#include #include #include #include "ui.h" #include static void *xfb = NULL; static GXRModeObj *rmode = NULL; //--------------------------------------------------------------------------------- int main(int argc, char **argv) { //--------------------------------------------------------------------------------- fatInitDefault(); // Initialise the video system VIDEO_Init(); // This function initialises the attached controllers Ctrl_Init(); // Obtain the preferred video mode from the system // This will correspond to the settings in the Wii menu rmode = VIDEO_GetPreferredMode(NULL); // Allocate memory for the display in the uncached region xfb = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode)); // Initialise the console, required for printf console_init(xfb,20,20,rmode->fbWidth,rmode->xfbHeight,rmode->fbWidth*VI_DISPLAY_PIX_SZ); // Set up the video registers with the chosen mode VIDEO_Configure(rmode); // Tell the video hardware where our display memory is VIDEO_SetNextFramebuffer(xfb); // Make the display visible VIDEO_SetBlack(FALSE); // Flush the video register changes to the hardware VIDEO_Flush(); // Wait for Video setup to complete VIDEO_WaitVSync(); if(rmode->viTVMode&VI_NON_INTERLACE) VIDEO_WaitVSync(); // The console understands VT terminal escape codes // This positions the cursor on row 2, column 0 // we can use variables for this with format codes too // e.g. printf ("\x1b[%d;%dH", row, column ); printf("\x1b[2;0H"); UiInit(); while(1) { // Call WPAD_ScanPads each loop, this reads the latest controller states Ctrl_ScanPads(); // WPAD_ButtonsDown tells us which buttons were pressed in this loop // this is a "one shot" state which will not fire again until the button has been released u32 pressed = Ctrl_ButtonsDown(0); // We return to the launcher application via exit if ( pressed & PAD_BUTTON_START ) exit(0); if(UiUpdate(pressed)) UiRender(); // Wait for the next frame VIDEO_WaitVSync(); } return 0; }