mode02 = load_texture_from_darc(pokedarc_get_darc(darc_decomp), "mode02.bclim");
	sf2d_texture *mode03 = load_texture_from_darc(pokedarc_get_darc(darc_decomp), "mode03.bclim");
	
	sf2d_texture *left_button = load_texture_from_darc(pokedarc_get_darc(darc_decomp), "left_button.bclim");
	sf2d_texture *right_button = load_texture_from_darc(pokedarc_get_darc(darc_decomp), "right_button.bclim");
	
	float cursor_spot = 0;
	u8 cursor_direction = 1;
	float cursor_add = 0.4f;
	u8 cursor_mon_x = 3;
	u8 cursor_mon_y = 2;

	// Main loop
	while (aptMainLoop())
	{
		hidScanInput();
		
		if(cursor_direction)
		{
		    cursor_spot += cursor_add;
		    if(cursor_spot >= 5.0f)
		        cursor_direction--;
		}
		else
		{
		    cursor_spot -= cursor_add;
		    if(cursor_spot <= 0.0f)
		        cursor_direction++;
		}
		
		sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
		    clim_draw_texture(wallpaper, 0, 0);
		    
		    clim_draw_texture(mode01, 25, 0);
		    clim_draw_texture(mode02, 25+50+10, 0);
		    clim_draw_texture(mode03, 25+50+10+50+10, 0);
		    
		    clim_draw_texture(name_box, 20, 20);
		    clim_draw_texture(left_button, 5, 20);
		    clim_draw_texture(right_button, 20+name_box->width, 20);
		    
		    int x, y;
		    int i = 1;
		    for(y = 0; y < 5; y++)
		    {
		        for(x = 0; x < 6; x++)
		        {
		            clim_draw_texture(mon[i], 10+(x*32), 45+(y*30));
		            i++;
		        }
		    }
			
			clim_draw_texture(cursor, (int)(10-5+((cursor_mon_x + 1) * 32)-cursor_spot), (int)(45+5+((cursor_mon_y - 1) * 30)+cursor_spot));
		sf2d_end_frame();

		u32 kDown = hidKeysDown();
		if (kDown & KEY_START)
			break; // break in order to return to hbmenu
			
		sf2d_swapbuffers();
	}

    sf2d_fini();
	romfsExit();
	gfxExit();
	return 0;
}
Пример #17
0
void Graphic::closeGraphicEnviroment() {
    TextureManager::freeAllTextures();
    FontManager::freeAllFonts();
    sftd_fini();
    sf2d_fini();
}
Пример #18
0
int main()
{
	touchPosition touch;

	sf2d_init();
	sftd_init();

	sftd_font *text = sftd_load_font_mem(Roboto_ttf, Roboto_ttf_size);
	sftd_font *title = sftd_load_font_mem(RobotoThin_ttf, RobotoThin_ttf_size);

	sf2d_texture *logo = sfil_load_PNG_buffer(logo_png, SF2D_PLACE_RAM);
	sf2d_texture *record = sfil_load_PNG_buffer(record_png, SF2D_PLACE_RAM);
	sf2d_texture *stop = sfil_load_PNG_buffer(stop_png, SF2D_PLACE_RAM);

	sf2d_set_clear_color(RGBA8(0xFA, 0xFA, 0xFA, 0xFF));

	sharedmem = (u32*)memalign(0x1000, sharedmem_size);
	audiobuf = linearAlloc(audiobuf_size);

	MIC_Initialize(sharedmem, sharedmem_size, control, 0, 3, 1, 1);//See mic.h.

	// Threading stuff
	svcCreateEvent(&threadRequest,0);
	u32 *threadStack = memalign(32, STACKSIZE);
	svcCreateThread(&threadHandle, threadMic, 0, &threadStack[STACKSIZE/4], 0x3f, 0);

	while(aptMainLoop())
	{
		hidScanInput();
		hidTouchRead(&touch);

		u32 kDown = hidKeysDown();

		if (kDown & KEY_START)
			break; // break in order to return to hbmenu

		sf2d_start_frame(GFX_TOP, GFX_LEFT);
			sf2d_draw_texture(logo, 60, 70);
			sftd_draw_text(title, 177, 80, RGBA8(0, 0, 0, 222), 40, "Audio");
			sftd_draw_text(title, 175, 120, RGBA8(0, 0, 0, 222), 40, "Recorder");
		sf2d_end_frame();

		sf2d_start_frame(GFX_BOTTOM, GFX_LEFT);
			sf2d_draw_texture(record, 85, 85);
			sf2d_draw_texture(stop, 165, 85);
		sf2d_end_frame();

		svcSignalEvent(threadRequest);

		if(print == 1)
		{
			sf2d_start_frame(GFX_TOP, GFX_LEFT);
				sf2d_draw_texture(logo, 60, 70);
				sftd_draw_text(title, 177, 80, RGBA8(0, 0, 0, 222), 40, "Audio");
				sftd_draw_text(title, 175, 120, RGBA8(0, 0, 0, 222), 40, "Recorder");
				sftd_draw_text(text, 130, 209, RGBA8(0, 0, 0, 222), 16, "Recording audio...");
			sf2d_end_frame();
		}

		if(recording == 2)
		{
			sf2d_start_frame(GFX_TOP, GFX_LEFT);
				sf2d_draw_texture(logo, 60, 70);
				sftd_draw_text(title, 177, 80, RGBA8(0, 0, 0, 222), 40, "Audio");
				sftd_draw_text(title, 175, 120, RGBA8(0, 0, 0, 222), 40, "Recorder");
				sftd_draw_text(text, 130, 209, RGBA8(0, 0, 0, 222), 16, "Saving audio...");
			sf2d_end_frame();
		}

		sf2d_swapbuffers();
	}

	MIC_Shutdown();

	sftd_free_font(text);
	sftd_free_font(title);
	sf2d_free_texture(logo);
	sf2d_free_texture(record);
	sf2d_free_texture(stop);

	// tell thread to exit
	threadExit = true;

	// signal the thread
	svcSignalEvent(threadRequest);

	// give it time to exit
	svcSleepThread(10000000ULL);

	// close handles and free allocated stack
	svcCloseHandle(threadRequest);
	svcCloseHandle(threadHandle);
	free(threadStack);

	free(sharedmem);
	linearFree(audiobuf);
	linearFree(nomute_audiobuf);

	sf2d_fini();
	sftd_fini();
	return 0;
}
Пример #19
0
int main()
{
	sf2d_init();
	sf2d_set_vblank_wait(0);

	// this will depend on the level
	uint8_t mapWidth = 4;
	uint8_t mapHeight = 3;
	uint16_t mapDim = mapWidth*mapHeight;
	uint8_t map_u[mapDim];
	uint16_t mapLength = generateLevel(map_u, mapWidth, mapHeight, 12);
	uint8_t map[mapDim];
	memcpy(map, map_u, mapDim);

	// get some drawing parameters
	uint16_t areaWidth = TWIDTH*2/3;
	uint16_t areaHeight = THEIGHT*2/3;
	uint16_t recWidth = areaWidth/mapWidth;
	uint16_t recHeight = areaHeight/mapHeight;
	uint16_t areaTop = (THEIGHT-mapHeight*recHeight)/2;
	uint16_t areaLeft = (TWIDTH-mapWidth*recWidth)/2;

	uint8_t curX = 0;
	uint8_t curY = 0;
	uint16_t playerLength = 0;
	float colorInterpolation = 0;

	u64 oldTime = 0;
	u64 keyTime = 0;

	while (aptMainLoop()) {
		// manage timer according to time passed since last frame
		u64 newTime = osGetTime();
		keyTime += newTime-oldTime;
		oldTime = newTime;

		hidScanInput();
		if (hidKeysDown() & KEY_START) break;

		// move cursor according to input
		uint16_t oldCurXY = curY*mapWidth+curX;
		curX += mapWidth;
		curY += mapHeight;
		if (hidKeysDown() & KEY_LEFT) curX--;
		if (hidKeysDown() & KEY_RIGHT) curX++;
		if (hidKeysDown() & KEY_UP) curY--;
		if (hidKeysDown() & KEY_DOWN) curY++;
		curX %= mapWidth;
		curY %= mapHeight;
		uint16_t newCurXY = curY*mapWidth+curX;

		if (newCurXY != oldCurXY) {
			map[newCurXY]--;
			playerLength++;
			keyTime=0; // force cursor display now
		}
		if (map[newCurXY] == 255) {
			// reset level
			curX = 0;
			curY = 0;
			playerLength = 0;
			memcpy(map, map_u, mapDim);
		}
		if (playerLength == mapLength) break; // TODO should be "you won"

		u32 targetColor = RGBA8(0x00,0xaa,0xaa,255);
		float targetInterpolation = (float)playerLength/(float)mapLength;
		if (newTime%256==0) colorInterpolation = (colorInterpolation*3+targetInterpolation*1)/4;
		u32 darkColor = interpolate(targetColor, greyed(targetColor), colorInterpolation);
		u32 liteColor = interpolate(darkColor, 0xffffffff, 1.0f/3.0f); // white is too clear
		u32 bgColor = interpolate(darkColor, 0, 0.5f);

		sf2d_set_clear_color(bgColor);

		sf2d_start_frame(GFX_TOP, GFX_LEFT);
		{
			// draw tiles
			for (uint8_t x=0; x<mapWidth; x++) for (uint8_t y=0; y<mapHeight; y++) {
				sf2d_draw_rectangle(x*recWidth+areaLeft, y*recHeight+areaTop, recWidth, recHeight, interpolate(darkColor, liteColor, ((float)map[y*mapWidth+x])/3));
			}

			// draw cursor
			float t = (float)(keyTime%2048)/2048.0f;
			uint8_t op = pow(fabs(t-0.5f)*2,4)*255;
			sf2d_draw_rectangle(curX*recWidth+areaLeft, curY*recHeight+areaTop, recWidth, recHeight, RGBA8(0,0,0,op));
		}
		sf2d_end_frame();

		sf2d_swapbuffers();
	}

	sf2d_fini();

	return 0;
}
Пример #20
0
CtrUi::~CtrUi() {
	sf2d_free_texture(main_texture);	
	sf2d_fini();
}
Пример #21
0
Файл: main.c Проект: yuriks/mgba
int main() {
	hasSound = !csndInit();

	rotation.d.sample = _sampleRotation;
	rotation.d.readTiltX = _readTiltX;
	rotation.d.readTiltY = _readTiltY;
	rotation.d.readGyroZ = _readGyroZ;

	stream.postVideoFrame = 0;
	stream.postAudioFrame = 0;
	stream.postAudioBuffer = _postAudioBuffer;

	if (!allocateRomBuffer()) {
		return 1;
	}

	if (hasSound) {
		audioLeft = linearAlloc(AUDIO_SAMPLES * sizeof(int16_t));
		audioRight = linearAlloc(AUDIO_SAMPLES * sizeof(int16_t));
	}

	sf2d_init();
	sf2d_set_clear_color(0);
	tex = sf2d_create_texture(256, 256, TEXFMT_RGB565, SF2D_PLACE_RAM);
	memset(tex->data, 0, 256 * 256 * 2);

	sdmcArchive = (FS_archive) {
		ARCH_SDMC,
		(FS_path) { PATH_EMPTY, 1, (const u8*)"" },
		0, 0
	};
	FSUSER_OpenArchive(0, &sdmcArchive);

	logFile = VFileOpen("/mgba.log", O_WRONLY | O_CREAT | O_TRUNC);
	struct GUIFont* font = GUIFontCreate();

	if (!font) {
		goto cleanup;
	}

	struct GBAGUIRunner runner = {
		.params = {
			320, 240,
			font, "/",
			_drawStart, _drawEnd, _pollInput,
			0, 0,

			GUI_PARAMS_TRAIL
		},
		.setup = _setup,
		.teardown = 0,
		.gameLoaded = _gameLoaded,
		.gameUnloaded = _gameUnloaded,
		.prepareForFrame = 0,
		.drawFrame = _drawFrame,
		.pollGameInput = _pollGameInput
	};
	GBAGUIInit(&runner, 0);
	GBAGUIRunloop(&runner);
	GBAGUIDeinit(&runner);

cleanup:
	linearFree(renderer.outputBuffer);

	if (logFile) {
		logFile->close(logFile);
	}

	sf2d_free_texture(tex);
	sf2d_fini();

	if (hasSound) {
		linearFree(audioLeft);
		linearFree(audioRight);
	}
	csndExit();
	return 0;
}