ctr_Repair/trunk/SkipFirstLaunch/main.cpp
N2614 a6203551a6 ビルドが通るように
git-svn-id: file:///Volumes/Transfer/gigaleak_20231201/2020-05-23%20-%20ctr.7z%20+%20svn_v1.068.zip/ctr/svn/ctr_Repair@652 385bec56-5757-e545-9c3a-d8741f4650f1
2012-02-22 04:22:39 +00:00

114 lines
3.5 KiB
C++

/*---------------------------------------------------------------------------*
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 <nn.h>
#include <nn/applet.h>
#include <nn/cfg.h>
#include <nn/cfg/CTR/cfg_ApiInit.h>
#include <nn/cfg/CTR/detail/cfg_Keys.h>
#include <nn/ns.h>
#include "syokaikidou.h"
#include "demo.h"
#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();
// RenderSystem の準備
nn::fnd::ExpHeap appHeap;
appHeap.Initialize(nn::os::GetDeviceMemoryAddress(), nn::os::GetDeviceMemorySize());
const size_t s_GxHeapSize = 8 * 1024 * 1024;
void* heapForGx = appHeap.Allocate(s_GxHeapSize);
s_RenderSystem.Initialize(reinterpret_cast<uptr>(heapForGx), s_GxHeapSize);
s_RenderSystem.SetClearColor(NN_GX_DISPLAY_BOTH, 0, 1, 0, 1);
result = nn::ns::InitializeForShell();
HANDLE_ERROR(result);
fnc_1st_setting();
fnc_starting_set();
for(;;)
{
// 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();
appHeap.Free(heapForGx);
appHeap.Finalize();
result = nn::applet::PrepareToCloseApplication();
HANDLE_ERROR(result);
result = nn::applet::CloseApplication();
HANDLE_ERROR(result);
}
s_RenderSystem.SetRenderTarget(NN_GX_DISPLAY0);
s_RenderSystem.Clear();
s_RenderSystem.SwapBuffers();
s_RenderSystem.SetRenderTarget(NN_GX_DISPLAY1);
s_RenderSystem.Clear();
s_RenderSystem.SwapBuffers();
s_RenderSystem.WaitVsync(NN_GX_DISPLAY_BOTH);
}
}