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XorTroll
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#pragma once | ||
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// Include Plutonium | ||
#include <pu/Plutonium> | ||
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// Define your main layout as a class inheriting from pu::Layout | ||
class Layout1 : public pu::Layout | ||
{ | ||
public: | ||
Layout1(); | ||
void Update(); | ||
private: | ||
// An easy way to keep objects is to have them as private pointer members | ||
pu::element::TextBlock *sampleText; | ||
}; | ||
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// Define your application as a class too | ||
class MainApplication : public pu::Application | ||
{ | ||
public: | ||
MainApplication(); | ||
private: | ||
// Layout instance | ||
Layout1 *layout1; | ||
}; |
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#--------------------------------------------------------------------------------- | ||
.SUFFIXES: | ||
#--------------------------------------------------------------------------------- | ||
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ifeq ($(strip $(DEVKITPRO)),) | ||
$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>/devkitpro") | ||
endif | ||
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TOPDIR ?= $(CURDIR) | ||
include $(DEVKITPRO)/libnx/switch_rules | ||
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#--------------------------------------------------------------------------------- | ||
# 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 | ||
# EXEFS_SRC is the optional input directory containing data copied into exefs, if anything this normally should only contain "main.npdm". | ||
# ROMFS is the directory containing data to be added to RomFS, relative to the Makefile (Optional) | ||
# | ||
# NO_ICON: if set to anything, do not use icon. | ||
# NO_NACP: if set to anything, no .nacp file is generated. | ||
# APP_TITLE is the name of the app stored in the .nacp file (Optional) | ||
# APP_AUTHOR is the author of the app stored in the .nacp file (Optional) | ||
# APP_VERSION is the version of the app stored in the .nacp file (Optional) | ||
# APP_TITLEID is the titleID of the app stored in the .nacp file (Optional) | ||
# ICON is the filename of the icon (.jpg), relative to the project folder. | ||
# If not set, it attempts to use one of the following (in this order): | ||
# - <Project name>.jpg | ||
# - icon.jpg | ||
# - <libnx folder>/default_icon.jpg | ||
#--------------------------------------------------------------------------------- | ||
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APP_TITLE := Plutonium - Loop updating example | ||
APP_AUTHOR := XorTroll | ||
APP_VERSION := Test | ||
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# ICON := Icon.jpg | ||
TARGET := LoopUpdating | ||
BUILD := Build | ||
SOURCES := Source | ||
DATA := Bin | ||
INCLUDES := Include | ||
EXEFS_SRC := exefs_src | ||
# ROMFS := RomFs | ||
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#--------------------------------------------------------------------------------- | ||
# options for code generation | ||
#--------------------------------------------------------------------------------- | ||
ARCH := -march=armv8-a -mtune=cortex-a57 -mtp=soft -fPIE | ||
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CFLAGS := -g -O2 -fpermissive -ffunction-sections -w \ | ||
$(ARCH) $(DEFINES) | ||
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CFLAGS += $(INCLUDE) -D__SWITCH__ | ||
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CXXFLAGS := $(CFLAGS) -fexceptions -std=gnu++17 | ||
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ASFLAGS := -g $(ARCH) | ||
LDFLAGS = -specs=${DEVKITPRO}/libnx/switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map) | ||
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LIBS := -lpu -lfreetype -lSDL2_ttf -lSDL2_gfx -lSDL2_image -lSDL2 -lEGL -lGLESv2 -lglapi -ldrm_nouveau -lpng -ljpeg `sdl2-config --libs` `freetype-config --libs` -lnx | ||
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#--------------------------------------------------------------------------------- | ||
# list of directories containing libraries, this must be the top level containing | ||
# include and lib | ||
#--------------------------------------------------------------------------------- | ||
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# IMPORTANT! Change "$(CURDIR)/../../Plutonium/Output" to the path in which you have Plutonium libs. | ||
LIBDIRS := $(PORTLIBS) $(LIBNX) $(CURDIR)/../../Plutonium/Output | ||
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#--------------------------------------------------------------------------------- | ||
# no real need to edit anything past this point unless you need to add additional | ||
# rules for different file extensions | ||
#--------------------------------------------------------------------------------- | ||
ifneq ($(BUILD),$(notdir $(CURDIR))) | ||
#--------------------------------------------------------------------------------- | ||
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export OUTPUT := $(CURDIR)/$(TARGET) | ||
export TOPDIR := $(CURDIR) | ||
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \ | ||
$(foreach dir,$(DATA),$(CURDIR)/$(dir)) | ||
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export DEPSDIR := $(CURDIR)/$(BUILD) | ||
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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 $(dir)/*.*))) | ||
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#--------------------------------------------------------------------------------- | ||
# use CXX for linking C++ projects, CC for standard C | ||
#--------------------------------------------------------------------------------- | ||
ifeq ($(strip $(CPPFILES)),) | ||
#--------------------------------------------------------------------------------- | ||
export LD := $(CC) | ||
#--------------------------------------------------------------------------------- | ||
else | ||
#--------------------------------------------------------------------------------- | ||
export LD := $(CXX) | ||
#--------------------------------------------------------------------------------- | ||
endif | ||
#--------------------------------------------------------------------------------- | ||
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export OFILES_BIN := $(addsuffix .o,$(BINFILES)) | ||
export OFILES_SRC := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) | ||
export OFILES := $(OFILES_BIN) $(OFILES_SRC) | ||
export HFILES_BIN := $(addsuffix .h,$(subst .,_,$(BINFILES))) | ||
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \ | ||
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \ | ||
-I$(CURDIR)/$(BUILD) | ||
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) | ||
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export BUILD_EXEFS_SRC := $(TOPDIR)/$(EXEFS_SRC) | ||
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ifeq ($(strip $(ICON)),) | ||
icons := $(wildcard *.jpg) | ||
ifneq (,$(findstring $(TARGET).jpg,$(icons))) | ||
export APP_ICON := $(TOPDIR)/$(TARGET).jpg | ||
else | ||
ifneq (,$(findstring icon.jpg,$(icons))) | ||
export APP_ICON := $(TOPDIR)/icon.jpg | ||
endif | ||
endif | ||
else | ||
export APP_ICON := $(TOPDIR)/$(ICON) | ||
endif | ||
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ifeq ($(strip $(NO_ICON)),) | ||
export NROFLAGS += --icon=$(APP_ICON) | ||
endif | ||
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ifeq ($(strip $(NO_NACP)),) | ||
export NROFLAGS += --nacp=$(CURDIR)/$(TARGET).nacp | ||
endif | ||
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ifneq ($(APP_TITLEID),) | ||
export NACPFLAGS += --titleid=$(APP_TITLEID) | ||
endif | ||
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ifneq ($(ROMFS),) | ||
export NROFLAGS += --romfsdir=$(CURDIR)/$(ROMFS) | ||
endif | ||
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.PHONY: $(BUILD) clean all | ||
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#--------------------------------------------------------------------------------- | ||
all: $(BUILD) | ||
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$(BUILD): | ||
@[ -d $@ ] || mkdir -p $@ | ||
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile | ||
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#--------------------------------------------------------------------------------- | ||
clean: | ||
@echo clean ... | ||
@rm -fr $(BUILD) $(TARGET).pfs0 $(TARGET).nso $(TARGET).nro $(TARGET).nacp $(TARGET).elf | ||
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#--------------------------------------------------------------------------------- | ||
else | ||
.PHONY: all | ||
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DEPENDS := $(OFILES:.o=.d) | ||
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#--------------------------------------------------------------------------------- | ||
# main targets | ||
#--------------------------------------------------------------------------------- | ||
all : $(OUTPUT).pfs0 $(OUTPUT).nro | ||
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$(OUTPUT).pfs0 : $(OUTPUT).nso | ||
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$(OUTPUT).nso : $(OUTPUT).elf | ||
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ifeq ($(strip $(NO_NACP)),) | ||
$(OUTPUT).nro : $(OUTPUT).elf $(OUTPUT).nacp | ||
else | ||
$(OUTPUT).nro : $(OUTPUT).elf | ||
endif | ||
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$(OUTPUT).elf : $(OFILES) | ||
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$(OFILES_SRC) : $(HFILES_BIN) | ||
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#--------------------------------------------------------------------------------- | ||
# you need a rule like this for each extension you use as binary data | ||
#--------------------------------------------------------------------------------- | ||
%.bin.o %_bin.h : %.bin | ||
#--------------------------------------------------------------------------------- | ||
@echo $(notdir $<) | ||
@$(bin2o) | ||
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-include $(DEPENDS) | ||
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#--------------------------------------------------------------------------------------- | ||
endif | ||
#--------------------------------------------------------------------------------------- |
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#include <MainApplication.hpp> | ||
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// Implement all the layout/application functions here | ||
// This variable needs to be global, but it can be a member of a class too (easier to define it here tho) | ||
u32 count = 0; | ||
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Layout1::Layout1() | ||
{ | ||
// Create the textblock (that text is a placeholder tho) | ||
this->sampleText = new pu::element::TextBlock(300, 300, "Count: "); | ||
// Add the textblock to the layout's element container. IMPORTANT! this MUST be done, having them as members is not enough (just a simple way to keep them) | ||
this->AddChild(this->sampleText); | ||
} | ||
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// This will be executed each loop, before rendering data | ||
void Layout1::Update() | ||
{ | ||
// Increase the number | ||
count++; | ||
// Update the number's text | ||
this->sampleText->SetText("Count: " + std::to_string(count)); | ||
} | ||
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MainApplication::MainApplication() | ||
{ | ||
// Create the layout (calling the constructor above) | ||
this->layout1 = new Layout1(); | ||
// Add the loop function to the application via std::bind | ||
this->AddThread(std::bind(&Layout1::Update, this->layout1)); | ||
// Load the layout. In applications layouts are loaded, not added into a container (you don't select a added layout, just load it from this function) | ||
this->LoadLayout(this->layout1); | ||
} |
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#include <MainApplication.hpp> | ||
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// Main entrypoint, call the app here | ||
int main() | ||
{ | ||
// Create the application | ||
MainApplication *amain = new MainApplication(); | ||
// Show it. This function will finalize when the application's "Close()" function is called. | ||
amain->Show(); | ||
// IMPORTANT! free the application to destroy allocated memory and to finalize graphics. | ||
delete amain; | ||
// Exit | ||
return 0; | ||
} |
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@@ -1,19 +1,26 @@ | ||
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#pragma once | ||
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// Include Plutonium | ||
#include <pu/Plutonium> | ||
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// Define your main layout as a class inheriting from pu::Layout | ||
class Layout1 : public pu::Layout | ||
{ | ||
public: | ||
Layout1(); | ||
private: | ||
// An easy way to keep objects is to have them as private pointer members | ||
pu::element::TextBlock *helloText; | ||
}; | ||
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// Define your application as a class too | ||
class MainApplication : public pu::Application | ||
{ | ||
public: | ||
MainApplication(); | ||
private: | ||
// Layout instance | ||
Layout1 *layout1; | ||
}; |
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@@ -1,13 +1,19 @@ | ||
#include <MainApplication.hpp> | ||
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// Implement all the layout/application functions here | ||
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Layout1::Layout1() | ||
{ | ||
// Create the textblock with the text we want | ||
this->helloText = new pu::element::TextBlock(300, 300, "Hello world!"); | ||
// Add the textblock to the layout's element container. IMPORTANT! this MUST be done, having them as members is not enough (just a simple way to keep them) | ||
this->AddChild(this->helloText); | ||
} | ||
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MainApplication::MainApplication() | ||
{ | ||
// Create the layout (calling the constructor above) | ||
this->layout1 = new Layout1(); | ||
// Load the layout. In applications layouts are loaded, not added into a container (you don't select a added layout, just load it from this function) | ||
this->LoadLayout(this->layout1); | ||
} |
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@@ -1,8 +1,14 @@ | ||
#include <MainApplication.hpp> | ||
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// Main entrypoint, call the app here | ||
int main() | ||
{ | ||
// Create the application | ||
MainApplication *amain = new MainApplication(); | ||
// Show it. This function will finalize when the application's "Close()" function is called. | ||
amain->Show(); | ||
// IMPORTANT! free the application to destroy allocated memory and to finalize graphics. | ||
delete amain; | ||
// Exit | ||
return 0; | ||
} |