Draw to the screen?
Setup
There's quite a bit going on in the setup, but it thankfully is mostly boilerplate.
The functions you want, in order, are:
-
VIDEO_Init()
: This needs to be called before any other VIDEO functions. Documentation says it should be done "in the early stages of yourmain()
, but we've had success in moving it to a different function that is called from main. -
VIDEO_GetPreferredMode()
: This returns you yourGXRModeObj
struct pointer (a "rendermode object") defining the screen layout and mode. What you get from this depends on the console settings, and if it's PAL or NTSC, things like that. The parameter also takes aGRXModeObj
and seems to overwrite it if present? Not sure why you'd want that, just passNULL
. -
SYS_AllocateFramebuffer()
: Allocate cacheline aligned memory for the external framebuffer based on the passed rendermode object. Returns a 32-byte-aligned pointer to the framebuffer's start address. This allocates the memory for our framebuffer, but we cannot use it yet. -
MEM_K0_TO_K1()
: This is a macro to cast a cached virtual address to an uncached virtual address. In this case, we use this to convert the address of the allocated framebuffer to one we can use to write to it. -
VIDEO_Configure()
: Configures the "VI" (video interface?) with the given rendermode object. Internally, this is setting a lot of video registers with our rendermode settings -
VIDEO_SetNextFramebuffer()
: This sets some video register to point to our allocated framebuffer memory. In effect, we are telling the video hardware where the framebuffer is. -
VIDEO_SetBlack()
: TRUE to black out the screen, FALSE not to. -
VIDEO_Flush()
: When we make changes to the video hardware registers in the above functions, we do not actually make those changes to the hardware until we flush them with this function. This in effect commits our changes. -
VIDEO_WaitVSync()
: Waits for the next vertical retrace.
Putting all that together, a simple (minimal) video setup would look like:
#include <gccore.h>
static void* xfb = nullptr;
static GXRModeObj* rmode = nullptr;
void video_initialise()
{
// Initialise the video system
VIDEO_Init();
// Obtain the preferred video mode from the system
// This will correspond to the settings in the Wii menu
rmode = VIDEO_GetPreferredMode(NULL);
// Allocate memory for the display in the uncached region
xfb = MEM_K0_TO_K1(SYS_AllocateFramebuffer(rmode));
// 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 & VI_NON_INTERLACE)
VIDEO_WaitVSync();
}
Text output
Getting console output text out to the screen is quite easy. We need an additional setup function, CON_Init()
(sometimes seen with the old name console_init()
). This takes as input:
- The framebuffer (the same parameter we gave to
VIDEO_SetNextFramebuffer()
,xfb
in examples). - The x, then y-coordinate to start output from. This allows for a border around the edge of the screen.
- The full width, then height, of the screen. Get these from the rendermode object (
rmode
in the example). - The stride, which is the size of one line of the framebuffer in bytes. This is the width, multiplied by the constant
VI_DISPLAY_PIX_SZ
, which is the size of one pixel in bytes.
And then that's it! You can then use printf()
(from <stdio.h>
) normally and it prints to the screen.
The console also accepts VT terminal escape codes, notably the cursorpos
one to set the console position. The statement printf("\x1b[2;0H");
sets the cursor to row 2, character 0. Remember the padding border in the init function, a pos of 0,0 is not going to be the top-left of the screen if you have a border set.
An example of printing to the console looks like:
int main()
{
// Initialise the video interface.
video_initialise()
// Initialise the console.
CON_init(xfb, 20, 20, rmode->fbWidth, rmode->xfbHeight, rmode->fbWidth * VI_DISPLAY_PIX_SZ)
// Set the cursor to row 2.
printf("\x1b[%d;%dH", 2, 0);
// Print the text.
printf("Hello World!");
}
Drawing to the framebuffer
Drawing to the framebuffer directly is the simplest method of drawing to the screen. All that's required is writing the pixel values to the array directly inbetween clears each frame.
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