main
kry008 2023-09-10 10:50:41 +02:00
parent 984afe6e63
commit afafe56062
7 changed files with 379 additions and 0 deletions

43
.gitignore vendored 100644
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# ---> C++
# Prerequisites
*.d
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
*.smod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
*.3dsx
*.elf
*.cia
*.smdh
build/
source/*.old
source/*.o
source/main.c.old

235
Makefile 100644
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#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
TOPDIR ?= $(CURDIR)
include $(DEVKITARM)/3ds_rules
#---------------------------------------------------------------------------------
# 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
# GRAPHICS is a list of directories containing graphics files
# GFXBUILD is the directory where converted graphics files will be placed
# If set to $(BUILD), it will statically link in the converted
# files as if they were data files.
#
# NO_SMDH: if set to anything, no SMDH file is generated.
# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
# APP_TITLE is the name of the app stored in the SMDH file (Optional)
# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
# APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
# ICON is the filename of the icon (.png), relative to the project folder.
# If not set, it attempts to use one of the following (in this order):
# - <Project name>.png
# - icon.png
# - <libctru folder>/default_icon.png
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES := include
GRAPHICS := gfx
GFXBUILD := $(BUILD)
#ROMFS := romfs
#GFXBUILD := $(ROMFS)/gfx
#app XO, author kry008, description XO game by kry008
APP_TITLE := XO
APP_DESCRIPTION := XO game by kry008
APP_AUTHOR := kry008
#icon icon.png
ICON := icon.png
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
CFLAGS := -g -Wall -O2 -mword-relocations \
-ffunction-sections \
$(ARCH)
CFLAGS += $(INCLUDE) -D__3DS__
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
LIBS := -lctru -lm
LIBS := -lcitro2d -lcitro3d -lctru -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(CTRULIB)
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export TOPDIR := $(CURDIR)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica)))
SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
GFXFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.t3s)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
ifeq ($(GFXBUILD),$(BUILD))
#---------------------------------------------------------------------------------
export T3XFILES := $(GFXFILES:.t3s=.t3x)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export ROMFS_T3XFILES := $(patsubst %.t3s, $(GFXBUILD)/%.t3x, $(GFXFILES))
export T3XHFILES := $(patsubst %.t3s, $(BUILD)/%.h, $(GFXFILES))
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export OFILES_BIN := $(addsuffix .o,$(BINFILES)) \
$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
$(addsuffix .o,$(T3XFILES))
export OFILES := $(OFILES_BIN) $(OFILES_SOURCES)
export HFILES := $(PICAFILES:.v.pica=_shbin.h) $(SHLISTFILES:.shlist=_shbin.h) \
$(addsuffix .h,$(subst .,_,$(BINFILES))) \
$(GFXFILES:.t3s=.h)
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
export _3DSXDEPS := $(if $(NO_SMDH),,$(OUTPUT).smdh)
ifeq ($(strip $(ICON)),)
icons := $(wildcard *.png)
ifneq (,$(findstring $(TARGET).png,$(icons)))
export APP_ICON := $(TOPDIR)/$(TARGET).png
else
ifneq (,$(findstring icon.png,$(icons)))
export APP_ICON := $(TOPDIR)/icon.png
endif
endif
else
export APP_ICON := $(TOPDIR)/$(ICON)
endif
ifeq ($(strip $(NO_SMDH)),)
export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh
endif
ifneq ($(ROMFS),)
export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
endif
.PHONY: all clean
#---------------------------------------------------------------------------------
all: $(BUILD) $(GFXBUILD) $(DEPSDIR) $(ROMFS_T3XFILES) $(T3XHFILES)
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
$(BUILD):
@mkdir -p $@
ifneq ($(GFXBUILD),$(BUILD))
$(GFXBUILD):
@mkdir -p $@
endif
ifneq ($(DEPSDIR),$(BUILD))
$(DEPSDIR):
@mkdir -p $@
endif
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf $(GFXBUILD)
#---------------------------------------------------------------------------------
$(GFXBUILD)/%.t3x $(BUILD)/%.h : %.t3s
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@tex3ds -i $< -H $(BUILD)/$*.h -d $(DEPSDIR)/$*.d -o $(GFXBUILD)/$*.t3x
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).3dsx : $(OUTPUT).elf $(_3DSXDEPS)
$(OFILES_SOURCES) : $(HFILES)
$(OUTPUT).elf : $(OFILES)
#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------
%.bin.o %_bin.h : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
#---------------------------------------------------------------------------------
.PRECIOUS : %.t3x %.shbin
#---------------------------------------------------------------------------------
%.t3x.o %_t3x.h : %.t3x
#---------------------------------------------------------------------------------
$(SILENTMSG) $(notdir $<)
$(bin2o)
#---------------------------------------------------------------------------------
%.shbin.o %_shbin.h : %.shbin
#---------------------------------------------------------------------------------
$(SILENTMSG) $(notdir $<)
$(bin2o)
-include $(DEPSDIR)/*.d
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

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# XO-game # XO-game
Hombrew Tic-tac-toe for 3ds

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source/main.cpp 100644
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#include <3ds.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <citro2d.h>
int player = 1; //1 - X 2 - O
bool win = false;
int pressedSquares[9] = {0,0,0,0,0,0,0,0,0};
C3D_RenderTarget* top;
C3D_RenderTarget* bottom;
void drawGridTopScreen()
{
C2D_DrawLine(0, 0, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 0, 180, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(1, 1, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 300, 1, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(100, 0, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 100, 180, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(200, 0, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 200, 180, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(300, 0, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 300, 180, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(0, 60, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 300, 60, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(0, 120, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 300, 120, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(0, 180, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 300, 180, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
}
void drawGridBottomScreen()
{
//320x240
C2D_DrawLine(0, 0, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 0, 240, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(1, 1, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 320, 1, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(0, 80, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 320, 80, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(0, 160, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 320, 160, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(0, 240, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 320, 240, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(106, 0, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 106, 240, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(212, 0, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 212, 240, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
C2D_DrawLine(320, 0, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 320, 240, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF), 2, 0);
}
void drawWhoseMove()
{
C2D_Text text;
C2D_TextBuf buf = C2D_TextBufNew(4096);
if(player == 1)
{
C2D_TextParse(&text, buf, "X's move");
C2D_TextOptimize(&text);
C2D_DrawText(&text, C2D_WithColor, 10, 200, 0, 0.5f, 0.5f, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF));
}
else
{
C2D_TextParse(&text, buf, "O's move");
C2D_TextOptimize(&text);
C2D_DrawText(&text, C2D_WithColor, 10, 200, 0, 0.5f, 0.5f, C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF));
}
C2D_TextBufDelete(buf);
}
int main(int argc, char **argv) {
romfsInit();
gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
C2D_Prepare();
// Create screens
C3D_RenderTarget* top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
C3D_RenderTarget* bottom = C2D_CreateScreenTarget(GFX_BOTTOM, GFX_LEFT);
// Main loop
while (aptMainLoop())
{
hidScanInput();
touchPosition touch;
hidTouchRead(&touch);
u32 kHeld = hidKeysHeld();
if (kHeld & KEY_START) break; // break in order to return to hbmenu
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C2D_TargetClear(top, C2D_Color32(0x00, 0x00, 0x00, 0xFF));
C2D_SceneBegin(top);
drawGridTopScreen();
drawWhoseMove();
C2D_TargetClear(bottom, C2D_Color32(0x09, 0x00, 0x00, 0xFF));
C2D_SceneBegin(bottom);
drawGridBottomScreen();
C3D_FrameEnd(0);
}
C2D_Fini();
C3D_Fini();
gfxExit();
romfsExit();
return 0;
}