ctr_Repair/trunk/SkipFirstLaunch/main.cpp
N2614 e2c5a298a4 色々と追加忘れ
進捗と結果を表示するように

git-svn-id: file:///Volumes/Transfer/gigaleak_20231201/2020-05-23%20-%20ctr.7z%20+%20svn_v1.068.zip/ctr/svn/ctr_Repair@654 385bec56-5757-e545-9c3a-d8741f4650f1
2012-02-24 01:45:44 +00:00

179 lines
5.2 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 <nn/hid/CTR/hid_ApiWithPrivilege.h>
#include <scene.h>
#include "HeapManager.h"
#include "syokaikidou.h"
#include "CfgChanger.h"
#include "StateManager.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
const size_t gxHeapSize = nn::os::GetDeviceMemorySize() / 2;
const size_t heapSizeofRender = 8 * 1024 * 1024;
nn::fnd::ExpHeap heapForGx;
heapForGx.Initialize(nn::os::GetDeviceMemoryAddress(), gxHeapSize, nn::os::ALLOCATE_OPTION_LINEAR);
void* heapBuf = heapForGx.Allocate(heapSizeofRender);
s_RenderSystem.Initialize(reinterpret_cast<uptr>(heapBuf), heapSizeofRender);
s_RenderSystem.SetClearColor(NN_GX_DISPLAY_BOTH, 0, 1, 0, 1);
common::InitializeHeap();
result = nn::ns::InitializeForShell();
HANDLE_ERROR(result);
nn::fs::Initialize();
nn::hid::InitializeWithPrivilege();
nn::hid::PadReader padReader;
nn::hid::PadStatus padStatus;
scene::TextWriter textWriter;
textWriter.Initialize(&heapForGx);
// 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)
{
NN_LOG("Updating SaveData\n");
updateSaveData = true;
}
if(updateSaveData)
{
pManager = new StateManager(StateManager::MODE_OVERWITE);
}
else
{
pManager = new 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);
}
}