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KikooDX 2021-01-24 15:15:42 +01:00
commit 40a584ef4f
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build-cg/
build-fx/
*.bin
*.g3a
*.g1a

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#! /usr/bin/make -f
# Default Makefile for fxSDK add-ins. This file was probably copied there by
# the [fxsdk] program.
#---
#
# Configuration
#
include project.cfg
# Compiler flags
CFLAGSFX = $(CFLAGS) $(CFLAGS_FX) $(INCLUDE_FX)
CFLAGSCG = $(CFLAGS) $(CFLAGS_CG) $(INCLUDE_CG)
# Linker flags
LDFLAGSFX := $(LDFLAGS) $(LDFLAGS_FX)
LDFLAGSCG := $(LDFLAGS) $(LDFLAGS_CG)
# Dependency list generation flags
depflags = -MMD -MT $@ -MF $(@:.o=.d) -MP
# ELF to binary flags
BINFLAGS := -R .bss -R .gint_bss
# G1A and G3A generation flags
NAME_G1A ?= $(NAME)
NAME_G3A ?= $(NAME)
G1AF := -i "$(ICON_FX)" -n "$(NAME_G1A)" --internal="$(INTERNAL)"
G3AF := -n basic:"$(NAME_G3A)" -i uns:"$(ICON_CG_UNS)" -i sel:"$(ICON_CG_SEL)"
ifeq "$(TOOLCHAIN_FX)" ""
TOOLCHAIN_FX := sh3eb-elf
endif
ifeq "$(TOOLCHAIN_CG)" ""
TOOLCHAIN_CG := sh4eb-elf
endif
# fxconv flags
FXCONVFX := --fx --toolchain=$(TOOLCHAIN_FX)
FXCONVCG := --cg --toolchain=$(TOOLCHAIN_CG)
# Determine the compiler install and include path
GCC_BASE_FX := $(shell $(TOOLCHAIN_FX)-gcc --print-search-dirs | grep install | sed 's/install: //')
GCC_BASE_CG := $(shell $(TOOLCHAIN_CG)-gcc --print-search-dirs | grep install | sed 's/install: //')
GCC_INCLUDE_FX := $(GCC_BASE_FX)/include
GCC_INCLUDE_CG := $(GCC_BASE_CG)/include
#
# File listings
#
NULL :=
TARGET := $(subst $(NULL) $(NULL),-,$(NAME))
ifeq "$(TARGET_FX)" ""
TARGET_FX := $(TARGET).g1a
endif
ifeq "$(TARGET_CG)" ""
TARGET_CG := $(TARGET).g3a
endif
ELF_FX := build-fx/$(shell basename "$(TARGET_FX)" .g1a).elf
BIN_FX := $(ELF_FX:.elf=.bin)
ELF_CG := build-cg/$(shell basename "$(TARGET_CG)" .g3a).elf
BIN_CG := $(ELF_CG:.elf=.bin)
# Source files
src := $(wildcard src/*.[csS] \
src/*/*.[csS] \
src/*/*/*.[csS] \
src/*/*/*/*.[csS])
assets-fx := $(wildcard assets-fx/*/*)
assets-cg := $(wildcard assets-cg/*/*)
# Object files
obj-fx := $(src:%=build-fx/%.o) \
$(assets-fx:assets-fx/%=build-fx/assets/%.o)
obj-cg := $(src:%=build-cg/%.o) \
$(assets-cg:assets-cg/%=build-cg/assets/%.o)
# Additional dependencies
deps-fx := $(ICON_FX)
deps-cg := $(ICON_CG_UNS) $(ICON_CG_SEL)
# All targets
all :=
ifneq "$(wildcard build-fx)" ""
all += all-fx
endif
ifneq "$(wildcard build-cg)" ""
all += all-cg
endif
#
# Build rules
#
all: $(all)
all-fx: $(TARGET_FX)
all-cg: $(TARGET_CG)
$(TARGET_FX): $(obj-fx) $(deps-fx)
@ mkdir -p $(dir $@)
$(TOOLCHAIN_FX)-gcc -o $(ELF_FX) $(obj-fx) $(CFLAGSFX) $(LDFLAGSFX)
$(TOOLCHAIN_FX)-objcopy -O binary $(BINFLAGS) $(ELF_FX) $(BIN_FX)
fxg1a $(BIN_FX) -o $@ $(G1AF)
$(TARGET_CG): $(obj-cg) $(deps-cg)
@ mkdir -p $(dir $@)
$(TOOLCHAIN_CG)-gcc -o $(ELF_CG) $(obj-cg) $(CFLAGSCG) $(LDFLAGSCG)
$(TOOLCHAIN_CG)-objcopy -O binary $(BINFLAGS) $(ELF_CG) $(BIN_CG)
mkg3a $(G3AF) $(BIN_CG) $@
# C sources
build-fx/%.c.o: %.c
@ mkdir -p $(dir $@)
$(TOOLCHAIN_FX)-gcc -c $< -o $@ $(CFLAGSFX) $(depflags)
build-cg/%.c.o: %.c
@ mkdir -p $(dir $@)
$(TOOLCHAIN_CG)-gcc -c $< -o $@ $(CFLAGSCG) $(depflags)
# Assembler sources
build-fx/%.s.o: %.s
@ mkdir -p $(dir $@)
$(TOOLCHAIN_FX)-gcc -c $< -o $@
build-cg/%.s.o: %.s
@ mkdir -p $(dir $@)
$(TOOLCHAIN_CG)-gcc -c $< -o $@
# Preprocessed assembler sources
build-fx/%.S.o: %.S
@ mkdir -p $(dir $@)
$(TOOLCHAIN_FX)-gcc -c $< -o $@ $(INCLUDE_FX)
build-cg/%.S.o: %.S
@ mkdir -p $(dir $@)
$(TOOLCHAIN_CG)-gcc -c $< -o $@ $(INCLUDE_CG)
# Images
build-fx/assets/img/%.o: assets-fx/img/%
@ mkdir -p $(dir $@)
fxconv --bopti-image $< -o $@ $(FXCONVFX) name:img_$(basename $*) $(IMG.$*)
build-cg/assets/img/%.o: assets-cg/img/%
@ mkdir -p $(dir $@)
fxconv --bopti-image $< -o $@ $(FXCONVCG) name:img_$(basename $*) $(IMG.$*)
# Fonts
build-fx/assets/fonts/%.o: assets-fx/fonts/%
@ mkdir -p $(dir $@)
fxconv -f $< -o $@ $(FXCONVFX) name:font_$(basename $*) $(FONT.$*)
build-cg/assets/fonts/%.o: assets-cg/fonts/%
@ mkdir -p $(dir $@)
fxconv -f $< -o $@ $(FXCONVCG) name:font_$(basename $*) $(FONT.$*)
# Binaries
build-fx/assets/bin/%.o: assets-fx/bin/%
@ mkdir -p $(dir $@)
fxconv -b $< -o $@ $(FXCONVFX) name:bin_$(basename $*) $(BIN.$*)
build-cg/assets/bin/%.o: assets-cg/bin/%
@ mkdir -p $(dir $@)
fxconv -b $< -o $@ $(FXCONVCG) name:bin_$(basename $*) $(BIN.$*)
# Custom conversions
build-fx/assets/%.o: assets-fx/%
@ mkdir -p $(dir $@)
fxconv --custom $< -o $@ $(FXCONVFX) type:$(subst /,,$(dir $*)) name:$(subst /,_,$(basename $*))
build-cg/assets/%.o: assets-cg/%
@ mkdir -p $(dir $@)
fxconv --custom $< -o $@ $(FXCONVCG) type:$(subst /,,$(dir $*)) name:$(subst /,_,$(basename $*))
#
# Cleaning and utilities
#
# Dependency information
-include $(shell find build* -name *.d 2> /dev/null)
build-fx/%.d: ;
build-cg/%.d: ;
.PRECIOUS: build-fx build-cg build-fx/%.d build-cg/%.d %/
clean-fx:
@ rm -rf build-fx/
clean-cg:
@ rm -rf build-cg/
distclean-fx: clean-fx
@ rm -f $(TARGET_FX)
distclean-cg: clean-cg
@ rm -f $(TARGET_CG)
clean: clean-fx clean-cg
distclean: distclean-fx distclean-cg
install-fx: $(TARGET_FX)
p7 send -f $<
install-cg: $(TARGET_CG)
@ while [[ ! -h /dev/Prizm1 ]]; do sleep 0.25; done
@ while ! mount /dev/Prizm1; do sleep 0.25; done
@ rm -f /mnt/prizm/$<
@ cp $< /mnt/prizm
@ umount /dev/Prizm1
@- eject /dev/Prizm1
.PHONY: all all-fx all-cg clean distclean install-fx install-cg

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# Proof of concept for raylib compatibility workarround in gint
Implemented really badly. Don't do that in a real project.
# Dependencies
For FX/CG: working gint environnement
```sh
$ fxsdk build-fx
$ fxsdk build-cg
```
For Linux: `raylib`
```sh
$ ./build.sh
```

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#!/bin/sh
cc src/main.c -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 -DUSERAYLIB -o gint_x_raylib_poc.bin

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#---
# fxSDK project configuration file for RUNONGNU
#---
# Project name, should be at most 8 bytes long.
# (You can also specify NAME_G1A or NAME_G3A to override individually.)
NAME := GINTXRAY
# Internal name, should be '@' followed by at most 7 uppercase letters.
# WARNING: If this convention is not followed, the add-in might not appear in
# the main menu of the calculator!
INTERNAL := @GINTRAY
# Output file name. The default is to take <NAME>, replace spaces with dashes,
# and add .g1a (or .g3a). You can specify a different folder if you want.
TARGET_FX :=
TARGET_CG :=
# fx-9860G icon location
ICON_FX = assets-fx/icon-fx.png
# fx-CG 50 icon locations
ICON_CG_UNS = assets-cg/icon-cg-uns.png
ICON_CG_SEL = assets-cg/icon-cg-sel.png
#---
# Toolchain selection
#---
# Toolchain for fx9860g. Please see also CFLAGS_FX below.
TOOLCHAIN_FX := sh-elf
# Toolchain for fxcg50. Please see also CFLAGS_CG below.
TOOLCHAIN_CG := sh-elf
#---
# Compiler flags
#---
# Base compiler flags for the fxSDK, you usually want to keep these.
CFLAGS := -mb -ffreestanding -nostdlib -fstrict-volatile-bitfields
# Platform-specific compiler flags.
# <> If you are using sh3eb-elf, use -m3. (You can do this on both FX and CG.)
# <> If you are using sh4eb-elf, use -m4-nofpu. (Not ideal on FX but works.)
# <> If you are using sh4eb-nofpu-elf, then your compiler will likely use the
# FPU and cause problems on the calculator. Consider another configuration.
# <> If you are using an sh-elf with several targets, specify whichever you
# support. I recommend -m3 on FX and -m4-nofpu on CG.
# Please see also TOOLCHAIN_FX and TOOLCHAIN_CG above.
CFLAGS_FX := -D FX9860G -m3
CFLAGS_CG := -D FXCG50 -m4-nofpu
# Additional compiler flags, change to your own taste!
CFLAGS += -Wall -Wextra -Wno-missing-field-initializers -Os
# Include paths. Add one -I option for each folder from which you want to
# be able to include files with #include<>. The Makefile provides a variable
# GCC_INCLUDE_FX/GCC_INCLUDE_CG that represents the default include folder,
# which is useful for some libraries such as OpenLibm.
INCLUDE_FX = -I include
INCLUDE_CG = -I include
# Libraries. Add one -l option for each library you are using, and also
# suitable -L options if you have library files in custom folders. To use
# fxlib, add libfx.a to the project directory and use "-L . -lfx".
LIBS_FX :=
LIBS_CG :=
# Base linker flags for the fxSDK, you usually want to keep these.
LDFLAGS_FX := -T fx9860g.ld -lgint-fx $(LIBS_FX) -lgint-fx -lgcc
LDFLAGS_CG := -T fxcg50.ld -lgint-cg $(LIBS_CG) -lgint-cg -lgcc
# Additional linker flags, if you need any.
LDFLAGS :=
# Additional platform-specific linker flags.
LDFLAGS_FX += -Wl,-Map=build-fx/map
LDFLAGS_CG += -Wl,-Map=build-cg/map
#---
# File conversion parameters
#---
# Here you can add fxconv options for each converted file, individually.
# The syntax is "<type>.<file>". For example, to specify the parameters for a
# font named "hexa.png", you might write:
#
# FONT.hexa.png = charset:print grid.size:3x5 grid.padding:1

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#ifdef FXCG50
#include <gint/display.h>
#include <gint/keyboard.h>
#endif
#ifdef USERAYLIB
#include <raylib.h>
#define DWIDTH 396
#define DHEIGHT 224
#define C_WHITE RAYWHITE
#define C_BLACK BLACK
#define keydown(x) IsKeyDown(x)
#define dclear(x) ClearBackground(x)
#define drect(x, y, w, h, c) DrawRectangle(x, y, (x) - (w), (y) - (h), c)
#endif
/* Disclaimer: this is a very dirty demo to show than it's possible.
* OFC if you want to this for real, create headers instead of putting
* everything in main. */
void init(void) {
#ifdef USERAYLIB
InitWindow(DWIDTH, DHEIGHT, "sample cross platform program");
SetTargetFPS(40);
#endif
}
void deinit(void) {
#ifdef USERAYLIB
CloseWindow();
#endif
}
void beginDrawing(void) {
#ifdef USERAYLIB
BeginDrawing();
#endif
}
void endDrawing(void) {
#ifdef USERAYLIB
EndDrawing();
#endif
}
#ifdef USERAYLIB
void clearevents(void) {};
void dupdate(void) {};
#endif
/* Program would actually start here! */
int main(void) {
init();
int player_x = DWIDTH / 2;
int player_y = DHEIGHT / 2;
do {
clearevents();
if (keydown(KEY_UP)) player_y -= 2;
if (keydown(KEY_DOWN)) player_y += 2;
if (keydown(KEY_LEFT)) player_x -= 2;
if (keydown(KEY_RIGHT)) player_x += 2;
beginDrawing();
dclear(C_WHITE);
drect(player_x, player_y, player_x + 16, player_y + 16, C_BLACK);
dupdate();
#ifdef FXCG50
} while(!keydown(KEY_EXIT));
#endif
endDrawing();
#ifdef USERAYLIB
} while(!WindowShouldClose());
#endif
deinit();
return 0;
}