/*---------------------------------------------------------------------------* Project: Horizon File: main.cpp Copyright 2011 Nintendo. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Rev$ *---------------------------------------------------------------------------*/ #include #include #include #include #include #include #include #include "sysHeap.h" #include "syokaikidou.h" #include "CfgChanger.h" #include "StateManager.h" #include "demo.h" #include #define HANDLE_ERROR(result) \ if(result.IsFailure()) \ { \ DrawError(result); \ } \ namespace { demo::RenderSystemDrawing s_RenderSystem; } extern "C" void nninitSetupDaemons(void) { } void DrawError(nn::Result result) { s_RenderSystem.SetClearColor(NN_GX_DISPLAY_BOTH, 1, 0, 0, 1); s_RenderSystem.SetColor(1, 1, 1); for(;;) { s_RenderSystem.SetRenderTarget(NN_GX_DISPLAY0); s_RenderSystem.Clear(); s_RenderSystem.DrawText(0, 0, "Error: %08X", result.GetPrintableBits()); s_RenderSystem.SwapBuffers(); s_RenderSystem.SetRenderTarget(NN_GX_DISPLAY1); s_RenderSystem.Clear(); s_RenderSystem.SwapBuffers(); s_RenderSystem.WaitVsync(NN_GX_DISPLAY_BOTH); } } extern "C" void nnMain() { nn::Result result; nn::applet::Enable(); nn::cfg::CTR::init::Initialize(); nn::os::Initialize(); nn::fs::Initialize(); // ヒープの準備 sys::Mem::init(); // RenderSystem の準備 const size_t heapSizeofRender = 8 * 1024 * 1024; void* heapBuf = sys::Mem::getDeviceHeap()->getHeap()->Allocate(heapSizeofRender); s_RenderSystem.Initialize(reinterpret_cast(heapBuf), heapSizeofRender); s_RenderSystem.SetClearColor(NN_GX_DISPLAY_BOTH, 0, 1, 0, 1); result = nn::ns::InitializeForShell(); HANDLE_ERROR(result); nn::hid::InitializeWithPrivilege(); nn::hid::PadReader padReader; nn::hid::PadStatus padStatus; const size_t heapSizeofWriter = 4 * 1024 * 1024; void* fontHeapAddr = sys::Mem::getDeviceHeap()->getHeap()->Allocate(heapSizeofWriter); scene::TextWriter textWriter; nn::fnd::ExpHeap fontHeap; fontHeap.Initialize(reinterpret_cast(fontHeapAddr), heapSizeofWriter); textWriter.Initialize(&fontHeap); // タイトル設定 wchar_t title[] = L"CTR User Setting Manager"; scene::SetTitle(title, sizeof(title)/sizeof(wchar_t)); StateManager* pManager; bool updateSaveData = false; padReader.ReadLatest(&padStatus); if(padStatus.hold & nn::hid::BUTTON_Y && padStatus.hold & nn::hid::BUTTON_A && padStatus.hold & nn::hid::BUTTON_B && padStatus.hold & nn::hid::BUTTON_X ) { NN_LOG("Updating SaveData\n"); updateSaveData = true; } if(updateSaveData) { pManager = new(sys::Mem::getMainHeap()) StateManager(StateManager::MODE_OVERWITE); } else { pManager = new(sys::Mem::getMainHeap()) StateManager(StateManager::MODE_APPLY); } for(;;) { bool goNext = false; padReader.ReadLatest(&padStatus); if(padStatus.trigger & nn::hid::BUTTON_A || padStatus.trigger & nn::hid::BUTTON_START ) { goNext = true; } // 電源ボタン短押しでシステムにシャットダウン通知を投げる if( nn::applet::IsExpectedToProcessPowerButton()) { result = nn::ns::ShutdownAsync(); HANDLE_ERROR(result); } // シャットダウンが始まったらアプリを終了させる if ( nn::applet::IsExpectedToCloseApplication()) { NN_LOG("Close Application\n"); result = nn::ns::FinalizeForShell(); HANDLE_ERROR(result); s_RenderSystem.Finalize(); result = nn::applet::PrepareToCloseApplication(); HANDLE_ERROR(result); result = nn::applet::CloseApplication(); HANDLE_ERROR(result); } s_RenderSystem.SetRenderTarget(NN_GX_DISPLAY0); if(pManager->IsError()) { s_RenderSystem.SetClearColor(NN_GX_DISPLAY_BOTH, 1, 0, 0, 1); } else if(pManager->IsFinished()) { s_RenderSystem.SetClearColor(NN_GX_DISPLAY_BOTH, 0, 1, 0, 1); } else { s_RenderSystem.SetClearColor(NN_GX_DISPLAY_BOTH, 0, 0, 0, 1); } s_RenderSystem.Clear(); textWriter.BeginRender(NN_GX_DISPLAY0); scene::DrawTitle(&textWriter); if(pManager->Exec(goNext, &textWriter)) { pManager->GoNext(); } textWriter.EndRender(); s_RenderSystem.SwapBuffers(); s_RenderSystem.SetRenderTarget(NN_GX_DISPLAY1); s_RenderSystem.Clear(); s_RenderSystem.SwapBuffers(); s_RenderSystem.WaitVsync(NN_GX_DISPLAY_BOTH); } }