mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-30 15:14:18 +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
/**
|
|
* Gekko.c - Additional rendering routines for the Gekko platform.
|
|
*
|
|
* Copyright (c) 2009 Rhys "Shareese" Koedijk
|
|
* 2012 Modified by FIX94 for WiiFlow
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2.1 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
|
* See 'LICENSE' included within this release
|
|
*/
|
|
|
|
#include <stdlib.h>
|
|
#include <ogcsys.h>
|
|
#include <gctypes.h>
|
|
#include <gccore.h>
|
|
|
|
#include "Gekko.h"
|
|
|
|
#define HW_GPIOB_OUT 0xCD0000C0;
|
|
#define DISC_SLOT_LED 0x20
|
|
|
|
lwp_t light_thread = LWP_THREAD_NULL;
|
|
|
|
void *light_loop();
|
|
vu32 *light_reg = (u32*)HW_GPIOB_OUT;
|
|
bool light_on = false;
|
|
u8 light_level = 0;
|
|
|
|
struct timespec light_timeon;
|
|
struct timespec light_timeoff;
|
|
|
|
void wiiLightOn()
|
|
{
|
|
light_on = true;
|
|
light_level = 0;
|
|
if(light_thread == LWP_THREAD_NULL)
|
|
LWP_CreateThread(&light_thread, light_loop, NULL, NULL, 0, LWP_PRIO_HIGHEST);
|
|
}
|
|
|
|
void wiiLightOff()
|
|
{
|
|
light_on = false;
|
|
light_level = 0;
|
|
LWP_JoinThread(light_thread, NULL);
|
|
light_thread = LWP_THREAD_NULL;
|
|
*light_reg &= ~DISC_SLOT_LED;
|
|
}
|
|
|
|
void wiiLightSetLevel(int level)
|
|
{
|
|
light_level = MIN(MAX(level, 0), 100);
|
|
|
|
// Calculate the new on/off times for this light intensity
|
|
u32 level_on;
|
|
u32 level_off;
|
|
level_on = (light_level * 2.55) * 40000;
|
|
level_off = 10200000 - level_on;
|
|
light_timeon.tv_nsec = level_on;
|
|
light_timeoff.tv_nsec = level_off;
|
|
}
|
|
|
|
/**
|
|
* Since you can only turn the disc slot light either completely on
|
|
* or completely off, this thread simulates different light intensity
|
|
* levels by turning the light on and off very quickly at a specific
|
|
* interval defined by the current light intensity level.
|
|
*
|
|
* Its all an eye trick ;)
|
|
*
|
|
*/
|
|
void *light_loop()
|
|
{
|
|
struct timespec timeon;
|
|
struct timespec timeoff;
|
|
|
|
// Loop whilst the light is still 'on'
|
|
while(light_on)
|
|
{
|
|
timeon = light_timeon;
|
|
timeoff = light_timeoff;
|
|
// Turn on the light and sleep for a bit
|
|
*light_reg |= DISC_SLOT_LED;
|
|
nanosleep(&timeon);
|
|
// Turn off the light (if required) and sleep for a bit
|
|
if(timeoff.tv_nsec > 0)
|
|
*light_reg &= ~DISC_SLOT_LED;
|
|
nanosleep(&timeoff);
|
|
}
|
|
return NULL;
|
|
}
|