add thread event example

This commit is contained in:
Dave Murphy 2015-02-25 15:28:30 +00:00
parent aa98a0796b
commit c5fa04e845
3 changed files with 251 additions and 0 deletions

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SUBDIRS:= `ls | egrep -v '^(CVS)$$'`
all:
@for i in $(SUBDIRS); do if test -e $$i/Makefile ; then $(MAKE) -C $$i || { exit 1;} fi; done;
clean:
@for i in $(SUBDIRS); do if test -e $$i/Makefile ; then $(MAKE) -C $$i clean || { exit 1;} fi; done;
install:
@for i in $(SUBDIRS); do if test -e $$i/Makefile ; then $(MAKE) -C $$i install || { exit 1;} fi; done;

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#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
TOPDIR ?= $(CURDIR)
include $(DEVKITARM)/3ds_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
#
# NO_SMDH: if set to anything, no SMDH file is generated.
# APP_TITLE is the name of the app stored in the SMDH file (Optional)
# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
# APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
# ICON is the filename of the icon (.png), relative to the project folder.
# If not set, it attempts to use one of the following (in this order):
# - <Project name>.png
# - icon.png
# - <libctru folder>/default_icon.png
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES := include
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard
CFLAGS := -g -Wall -O2 -mword-relocations \
-fomit-frame-pointer -ffast-math \
$(ARCH)
CFLAGS += $(INCLUDE) -DARM11 -D_3DS
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
LIBS := -lctru -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(CTRULIB)
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export TOPDIR := $(CURDIR)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
ifeq ($(strip $(ICON)),)
icons := $(wildcard *.png)
ifneq (,$(findstring $(TARGET).png,$(icons)))
export APP_ICON := $(TOPDIR)/$(TARGET).png
else
ifneq (,$(findstring icon.png,$(icons)))
export APP_ICON := $(TOPDIR)/icon.png
endif
endif
else
export APP_ICON := $(TOPDIR)/$(ICON)
endif
ifeq ($(strip $(NO_SMDH)),)
export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh
endif
.PHONY: $(BUILD) clean all
#---------------------------------------------------------------------------------
all: $(BUILD)
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
ifeq ($(strip $(NO_SMDH)),)
$(OUTPUT).3dsx : $(OUTPUT).elf $(OUTPUT).smdh
else
$(OUTPUT).3dsx : $(OUTPUT).elf
endif
$(OUTPUT).elf : $(OFILES)
#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------
%.bin.o : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
-include $(DEPENDS)
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

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#include <string.h>
#include <malloc.h>
#include <inttypes.h>
#include <stdio.h>
#include <3ds.h>
Handle threadHandle, threadRequest;
#define STACKSIZE (4 * 1024)
volatile bool threadExit = false;
volatile int threadcount=0;
void threadMain(void *arg) {
while(1) {
svcWaitSynchronization(threadRequest, U64_MAX);
svcClearEvent(threadRequest);
if(threadExit) svcExitThread();
threadcount++;
}
}
int main(int argc, char** argv) {
gfxInitDefault();
consoleInit(GFX_TOP, NULL);
svcCreateEvent(&threadRequest,0);
u32 *threadStack = memalign(32, STACKSIZE);
Result ret = svcCreateThread(&threadHandle, threadMain, 0, &threadStack[STACKSIZE/4], 0x3f, 0);
printf("thread create returned %x\n", ret);
// Main loop
while (aptMainLoop())
{
gspWaitForVBlank();
hidScanInput();
printf("\x1b[5;0H");
printf("thread counter = %d\n",threadcount);
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
if (kDown * KEY_A)
svcSignalEvent(threadRequest);
// Flush and swap framebuffers
gfxFlushBuffers();
gfxSwapBuffers();
}
// 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);
gfxExit();
return 0;
}