Merge pull request #61 from Aurelio92/example-24bit_Bitmap
Added 24bit Bitmap example
This commit is contained in:
commit
64d918a719
190
examples/graphics/bitmap/24bit-color/Makefile
Executable file
190
examples/graphics/bitmap/24bit-color/Makefile
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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TOPDIR ?= $(CURDIR)
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include $(DEVKITARM)/3ds_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# DATA is a list of directories containing data files
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# INCLUDES is a list of directories containing header files
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#
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# NO_SMDH: if set to anything, no SMDH file is generated.
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# APP_TITLE is the name of the app stored in the SMDH file (Optional)
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# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
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# APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
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# ICON is the filename of the icon (.png), relative to the project folder.
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# If not set, it attempts to use one of the following (in this order):
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# - <Project name>.png
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# - icon.png
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# - <libctru folder>/default_icon.png
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#---------------------------------------------------------------------------------
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TARGET := $(notdir $(CURDIR))
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BUILD := build
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SOURCES := source
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DATA :=
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INCLUDES := include
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GRAPHICS := gfx
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=softfp
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CFLAGS := -g -Wall -O2 -mword-relocations \
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-fomit-frame-pointer -ffast-math \
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$(ARCH)
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CFLAGS += $(INCLUDE) -DARM11 -D_3DS
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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LIBS := -lctru -lm
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(CTRULIB)
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export TOPDIR := $(CURDIR)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir)) \
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$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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PNGFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.png)))
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES := $(addsuffix .o,$(BINFILES)) \
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$(PNGFILES:.png=.rgb.o) \
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$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) \
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.png)
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ifneq (,$(findstring $(TARGET).png,$(icons)))
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export APP_ICON := $(TOPDIR)/$(TARGET).png
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else
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ifneq (,$(findstring icon.png,$(icons)))
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export APP_ICON := $(TOPDIR)/icon.png
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endif
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endif
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else
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export APP_ICON := $(TOPDIR)/$(ICON)
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endif
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IMAGEMAGICK := $(shell which convert)
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.PHONY: $(BUILD) clean all
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(IMAGEMAGICK)),)
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all:
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@echo "Image Magick not found!"
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@echo
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@echo "Please install Image Magick from http://www.imagemagick.org/ to build this example"
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else
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all: $(BUILD)
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endif
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#---------------------------------------------------------------------------------
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$(BUILD):
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@[ -d $@ ] || mkdir -p $@
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@make --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf
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#---------------------------------------------------------------------------------
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else
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DEPENDS := $(OFILES:.o=.d)
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(NO_SMDH)),)
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.PHONY: all
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all : $(OUTPUT).3dsx $(OUTPUT).smdh
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endif
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$(OUTPUT).3dsx : $(OUTPUT).elf
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$(OUTPUT).elf : $(OFILES)
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#---------------------------------------------------------------------------------
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# you need a rule like this for each extension you use as binary data
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#---------------------------------------------------------------------------------
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%.bin.o : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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%.rgb.o: %.rgb
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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%.rgb: %.png
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@convert $< -channel B -separate $< -channel G -separate $< -channel R -separate -channel RGB -combine -rotate 90 $@
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-include $(DEPENDS)
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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16
examples/graphics/bitmap/24bit-color/README.md
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examples/graphics/bitmap/24bit-color/README.md
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24bit Bitmap Example
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=======
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This example shows on bottom screen an upscaled version of the nds examples Drunken Coders logo that can be found in devkitPro.
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If you want to try with your own image follow these steps:
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1. Download & install: http://www.imagemagick.org/ (If you get an option to add the application to the path make sure to check it!).
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2. convert fileIn.png -channel B -separate fileIn.png -channel G -separate fileIn.png -channel R -separate -channel RGB -combine -rotate 90 fileOut.rgb
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3. Rename fileOut.rgb in fileOut.bin
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4. Copy fileOut.bin in the data folder of your project
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5. Replace any reference of drunkenlogo_bin in main.cpp with fileOut_bin (or however you named it)
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6. Re-Build the project
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As you can see from the previos steps the image is clockwise rotated by 90 degrees and its B and R channels are swapped. The first operation is done because the 3DS screens are actually portrait screens rotated by 90 degrees (in a counter-clockwise direction), while the second one is done because the 3DS screens' framebuffers have a BGR888 color format, by default.
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BIN
examples/graphics/bitmap/24bit-color/gfx/brew.png
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BIN
examples/graphics/bitmap/24bit-color/gfx/brew.png
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Binary file not shown.
After Width: | Height: | Size: 138 KiB |
71
examples/graphics/bitmap/24bit-color/source/main.c
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examples/graphics/bitmap/24bit-color/source/main.c
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/*
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Hello World example made by Aurelio Mannara for ctrulib
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This code was modified for the last time on: 12/13/2014 01:00 UTC+1
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This wouldn't be possible without the amazing work done by:
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-Smealum
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-fincs
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-WinterMute
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-yellows8
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-plutoo
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-mtheall
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-Many others who worked on 3DS and I'm surely forgetting about
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*/
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#include <3ds.h>
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#include <stdio.h>
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#include <string.h>
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//This include a header containing definitions of our image
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#include "brew_rgb.h"
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int main(int argc, char **argv)
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{
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// Initialize services
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srvInit();
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aptInit();
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gfxInit();
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hidInit(NULL);
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//Initialize console on top screen. Using NULL as the second argument tells the console library to use the internal console structure as current one
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consoleInit(GFX_TOP, NULL);
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printf("Sorry for the recycled image from the Nintendo DS devkitPro's examples, but it's always good to bring back some memories, isn't it?");
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printf("\x1b[29;15HPress Start to exit.");
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//We don't need double buffering in this example. In this way we can draw our image only once on screen.
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gfxSetDoubleBuffering(GFX_BOTTOM, false);
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//Get the bottom screen's frame buffer
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u8* fb = gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL);
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//Copy our image in the bottom screen's frame buffer
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memcpy(fb, brew_rgb, brew_rgb_size);
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// Main loop
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while (aptMainLoop())
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{
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//Scan all the inputs. This should be done once for each frame
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hidScanInput();
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//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
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u32 kDown = hidKeysDown();
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if (kDown & KEY_START) break; // break in order to return to hbmenu
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// Flush and swap framebuffers
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gfxFlushBuffers();
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gfxSwapBuffers();
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//Wait for VBlank
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gspWaitForVBlank();
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}
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// Exit services
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gfxExit();
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hidExit();
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aptExit();
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srvExit();
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return 0;
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}
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