mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-18 07:51:53 +01:00
88955e9461
which has enough space left instead of fixed memory in most parts -fixed alot of things about banner playing, now shouldnt randomly codedump anymore or things like this, also some banner sounds which did not play before should work fine now -removed unused code and added better debug prints -using some fixed voice for game banner and not always a new one per banner -fixed DIOS-MIOS cheats for sure now :P -fixed possible memory allocation bug in wbfs alloc (thanks to cfg-loader) -removed MEM2_memalign since it did not work correctly -fixed a few wrong memset sizes
102 lines
2.7 KiB
C
102 lines
2.7 KiB
C
/**
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* Gekko.c - Additional rendering routines for the Gekko platform.
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*
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* Copyright (c) 2009 Rhys "Shareese" Koedijk
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* 2012 Modified by FIX94 for WiiFlow
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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* See 'LICENSE' included within this release
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*/
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#include <stdlib.h>
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#include <ogcsys.h>
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#include <gctypes.h>
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#include <gccore.h>
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#include "Gekko.h"
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#define HW_GPIOB_OUT 0xCD0000C0;
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#define DISC_SLOT_LED 0x20
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lwp_t light_thread = LWP_THREAD_NULL;
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void *light_loop();
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vu32 *light_reg = (u32*)HW_GPIOB_OUT;
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bool light_on = false;
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u8 light_level = 0;
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struct timespec light_timeon;
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struct timespec light_timeoff;
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void wiiLightOn()
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{
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light_on = true;
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light_level = 0;
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if(light_thread == LWP_THREAD_NULL)
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LWP_CreateThread(&light_thread, light_loop, NULL, NULL, 0, LWP_PRIO_HIGHEST);
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}
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void wiiLightOff()
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{
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light_on = false;
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light_level = 0;
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LWP_JoinThread(light_thread, NULL);
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light_thread = LWP_THREAD_NULL;
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*light_reg &= ~DISC_SLOT_LED;
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}
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void wiiLightSetLevel(int level)
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{
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light_level = MIN(MAX(level, 0), 100);
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// Calculate the new on/off times for this light intensity
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u32 level_on;
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u32 level_off;
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level_on = (light_level * 2.55) * 40000;
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level_off = 10200000 - level_on;
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light_timeon.tv_nsec = level_on;
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light_timeoff.tv_nsec = level_off;
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}
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/**
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* Since you can only turn the disc slot light either completely on
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* or completely off, this thread simulates different light intensity
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* levels by turning the light on and off very quickly at a specific
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* interval defined by the current light intensity level.
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*
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* Its all an eye trick ;)
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*
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*/
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void *light_loop()
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{
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struct timespec timeon;
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struct timespec timeoff;
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// Loop whilst the light is still 'on'
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while(light_on)
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{
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timeon = light_timeon;
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timeoff = light_timeoff;
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// Turn on the light and sleep for a bit
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*light_reg |= DISC_SLOT_LED;
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nanosleep(&timeon);
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// Turn off the light (if required) and sleep for a bit
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if(timeoff.tv_nsec > 0)
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*light_reg &= ~DISC_SLOT_LED;
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nanosleep(&timeoff);
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}
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return NULL;
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}
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