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hid/touch-screen: Updated for hid-refactor.
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#include <string.h>
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// Include the most common headers from the C standard library
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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// Include the main libnx system header, for Switch development
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#include <switch.h>
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//See also libnx hid.h.
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// This example shows how to use the touch-screen. See also libnx hid.h.
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int main(int argc, char **argv)
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// Main program entrypoint
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int main(int argc, char* argv[])
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{
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u32 prev_touchcount=0;
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// This example uses a text console, as a simple way to output text to the screen.
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// If you want to write a software-rendered graphics application,
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// take a look at the graphics/simplegfx example, which uses the libnx Framebuffer API instead.
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// If on the other hand you want to write an OpenGL based application,
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// take a look at the graphics/opengl set of examples, which uses EGL instead.
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consoleInit(NULL);
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// Configure our supported input layout: a single player with standard controller styles
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padConfigureInput(1, HidNpadStyleSet_NpadStandard);
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// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
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PadState pad;
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padInitializeDefault(&pad);
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hidInitializeTouchScreen();
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s32 prev_touchcount=0;
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printf("\x1b[1;1HPress PLUS to exit.");
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printf("\x1b[2;1HTouch Screen position:");
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// Main loop
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while(appletMainLoop())
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{
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//Scan all the inputs. This should be done once for each frame
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hidScanInput();
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// Scan the gamepad. This should be done once for each frame
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padUpdate(&pad);
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//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
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u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
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// padGetButtonsDown returns the set of buttons that have been
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// newly pressed in this frame compared to the previous one
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u64 kDown = padGetButtonsDown(&pad);
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if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
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if (kDown & HidNpadButton_Plus)
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break; // break in order to return to hbmenu
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touchPosition touch;
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HidTouchScreenState state={0};
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if (hidGetTouchScreenStates(&state, 1)) {
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if (state.count != prev_touchcount)
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{
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prev_touchcount = state.count;
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u32 i;
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u32 touch_count = hidTouchCount();
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consoleClear();
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if (touch_count != prev_touchcount)
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{
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prev_touchcount = touch_count;
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printf("\x1b[1;1HPress PLUS to exit.");
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printf("\x1b[2;1HTouch Screen position:");
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}
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consoleClear();
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printf("\x1b[3;1H");
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printf("\x1b[1;1HPress PLUS to exit.");
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printf("\x1b[2;1HTouch Screen position:");
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}
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printf("\x1b[3;1H");
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for(i=0; i<touch_count; i++)
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{
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//Read the touch screen coordinates
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hidTouchRead(&touch, i);
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//Print the touch screen coordinates
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printf("[point_id=%d] px=%03d, py=%03d, dx=%03d, dy=%03d, angle=%03d\n", i, touch.px, touch.py, touch.dx, touch.dy, touch.angle);
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for(s32 i=0; i<state.count; i++)
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{
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// Print the touch screen coordinates
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printf("[%d] x=%03d, y=%03d, diameter_x=%03d, diameter_y=%03d, rotation_angle=%03d\n", i, state.touches[i].x, state.touches[i].y, state.touches[i].diameter_x, state.touches[i].diameter_y, state.touches[i].rotation_angle);
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}
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}
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// Update the console, sending a new frame to the display
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consoleUpdate(NULL);
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}
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// Deinitialize and clean up resources used by the console (important!)
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consoleExit(NULL);
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return 0;
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}
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