I've noticed that the examples usually don't include the linker flags "-lGLESv2 -lEGL -lglapi -ldrm_nouveau". However, none of my SDL2 programs will even compile without it so could there be a problem related to this?
Here's the code from one of the hello worlds (carstene1ns "switch-sdl2-demo")
Code: Select all
/* Mini SDL Demo
* featuring SDL2 + SDL2_mixer + SDL2_image
* on Nintendo Switch using libnx
*
* (c) 2018 carstene1ns, ISC license
*/
#include <time.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_mixer.h>
#include <SDL2/SDL_image.h>
#ifdef __SWITCH__
#include <switch.h>
#endif
// some switch buttons
#define JOY_A 0
#define JOY_B 1
#define JOY_X 2
#define JOY_Y 3
#define JOY_MINUS 11
#define JOY_LEFT 12
#define JOY_UP 13
#define JOY_RIGHT 14
#define JOY_DOWN 15
#define SCREEN_W 1280
#define SCREEN_H 720
int rand_range(int min, int max){
return min + rand() / (RAND_MAX / (max - min + 1) + 1);
}
int main(int argc, char** argv) {
int exit_requested = 0;
int trail = 0;
int wait = 25;
SDL_Texture *switchlogo_tex = NULL, *sdllogo_tex = NULL;
SDL_Rect pos = { 0, 0, 0, 0 }, sdl_pos = { 0, 0, 0, 0 };
Mix_Music *music = NULL;
Mix_Chunk *sound[4] = { NULL };
SDL_Event event;
SDL_Color colors[] = {
{ 128, 128, 128, 0 }, // gray
{ 255, 255, 255, 0 }, // white
{ 255, 0, 0, 0 }, // red
{ 0, 255, 0, 0 }, // green
{ 0, 0, 255, 0 }, // blue
{ 255, 255, 0, 0 }, // brown
{ 0, 255, 255, 0 }, // cyan
{ 255, 0, 255, 0 }, // purple
};
int col = 0, snd = 0;
srand(time(NULL));
int vel_x = rand_range(1, 5);
int vel_y = rand_range(1, 5);
SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER);
Mix_Init(MIX_INIT_OGG);
IMG_Init(IMG_INIT_PNG);
#ifdef __SWITCH__
//consoleInit(NULL);
//printf("init...\n");
// to speed up running in ryujinx/yuzu:
//wait = 0;
#endif
SDL_Window* window = SDL_CreateWindow("sdl2+mixer+image demo", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_W, SCREEN_H, SDL_WINDOW_SHOWN);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);
// load logos from file
SDL_Surface *sdllogo = IMG_Load("data/sdl.png");
if (sdllogo) {
sdl_pos.w = sdllogo->w;
sdl_pos.h = sdllogo->h;
sdllogo_tex = SDL_CreateTextureFromSurface(renderer, sdllogo);
SDL_FreeSurface(sdllogo);
}
SDL_Surface *switchlogo = IMG_Load("data/switch.png");
if (switchlogo) {
pos.x = SCREEN_W / 2 - switchlogo->w / 2;
pos.y = SCREEN_H / 2 - switchlogo->h / 2;
pos.w = switchlogo->w;
pos.h = switchlogo->h;
switchlogo_tex = SDL_CreateTextureFromSurface(renderer, switchlogo);
SDL_FreeSurface(switchlogo);
}
col = rand_range(0, 7);
#ifdef __SWITCH__
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
SDL_JoystickEventState(SDL_ENABLE);
SDL_JoystickOpen(0);
#endif
SDL_InitSubSystem(SDL_INIT_AUDIO);
Mix_AllocateChannels(5);
Mix_OpenAudio(48000, AUDIO_S16, 2, 4096);
// load music and sounds from files
music = Mix_LoadMUS("data/background.ogg");
sound[0] = Mix_LoadWAV("data/pop1.wav");
sound[1] = Mix_LoadWAV("data/pop2.wav");
sound[2] = Mix_LoadWAV("data/pop3.wav");
sound[3] = Mix_LoadWAV("data/pop4.wav");
if (music)
Mix_PlayMusic(music, -1);
while (!exit_requested
#ifdef __SWITCH__
&& appletMainLoop()
#endif
) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT)
exit_requested = 1;
#ifdef __SWITCH__
// use joystick
if (event.type == SDL_JOYBUTTONDOWN) {
if (event.jbutton.button == JOY_UP)
if (wait > 0)
wait--;
if (event.jbutton.button == JOY_DOWN)
if (wait < 100)
wait++;
if (event.jbutton.button == JOY_MINUS)
exit_requested = 1;
if (event.jbutton.button == JOY_B)
trail =! trail;
}
#else
// use keyboard
if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_UP)
if (wait > 0)
wait--;
if (event.key.keysym.sym == SDLK_DOWN)
if (wait < 100)
wait++;
if (event.key.keysym.sym == SDLK_ESCAPE)
exit_requested = 1;
if (event.key.keysym.sym == SDLK_b)
trail =! trail;
}
#endif
}
// set position and bounce on the walls
pos.y += vel_y;
pos.x += vel_x;
if (pos.x + pos.w > SCREEN_W) {
pos.x = SCREEN_W - pos.w;
vel_x = -rand_range(1, 5);
col = rand_range(0, 4);
snd = rand_range(0, 3);
if (sound[snd])
Mix_PlayChannel(-1, sound[snd], 0);
}
if (pos.x < 0) {
pos.x = 0;
vel_x = rand_range(1, 5);
col = rand_range(0, 4);
snd = rand_range(0, 3);
if (sound[snd])
Mix_PlayChannel(-1, sound[snd], 0);
}
if (pos.y + pos.h > SCREEN_H) {
pos.y = SCREEN_H - pos.h;
vel_y = -rand_range(1, 5);
col = rand_range(0, 4);
snd = rand_range(0, 3);
if (sound[snd])
Mix_PlayChannel(-1, sound[snd], 0);
}
if (pos.y < 0) {
pos.y = 0;
vel_y = rand_range(1, 5);
col = rand_range(0, 4);
snd = rand_range(0, 3);
if (sound[snd])
Mix_PlayChannel(-1, sound[snd], 0);
}
if (!trail) {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
SDL_RenderClear(renderer);
}
// put logos on screen
if (sdllogo_tex)
SDL_RenderCopy(renderer, sdllogo_tex, NULL, &sdl_pos);
if (switchlogo_tex) {
SDL_SetTextureColorMod(switchlogo_tex, colors[col].r, colors[col].g, colors[col].b);
SDL_RenderCopy(renderer, switchlogo_tex, NULL, &pos);
}
SDL_RenderPresent(renderer);
SDL_Delay(wait);
}
// stop sounds and free loaded data
Mix_HaltChannel(-1);
Mix_FreeMusic(music);
for (snd = 0; snd < 4; snd++)
if (sound[snd])
Mix_FreeChunk(sound[snd]);
IMG_Quit();
Mix_CloseAudio();
Mix_Quit();
SDL_Quit();
return 0;
}
Code: Select all
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITPRO)),)
$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>/devkitpro")
endif
TOPDIR ?= $(CURDIR)
include $(DEVKITPRO)/libnx/switch_rules
#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
# EXEFS_SRC is the optional input directory containing data copied into exefs, if anything this normally should only contain "main.npdm".
#
# NO_ICON: if set to anything, do not use icon.
# NO_NACP: if set to anything, no .nacp file is generated.
# APP_TITLE is the name of the app stored in the .nacp file (Optional)
# APP_AUTHOR is the author of the app stored in the .nacp file (Optional)
# APP_VERSION is the version of the app stored in the .nacp file (Optional)
# APP_TITLEID is the titleID of the app stored in the .nacp file (Optional)
# ICON is the filename of the icon (.jpg), relative to the project folder.
# If not set, it attempts to use one of the following (in this order):
# - <Project name>.jpg
# - icon.jpg
# - <libnx folder>/default_icon.jpg
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := src
DATA := dat
INCLUDES := include
EXEFS_SRC := exefs_src
APP_TITLE := SDL2+mixer+image Demo
APP_AUTHOR := carstene1ns
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv8-a -mtune=cortex-a57 -mtp=soft -fPIE -ftls-model=local-exec
CFLAGS := -g -Wall -O2 -ffunction-sections \
$(ARCH) $(DEFINES)
CFLAGS += $(INCLUDE) -D__SWITCH__
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
LIBS := -lSDL2_image -lSDL2_mixer -lSDL2 \
-lpng -lz -ljpeg \
-lGLESv2 -lEGL -lglapi -ldrm_nouveau \
-lvorbisidec -logg -lmpg123 -lmodplug -lstdc++ \
-lnx -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(PORTLIBS) $(LIBNX)
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export TOPDIR := $(CURDIR)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
export BUILD_EXEFS_SRC := $(TOPDIR)/$(EXEFS_SRC)
ifeq ($(strip $(ICON)),)
icons := $(wildcard *.jpg)
ifneq (,$(findstring $(TARGET).jpg,$(icons)))
export APP_ICON := $(TOPDIR)/$(TARGET).jpg
else
ifneq (,$(findstring icon.jpg,$(icons)))
export APP_ICON := $(TOPDIR)/icon.jpg
endif
endif
else
export APP_ICON := $(TOPDIR)/$(ICON)
endif
ifeq ($(strip $(NO_ICON)),)
export NROFLAGS += --icon=$(APP_ICON)
endif
ifeq ($(strip $(NO_NACP)),)
export NROFLAGS += --nacp=$(CURDIR)/$(TARGET).nacp
endif
ifneq ($(APP_TITLEID),)
export NACPFLAGS += --titleid=$(APP_TITLEID)
endif
.PHONY: $(BUILD) clean all
#---------------------------------------------------------------------------------
all: $(BUILD)
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).pfs0 $(TARGET).nso $(TARGET).nro $(TARGET).nacp $(TARGET).elf
#---------------------------------------------------------------------------------
else
.PHONY: all
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
all : $(OUTPUT).pfs0 $(OUTPUT).nro
$(OUTPUT).pfs0 : $(OUTPUT).nso
$(OUTPUT).nso : $(OUTPUT).elf
ifeq ($(strip $(NO_NACP)),)
$(OUTPUT).nro : $(OUTPUT).elf $(OUTPUT).nacp
else
$(OUTPUT).nro : $(OUTPUT).elf
endif
$(OUTPUT).elf : $(OFILES)
#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------
%.bin.o : %.bin
@echo $(notdir $<)
@$(bin2o)
#---------------------------------------------------------------------------------
-include $(DEPENDS)
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------