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https://github.com/ctruLua/ctruLua.git
synced 2025-10-27 16:39:29 +00:00
Updated the sf2dlib and sftdlib; Added the gfx.color.hex() function; Added the New3DS CPU mode control.
As the color order of the sf2dlib changed, you have to change it in your code, or use the color.hex() function. To fix the problems, just change "0xRRGGBBAA" to "0xAABBGGRR". Also, the shader compiler changed to Picasso, so you'll need it in order to compile. https://github.com/fincs/picasso
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17 changed files with 205 additions and 131 deletions
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@ -153,7 +153,7 @@ run: $(BUILD)
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@citra $(TARGET).3dsx
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#---------------------------------------------------------------------------------
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copy_cia: $(TARGET).cia
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@cp $(TARGET).cia /mnt/GATEWAYNAND
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@cp $(TARGET).cia /mnt/3DS
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sync
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#---------------------------------------------------------------------------------
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@ -20,6 +20,8 @@ extern const struct {
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unsigned char pixel_data[];
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} dice_img;
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#define CONFIG_3D_SLIDERSTATE (*(float *)0x1FF81080)
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int main()
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{
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// Set the random seed based on the time
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@ -27,11 +29,13 @@ int main()
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sf2d_init();
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sf2d_set_clear_color(RGBA8(0x40, 0x40, 0x40, 0xFF));
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sf2d_set_3D(1);
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sf2d_texture *tex1 = sf2d_create_texture_mem_RGBA8(dice_img.pixel_data, dice_img.width, dice_img.height, TEXFMT_RGBA8, SF2D_PLACE_RAM);
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sf2d_texture *tex2 = sf2d_create_texture_mem_RGBA8(citra_img.pixel_data, citra_img.width, citra_img.height, TEXFMT_RGBA8, SF2D_PLACE_RAM);
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float offset3d = 0.0f;
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float rad = 0.0f;
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u16 touch_x = 320/2;
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u16 touch_y = 240/2;
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@ -55,7 +59,23 @@ int main()
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sf2d_set_clear_color(RGBA8(rand()%255, rand()%255, rand()%255, 255));
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}
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offset3d = CONFIG_3D_SLIDERSTATE * 30.0f;
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sf2d_start_frame(GFX_TOP, GFX_LEFT);
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sf2d_draw_fill_circle(offset3d + 60, 100, 35, RGBA8(0x00, 0xFF, 0x00, 0xFF));
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sf2d_draw_fill_circle(offset3d + 180, 120, 55, RGBA8(0xFF, 0xFF, 0x00, 0xFF));
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sf2d_draw_rectangle_rotate(offset3d + 260, 20, 40, 40, RGBA8(0xFF, 0xFF, 0x00, 0xFF), -2.0f*rad);
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sf2d_draw_rectangle(offset3d + 20, 60, 40, 40, RGBA8(0xFF, 0x00, 0x00, 0xFF));
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sf2d_draw_rectangle(offset3d + 5, 5, 30, 30, RGBA8(0x00, 0xFF, 0xFF, 0xFF));
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sf2d_draw_texture_rotate(tex1, offset3d + 400/2 + circle.dx, 240/2 - circle.dy, rad);
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sf2d_end_frame();
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sf2d_start_frame(GFX_TOP, GFX_RIGHT);
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sf2d_draw_fill_circle(60, 100, 35, RGBA8(0x00, 0xFF, 0x00, 0xFF));
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sf2d_draw_fill_circle(180, 120, 55, RGBA8(0xFF, 0xFF, 0x00, 0xFF));
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sf2d_draw_rectangle_rotate(260, 20, 40, 40, RGBA8(0xFF, 0xFF, 0x00, 0xFF), -2.0f*rad);
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sf2d_draw_rectangle(20, 60, 40, 40, RGBA8(0xFF, 0x00, 0x00, 0xFF));
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sf2d_draw_rectangle(5, 5, 30, 30, RGBA8(0x00, 0xFF, 0xFF, 0xFF));
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