sdmc/source/main.c
///////////////////////////////////////
// SDMC example //
///////////////////////////////////////
//this example shows you how to load a binary image file from the SD card and display it on the lower screen
//for this to work you should copy test.bin to same folder as your .3dsx
//this file was generated with GIMP by saving a 240x320 image to raw RGB
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <3ds.h>
#include "costable.h"
//this will contain the data read from SDMC
u8* buffer;
//3DS has VFPs so we could just use cos
//but we're old school so LUT4life
s32 pcCos(u16 v)
{
return costable[v&0x1FF];
}
void renderEffect()
{
static int cnt;
u8* bufAdr=gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL);
int i, j;
for(i=1;i<400;i++)
{
for(j=1;j<240;j++)
{
u32 v=(j+i*240)*3;
bufAdr[v]=(pcCos(i+cnt)+4096)/32;
bufAdr[v+1]=(pcCos(j-256+cnt)+4096)/64;
bufAdr[v+2]=(pcCos(i+128-cnt)+4096)/32;
}
}
cnt++;
}
int main(int argc, char** argv)
{
gfxInitDefault(); //makes displaying to screen easier
FILE *file = fopen("test.bin","rb");
if (file == NULL) goto exit;
// seek to end of file
fseek(file,0,SEEK_END);
// file pointer tells us the size
off_t size = ftell(file);
// seek back to start
fseek(file,0,SEEK_SET);
//allocate a buffer
buffer=malloc(size);
if(!buffer)goto exit;
//read contents !
off_t bytesRead = fread(buffer,1,size,file);
//close the file because we like being nice and tidy
fclose(file);
if(size!=bytesRead)goto exit;
while(aptMainLoop())
{
//exit when user hits B
hidScanInput();
if(keysHeld()&KEY_B)break;
//render rainbow
renderEffect();
//copy buffer to lower screen (don't have to do it every frame)
memcpy(gfxGetFramebuffer(GFX_BOTTOM, GFX_BOTTOM, NULL, NULL), buffer, size);
//wait & swap
gfxSwapBuffersGpu();
gspWaitForEvent(GSPGPU_EVENT_VBlank0, false);
}
//cleanup and return
//returning from main() returns to hbmenu when run under ninjhax
exit:
//closing all services even more so
gfxExit();
return 0;
}
3ds.h
Central 3DS header.
aptMainLoop
bool aptMainLoop(void)
Main function which handles sleep mode and HOME/power buttons - call this at the beginning of every f...
gfxInitDefault
void gfxInitDefault(void)
Initializes the LCD framebuffers with default parameters This is equivalent to calling:
gfxSwapBuffersGpu
void gfxSwapBuffersGpu(void)
Same as gfxSwapBuffers (formerly different).
gfxGetFramebuffer
u8 * gfxGetFramebuffer(gfxScreen_t screen, gfx3dSide_t side, u16 *width, u16 *height)
Retrieves the framebuffer of the specified screen to which graphics should be rendered.
GFX_BOTTOM
@ GFX_BOTTOM
Bottom screen.
Definition: gfx.h:27
GFX_TOP
@ GFX_TOP
Top screen.
Definition: gfx.h:26
gfxExit
void gfxExit(void)
Deinitializes and frees the LCD framebuffers.
GFX_LEFT
@ GFX_LEFT
Left eye framebuffer.
Definition: gfx.h:37
GSPGPU_EVENT_VBlank0
@ GSPGPU_EVENT_VBlank0
TODO.
Definition: gspgpu.h:56
gspWaitForEvent
void gspWaitForEvent(GSPGPU_Event id, bool nextEvent)
Waits for a GSPGPU event to occur.
KEY_B
@ KEY_B
B.
Definition: hid.h:13
keysHeld
#define keysHeld
Compatibility macro for hidKeysHeld.
Definition: hid.h:174
hidScanInput
void hidScanInput(void)
Scans HID for input data.
u8
uint8_t u8
would be nice if newlib had this already
Definition: types.h:21
u16
uint16_t u16
16-bit unsigned integer
Definition: types.h:22
s32
int32_t s32
32-bit signed integer
Definition: types.h:28
u32
uint32_t u32
32-bit unsigned integer
Definition: types.h:23