fpc/packages/libogcfpc/examples/template/template.pp
Legolas 645744bf51 + Added libogc binding and examples for Wii
git-svn-id: trunk@16989 -
2011-02-23 21:59:42 +00:00

98 lines
2.3 KiB
ObjectPascal

program template;
{$J+}
{$macro on}
{$mode objfpc}
uses
ctypes, gccore;
type
_gx_rmodeobj2 = packed record
viTVMode : cuint32;
fbWidth : cuint16;
efbHeight : cuint16;
xfbHeight : cuint16;
viXOrigin : cuint16;
viYOrigin : cuint16;
viWidth : cuint16;
viHeight : cuint16;
xfbMode : cuint32;
field_rendering : cuint8;
aa : cuint8;
sample_pattern : array [0..11, 0..1] of cuint8;
vfilter : array [0..6] of cuint8;
end;
var
xfb: pcuint32;
rmode: PGXRModeObj = nil;
pressed: cuint32;
begin
// Initialise the video system
VIDEO_Init();
// This function initialises the attached controllers
WPAD_Init();
// Obtain the preferred video mode from the system
// This will correspond to the settings in the Wii menu
rmode := VIDEO_GetPreferredMode(nil);
// Allocate memory for the display in the uncached region
xfb := MEM_K0_TO_K1(integer(SYS_AllocateFramebuffer(rmode)));
// Initialise the console, required for printf
//console_init(xfb,
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 and VI_NON_INTERLACE)<> 0 then
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(#27'[2;0H');
printf('Hello World!'#10);
iprintf('%d', sizeof(twgpipe));
while true do
begin
// Call WPAD_ScanPads each loop, this reads the latest controller states
WPAD_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
pressed := WPAD_ButtonsDown(0);
// We return to the launcher application via exit
if ( pressed and WPAD_BUTTON_HOME ) <> 0 then
exit;
// Wait for the next frame
VIDEO_WaitVSync();
end;
end.