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#include <3ds.h>

#include "../gc.h"
#include "../platform.h"
#include "../util.h"
#include <inttypes.h>
#include <stdio.h>
#include <stdlib.h>

/**
 * These cache-size details are from
 * https://www.copetti.org/writings/consoles/nintendo-3ds/. We call the second
 * level of cache (only available on N3DS) L3, since the GC design only cares
 * about L1D and L3.
 */
size_t get_l1d_size(void) { return 16 * 1024; }
size_t get_l3_size(void) { return 2 * 1024 * 1024; }

void panic_begin(void) { consoleInit(GFX_TOP, NULL); }

noreturn void panic_end(void) {
  printf("\nPress Start to exit.\n");

  while (aptMainLoop()) {
    hidScanInput();
    u32 keys = hidKeysDown();
    if (keys & KEY_START)
      break;
    gfxFlushBuffers();
    gfxSwapBuffers();
    gspWaitForVBlank();
  }

  gfxExit();
  exit(1);
}

int main(int argc, char **argv) {
  gfxInit(GSP_BGR8_OES, GSP_BGR8_OES, false);

  gc_init();
  bootstrap();

  // Initialize console on top screen. Using NULL as the second argument tells
  // the console library to use the internal console structure as current one
  consoleInit(GFX_TOP, NULL);

  // Move the cursor to row 15 and column 19 and then prints "Hello World!"
  // To move the cursor you have to print "\x1b[r;cH", where r and c are
  // respectively the row and column where you want your cursor to move The top
  // screen has 30 rows and 50 columns The bottom screen has 30 rows and 40
  // columns
  printf("\x1b[16;20HHello World!");

  printf("\x1b[29;16HPress Start to exit.\n");

  // Main loop
  while (aptMainLoop()) {
    // Scan all the inputs. This should be done once for each frame
    hidScanInput();

    // hidKeysDown returns information about which buttons have been just
    // pressed (and they weren't in the previous frame)
    u32 kDown = hidKeysDown();

    if (kDown & KEY_START)
      break; // break in order to return to hbmenu
    if (kDown & KEY_A)
      todo("GM");

    circlePosition pos;
    hidCircleRead(&pos);
    printf("\x1b[0;0H\x1b[K(%" PRId16 ", %" PRId16 ")\n", pos.dx, pos.dy);

    // Get the bottom screen's frame buffer
    u16 w, h;
    u8 *fb = gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, &w, &h);

    for (u16 j = 0; j < h; j++) {
      for (u16 i = 0; i < w; i++) {
        *fb++ = (u8)(((float)i / (float)w) * 255.0);
        *fb++ = (u8)(((float)j / (float)h) * 255.0);
        *fb++ = 0x00;
      }
    }

    // Flush and swap framebuffers
    gfxFlushBuffers();
    gfxSwapBuffers();

    // Wait for VBlank
    gspWaitForVBlank();
  }

  gfxExit();
  return 0;
}