Update all non-HID examples for hid-refactor

This commit is contained in:
fincs 2020-12-02 14:39:00 +01:00
parent 4272e286cc
commit 1e59bd0699
No known key found for this signature in database
GPG Key ID: 62C7609ADA219C60
57 changed files with 717 additions and 322 deletions

View File

@ -18,6 +18,13 @@ int main(int argc, char **argv)
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
memset(&userdata, 0, sizeof(userdata));
memset(&profilebase, 0, sizeof(profilebase));
@ -68,13 +75,13 @@ int main(int argc, char **argv)
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
consoleUpdate(NULL);
}

View File

@ -37,6 +37,13 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("alarm-notifications example\n");
Result rc=0, rc2=0;
@ -75,14 +82,14 @@ int main(int argc, char* argv[])
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
if (R_SUCCEEDED(rc) && R_SUCCEEDED(eventWait(&alarmevent, 0))) { // Some official apps don't use this. See libnx notif.h for this.
@ -96,7 +103,7 @@ int main(int argc, char* argv[])
}
if (R_SUCCEEDED(rc)) {
if (kDown & KEY_A) {
if (kDown & HidNpadButton_A) {
// Setup an alarm with {current local-time} + {2 minutes}. You can use any weekday/time you want.
// See libnx notif.h for more notifAlarmSetting*() funcs.
@ -121,7 +128,7 @@ int main(int argc, char* argv[])
if (R_SUCCEEDED(rc)) printf("alarm_setting_id = 0x%x\n", alarm_setting_id);
}
}
else if (kDown & KEY_B) {
else if (kDown & HidNpadButton_B) {
// List the Alarms.
total_out=0;
@ -160,8 +167,8 @@ int main(int argc, char* argv[])
}
}
}
else if ((kDown & KEY_X) && alarm_setting_id) {
// Delete the AlarmSetting which was registered with the KEY_A block.
else if ((kDown & HidNpadButton_X) && alarm_setting_id) {
// Delete the AlarmSetting which was registered with the HidNpadButton_A block.
// If wanted, you can also use this with alarm_settings[alarmi].alarm_setting_id with the output from notifListAlarmSettings.
rc = notifDeleteAlarmSetting(alarm_setting_id);
printf("notifDeleteAlarmSetting(): 0x%x\n", rc);

View File

@ -19,6 +19,13 @@ int main(int argc, char **argv)
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
buf = (NsApplicationControlData*)malloc(sizeof(NsApplicationControlData));
if (buf==NULL) {
rc = MAKERESULT(Module_Libnx, LibnxError_OutOfMemory);
@ -69,13 +76,13 @@ int main(int argc, char **argv)
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
consoleUpdate(NULL);
}

View File

@ -20,6 +20,13 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("application play-stats example\n");
Result rc=0;
@ -53,17 +60,17 @@ int main(int argc, char* argv[])
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
if (kDown & KEY_A) {
if (kDown & HidNpadButton_A) {
// Use appletQueryApplicationPlayStatisticsByUid if you want playstats for a specific userID.
memset(stats, 0, sizeof(stats));
@ -84,7 +91,7 @@ int main(int argc, char* argv[])
}
}
if (initflag && (kDown & KEY_X)) {
if (initflag && (kDown & HidNpadButton_X)) {
memset(events, 0, sizeof(events));
total_out = 0;

View File

@ -24,6 +24,13 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("error example\n");
consoleUpdate(NULL);
@ -34,17 +41,17 @@ int main(int argc, char* argv[])
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
if (kDown & KEY_A) {
if (kDown & HidNpadButton_A) {
printf("Running errorResultRecordShow()...\n");
consoleUpdate(NULL);
rc = errorResultRecordShow(MAKERESULT(16, 250), time(NULL));

View File

@ -23,6 +23,13 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("pctlauth example\n");
consoleUpdate(NULL);
@ -47,17 +54,17 @@ int main(int argc, char* argv[])
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
if (pctlflag && (kDown & KEY_A)) {
if (pctlflag && (kDown & HidNpadButton_A)) {
printf("Running pctlauthShow()...\n");
consoleUpdate(NULL);
rc = pctlauthShow(true); // Launch the applet for validating the PIN.

View File

@ -57,6 +57,13 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("swkbd example\n");
consoleUpdate(NULL);
@ -142,21 +149,21 @@ int main(int argc, char* argv[])
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
// Your code goes here
if (R_SUCCEEDED(rc)) {
if (kDown & KEY_ZR) swkbdInlineDisappear(&kbdinline); //Optional, you can have swkbd (dis)appear whenever.
if (kDown & KEY_Y) swkbdInlineAppear(&kbdinline, &appearArg); // If you use swkbdInlineAppear again after text was submitted, you may want to use swkbdInlineSetInputText since the current-text will be the same as when it was submitted otherwise.
if (kDown & HidNpadButton_ZR) swkbdInlineDisappear(&kbdinline); //Optional, you can have swkbd (dis)appear whenever.
if (kDown & HidNpadButton_Y) swkbdInlineAppear(&kbdinline, &appearArg); // If you use swkbdInlineAppear again after text was submitted, you may want to use swkbdInlineSetInputText since the current-text will be the same as when it was submitted otherwise.
rc = swkbdInlineUpdate(&kbdinline, NULL); // Handles updating SwkbdInline state, this should be called periodically.
if (R_FAILED(rc)) printf("swkbdInlineUpdate(): 0x%x\n", rc);

View File

@ -23,6 +23,13 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("web example\n");
consoleUpdate(NULL);
@ -33,17 +40,17 @@ int main(int argc, char* argv[])
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
if (kDown & KEY_A) {
if (kDown & HidNpadButton_A) {
WebCommonConfig config;
WebCommonReply reply;
WebExitReason exitReason=0;

View File

@ -18,6 +18,13 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("light-sensor example\n");
printf("Press A to check light-sensor.\n");
printf("Press + to exit.\n");
@ -25,17 +32,17 @@ int main(int argc, char* argv[])
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
if (kDown & KEY_A) {
if (kDown & HidNpadButton_A) {
Result rc = 0;
float fLux=0;
bool availableflag=0;

View File

@ -22,19 +22,26 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("applet exit-locking example.\n");
// Main loop
while (appletMainLoop())//This loop will automatically exit when applet requests exit.
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
// Your code goes here

View File

@ -28,22 +28,29 @@ int main(int argc, char **argv)
appletInitializeGamePlayRecording();//Normally this is only recording func you need to call.
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
u32 cnt = 0;
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
if (kDown & KEY_Y) {
if (kDown & HidNpadButton_Y) {
appletSetGamePlayRecordingState(0);//Disable recording.
}
else if (kDown & KEY_X) {
else if (kDown & HidNpadButton_X) {
appletSetGamePlayRecordingState(1);//Enable recording.
}

View File

@ -18,6 +18,13 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("screenshot-overlay example\n");
// Setup the RGBA8 image.
@ -56,14 +63,14 @@ int main(int argc, char* argv[])
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
// Update the console, sending a new frame to the display

View File

@ -24,6 +24,13 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("VrMode example\n");
// Using pctl is optional.
@ -43,18 +50,18 @@ int main(int argc, char* argv[])
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
if (pctlinit) {
if (kDown & KEY_A) {
if (kDown & HidNpadButton_A) {
// Not sure what this is.
/*rc = pctlConfirmStereoVisionPermission();
if (R_FAILED(rc)) printf("pctlConfirmStereoVisionPermission(): 0x%x\n", rc);*/
@ -70,7 +77,7 @@ int main(int argc, char* argv[])
printf("appletSetVrModeEnabled(true): 0x%x\n", rc);
}
}
else if (kDown & KEY_B) {
else if (kDown & HidNpadButton_B) {
rc = appletSetVrModeEnabled(false);
printf("appletSetVrModeEnabled(false): 0x%x\n", rc);
@ -78,7 +85,7 @@ int main(int argc, char* argv[])
/*rc = pctlResetConfirmedStereoVisionPermission();
printf("pctlResetConfirmedStereoVisionPermission(): 0x%x\n", rc);*/
}
else if (kDown & KEY_X) {
else if (kDown & HidNpadButton_X) {
bool flag=0;
rc = appletIsVrModeEnabled(&flag);
printf("appletIsVrModeEnabled(): 0x%x", rc);

View File

@ -13,6 +13,13 @@ int main(void)
{
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("Simple audren demonstration program\n");
static const AudioRendererConfig arConfig =
@ -57,7 +64,7 @@ int main(void)
audrvMemPoolAttach(&drv, mpid);
static const u8 sink_channels[] = { 0, 1 };
int sink = audrvDeviceSinkAdd(&drv, AUDREN_DEFAULT_DEVICE_NAME, 2, sink_channels);
/*int sink =*/ audrvDeviceSinkAdd(&drv, AUDREN_DEFAULT_DEVICE_NAME, 2, sink_channels);
res = audrvUpdate(&drv);
printf("audrvUpdate: %" PRIx32 "\n", res);
@ -77,16 +84,16 @@ int main(void)
// Main loop
while (appletMainLoop())
{
hidScanInput();
padUpdate(&pad);
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break;
if (initedDriver)
{
if (kDown & KEY_A)
if (kDown & HidNpadButton_A)
{
audrvVoiceStop(&drv, 0);
audrvVoiceAddWaveBuf(&drv, 0, &wavebuf);

View File

@ -22,6 +22,13 @@ int main(int argc, char **argv)
// Initialize console. Using NULL as the second argument tells the console library to use the internal console structure as current one.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
AudioInBuffer audin_buf;
AudioOutBuffer audout_buf;
AudioInBuffer *released_in_buffer;
@ -108,13 +115,13 @@ int main(int argc, char **argv)
while (appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
// Wait for audio capture and playback to finish.
audinWaitCaptureFinish(&released_in_buffer, &released_in_count, UINT64_MAX);

View File

@ -53,6 +53,13 @@ int main(void)
{
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("Simple hwopus-decoder example with audren\n");
static const AudioRendererConfig arConfig =
@ -122,7 +129,7 @@ int main(void)
audrvMemPoolAttach(&drv, mpid);
static const u8 sink_channels[] = { 0, 1 };
int sink = audrvDeviceSinkAdd(&drv, AUDREN_DEFAULT_DEVICE_NAME, 2, sink_channels);
/*int sink =*/ audrvDeviceSinkAdd(&drv, AUDREN_DEFAULT_DEVICE_NAME, 2, sink_channels);
res = audrvUpdate(&drv);
printf("audrvUpdate: %" PRIx32 "\n", res);
@ -163,16 +170,16 @@ int main(void)
// Main loop
while (appletMainLoop())
{
hidScanInput();
padUpdate(&pad);
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break;
if (initedDriver)
{
if (kDown & KEY_A)
if (kDown & HidNpadButton_A)
{
//Close the opus-file if needed and (re)open it, since libopusfile doesn't support seek-to-beginning.
if (of)

View File

@ -38,6 +38,13 @@ int main(int argc, char **argv)
// Initialize console. Using NULL as the second argument tells the console library to use the internal console structure as current one.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
AudioOutBuffer audout_buf;
AudioOutBuffer *audout_released_buf;
@ -82,57 +89,57 @@ int main(int argc, char **argv)
while (appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
if (kDown & KEY_A)
if (kDown & HidNpadButton_A)
{
fill_audio_buffer(out_buf_data, 0, data_size, notefreq[0]);
play_tone = true;
}
if (kDown & KEY_B)
if (kDown & HidNpadButton_B)
{
fill_audio_buffer(out_buf_data, 0, data_size, notefreq[1]);
play_tone = true;
}
if (kDown & KEY_Y)
if (kDown & HidNpadButton_Y)
{
fill_audio_buffer(out_buf_data, 0, data_size, notefreq[2]);
play_tone = true;
}
if (kDown & KEY_X)
if (kDown & HidNpadButton_X)
{
fill_audio_buffer(out_buf_data, 0, data_size, notefreq[3]);
play_tone = true;
}
if (kDown & KEY_DLEFT)
if (kDown & HidNpadButton_Left)
{
fill_audio_buffer(out_buf_data, 0, data_size, notefreq[4]);
play_tone = true;
}
if (kDown & KEY_DUP)
if (kDown & HidNpadButton_Up)
{
fill_audio_buffer(out_buf_data, 0, data_size, notefreq[5]);
play_tone = true;
}
if (kDown & KEY_DRIGHT)
if (kDown & HidNpadButton_Right)
{
fill_audio_buffer(out_buf_data, 0, data_size, notefreq[6]);
play_tone = true;
}
if (kDown & KEY_DDOWN)
if (kDown & HidNpadButton_Down)
{
fill_audio_buffer(out_buf_data, 0, data_size, notefreq[7]);
play_tone = true;
@ -150,13 +157,13 @@ int main(int argc, char **argv)
play_tone = true;
}
if (kDown & KEY_ZL)
if (kDown & HidNpadButton_ZL)
{
fill_audio_buffer(out_buf_data, 0, data_size, notefreq[10]);
play_tone = true;
}
if (kDown & KEY_ZR)
if (kDown & HidNpadButton_ZR)
{
fill_audio_buffer(out_buf_data, 0, data_size, notefreq[11]);
play_tone = true;

View File

@ -17,6 +17,13 @@ int main(int argc, char *argv[])
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
Result rc = romfsInit();
if (R_FAILED(rc))
printf("romfsInit: %08X\n", rc);
@ -41,17 +48,17 @@ int main(int argc, char *argv[])
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
if (kDown & KEY_A)
if (kDown & HidNpadButton_A)
Mix_PlayMusic(audio, 1); //Play the audio file
// Update the console, sending a new frame to the display

View File

@ -47,6 +47,13 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("Triggering crash...\n");
consoleUpdate(NULL);
@ -56,14 +63,14 @@ int main(int argc, char* argv[])
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
// Your code goes here

View File

@ -32,6 +32,13 @@ int main(int argc, char **argv)
{
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
Result rc = romfsInit();
if (R_FAILED(rc))
printf("romfsInit: %08X\n", rc);
@ -46,13 +53,13 @@ int main(int argc, char **argv)
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
consoleUpdate(NULL);
}

View File

@ -51,6 +51,13 @@ int main(int argc, char **argv)
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
//Get the userID for save mounting. To mount common savedata, use an all-zero userID.
//Try to find savedata to use with get_save() first, otherwise fallback to the above hard-coded TID + the userID from accountGetPreselectedUser(). Note that you can use either method.
@ -113,13 +120,13 @@ int main(int argc, char **argv)
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
consoleUpdate(NULL);
}

View File

@ -11,6 +11,13 @@ int main(int argc, char **argv)
{
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
DIR* dir;
struct dirent* ent;
@ -33,13 +40,13 @@ int main(int argc, char **argv)
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
consoleUpdate(NULL);
}

View File

@ -209,12 +209,19 @@ int main(int argc, char* argv[])
romfsInit();
graphicsInitialize();
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
while (appletMainLoop())
{
hidScanInput();
padUpdate(&pad);
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
graphicsUpdate();

View File

@ -7,6 +7,13 @@ int main(int argc, char **argv)
{
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
// clear screen and home cursor
printf( CONSOLE_ESC(2J) );
@ -61,15 +68,15 @@ int main(int argc, char **argv)
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// Your code goes here
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
consoleUpdate(NULL);
}

View File

@ -24,6 +24,8 @@ class CExample01 final : public CApplication
static constexpr uint32_t FramebufferHeight = 720;
static constexpr unsigned StaticCmdSize = 0x1000;
PadState pad;
dk::UniqueDevice device;
dk::UniqueQueue queue;
@ -59,6 +61,10 @@ public:
// Create the framebuffer resources
createFramebufferResources();
// Initialize gamepad
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
padInitializeDefault(&pad);
}
~CExample01()
@ -159,9 +165,9 @@ public:
bool onFrame(u64 ns) override
{
hidScanInput();
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
return false;
render();

View File

@ -51,6 +51,8 @@ class CExample02 final : public CApplication
static constexpr uint32_t FramebufferHeight = 720;
static constexpr unsigned StaticCmdSize = 0x10000;
PadState pad;
dk::UniqueDevice device;
dk::UniqueQueue queue;
@ -101,6 +103,10 @@ public:
// Create the framebuffer resources
createFramebufferResources();
// Initialize gamepad
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
padInitializeDefault(&pad);
}
~CExample02()
@ -214,9 +220,9 @@ public:
bool onFrame(u64 ns) override
{
hidScanInput();
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
return false;
render();

View File

@ -104,6 +104,8 @@ class CExample03 final : public CApplication
static constexpr unsigned StaticCmdSize = 0x10000;
static constexpr unsigned DynamicCmdSize = 0x10000;
PadState pad;
dk::UniqueDevice device;
dk::UniqueQueue queue;
@ -169,6 +171,10 @@ public:
// Load the vertex buffer
vertexBuffer = pool_data->allocate(sizeof(CubeVertexData), alignof(Vertex));
memcpy(vertexBuffer.getCpuAddr(), CubeVertexData.data(), vertexBuffer.getSize());
// Initialize gamepad
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
padInitializeDefault(&pad);
}
~CExample03()
@ -339,9 +345,9 @@ public:
bool onFrame(u64 ns) override
{
hidScanInput();
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
return false;
float time = ns / 1000000000.0; // double precision division; followed by implicit cast to single precision

View File

@ -109,6 +109,8 @@ class CExample04 final : public CApplication
static constexpr unsigned MaxImages = 1;
static constexpr unsigned MaxSamplers = 1;
PadState pad;
dk::UniqueDevice device;
dk::UniqueQueue queue;
@ -210,6 +212,10 @@ public:
queue.waitIdle();
cmdbuf.clear();
}
// Initialize gamepad
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
padInitializeDefault(&pad);
}
~CExample04()
@ -381,9 +387,9 @@ public:
bool onFrame(u64 ns) override
{
hidScanInput();
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
return false;
float time = ns / 1000000000.0; // double precision division; followed by implicit cast to single precision

View File

@ -52,6 +52,8 @@ class CExample05 final : public CApplication
static constexpr uint32_t FramebufferHeight = 720;
static constexpr unsigned StaticCmdSize = 0x10000;
PadState pad;
dk::UniqueDevice device;
dk::UniqueQueue queue;
@ -106,6 +108,10 @@ public:
// Create the framebuffer resources
createFramebufferResources();
// Initialize gamepad
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
padInitializeDefault(&pad);
}
~CExample05()
@ -236,9 +242,9 @@ public:
bool onFrame(u64 ns) override
{
hidScanInput();
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
return false;
render();

View File

@ -104,6 +104,8 @@ class CExample06 final : public CApplication
static constexpr unsigned DynamicCmdSize = 0x10000;
static constexpr DkMsMode MultisampleMode = DkMsMode_4x;
PadState pad;
dk::UniqueDevice device;
dk::UniqueQueue queue;
@ -171,6 +173,10 @@ public:
// Load the vertex buffer
vertexBuffer = pool_data->allocate(sizeof(CubeVertexData), alignof(Vertex));
memcpy(vertexBuffer.getCpuAddr(), CubeVertexData.data(), vertexBuffer.getSize());
// Initialize gamepad
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
padInitializeDefault(&pad);
}
~CExample06()
@ -375,9 +381,9 @@ public:
bool onFrame(u64 ns) override
{
hidScanInput();
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
return false;
float time = ns / 1000000000.0; // double precision division; followed by implicit cast to single precision

View File

@ -74,6 +74,8 @@ class CExample07 final : public CApplication
static constexpr unsigned DynamicCmdSize = 0x10000;
static constexpr DkMsMode MultisampleMode = DkMsMode_4x;
PadState pad;
dk::UniqueDevice device;
dk::UniqueQueue queue;
@ -154,6 +156,10 @@ public:
// Load the teapot mesh
vertexBuffer = LoadFile(*pool_data, "romfs:/teapot-vtx.bin", alignof(Vertex));
indexBuffer = LoadFile(*pool_data, "romfs:/teapot-idx.bin", alignof(u16));
// Initialize gamepad
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
padInitializeDefault(&pad);
}
~CExample07()
@ -368,9 +374,9 @@ public:
bool onFrame(u64 ns) override
{
hidScanInput();
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
return false;
float time = ns / 1000000000.0; // double precision division; followed by implicit cast to single precision

View File

@ -76,6 +76,8 @@ class CExample08 final : public CApplication
static constexpr unsigned MaxImages = 3;
static constexpr unsigned MaxSamplers = 1;
PadState pad;
dk::UniqueDevice device;
dk::UniqueQueue queue;
@ -188,6 +190,10 @@ public:
queue.waitIdle();
cmdbuf.clear();
}
// Initialize gamepad
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
padInitializeDefault(&pad);
}
void createFramebufferResources()
@ -449,9 +455,9 @@ public:
bool onFrame(u64 ns) override
{
hidScanInput();
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
return false;
float time = ns / 1000000000.0; // double precision division; followed by implicit cast to single precision

View File

@ -69,6 +69,8 @@ class CExample09 final : public CApplication
static constexpr unsigned DynamicCmdSize = 0x10000;
static constexpr unsigned NumVertices = 256;
PadState pad;
dk::UniqueDevice device;
dk::UniqueQueue queue;
@ -138,6 +140,10 @@ public:
// Create the framebuffer resources
createFramebufferResources();
// Initialize gamepad
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
padInitializeDefault(&pad);
}
~CExample09()
@ -291,9 +297,9 @@ public:
bool onFrame(u64 ns) override
{
hidScanInput();
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
return false;
float time = ns / 1000000000.0; // double precision division; followed by implicit cast to single precision

View File

@ -46,6 +46,8 @@ class CMainMenu final : public CApplication
static constexpr unsigned EntriesPerScreen = 39;
static constexpr unsigned EntryPageLength = 10;
PadState pad;
int screenPos;
int selectPos;
@ -69,6 +71,10 @@ class CMainMenu final : public CApplication
{
consoleInit(NULL);
renderMenu();
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
padInitializeDefault(&pad);
padUpdate(&pad);
}
~CMainMenu()
@ -79,23 +85,23 @@ class CMainMenu final : public CApplication
bool onFrame(u64 ns) override
{
int oldPos = selectPos;
hidScanInput();
padUpdate(&pad);
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
u64 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
{
selectPos = -1;
return false;
}
if (kDown & KEY_A)
if (kDown & HidNpadButton_A)
return false;
if (kDown & KEY_UP)
if (kDown & HidNpadButton_AnyUp)
selectPos -= 1;
if (kDown & KEY_DOWN)
if (kDown & HidNpadButton_AnyDown)
selectPos += 1;
if (kDown & KEY_LEFT)
if (kDown & HidNpadButton_AnyLeft)
selectPos -= EntryPageLength;
if (kDown & KEY_RIGHT)
if (kDown & HidNpadButton_AnyRight)
selectPos += EntryPageLength;
if (selectPos < 0)

View File

@ -1,4 +1,4 @@
#include <stdio.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <switch.h>
@ -430,16 +430,16 @@ static void sceneUpdate(u32 kHeld)
float deltaTime = curTime - s_updTime;
s_updTime = curTime;
if (kHeld & KEY_LEFT)
if (kHeld & HidNpadButton_AnyLeft)
s_cameraAngle = fract(s_cameraAngle - deltaTime/4);
else if (kHeld & KEY_RIGHT)
else if (kHeld & HidNpadButton_AnyRight)
s_cameraAngle = fract(s_cameraAngle + deltaTime/4);
if (kHeld & (KEY_UP|KEY_DOWN))
if (kHeld & (HidNpadButton_AnyUp|HidNpadButton_AnyDown))
{
glm::vec3 front = deltaTime * glm::rotate(glm::vec3{0.0f, 0.0f, -1.0f}, s_cameraAngle * TAU, glm::vec3{0.0f, -1.0f, 0.0f});
if (kHeld & KEY_UP)
if (kHeld & HidNpadButton_AnyUp)
s_cameraPos += front;
else if (kHeld & KEY_DOWN)
else if (kHeld & HidNpadButton_AnyDown)
s_cameraPos -= front;
}
@ -525,17 +525,24 @@ int main(int argc, char* argv[])
// Initialize our scene
sceneInit();
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
// Main graphics loop
while (appletMainLoop())
{
// Get and process input
hidScanInput();
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
u32 kHeld = hidKeysHeld(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u32 kDown = padGetButtonsDown(&pad);
u32 kHeld = padGetButtons(&pad);
if (kDown & HidNpadButton_Plus)
break;
bool shouldHalveResolution = !!(kHeld & KEY_A);
bool shouldHalveResolution = !!(kHeld & HidNpadButton_A);
// Configure the resolution used to render the scene, which
// will be different in handheld mode/docked mode.

View File

@ -1,4 +1,4 @@
/*
/*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
@ -855,13 +855,20 @@ int main(int argc, char* argv[])
gears_init();
gears_reshape(1280, 720);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
// Main graphics loop
while (appletMainLoop())
{
// Get and process input
hidScanInput();
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u32 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
break;
// Render stuff!

View File

@ -7,6 +7,13 @@ int main(int argc, char **argv)
{
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
// clear screen and home cursor
printf( CONSOLE_ESC(2J) );
@ -46,15 +53,15 @@ int main(int argc, char **argv)
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// Your code goes here
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
consoleUpdate(NULL);
}

View File

@ -1,4 +1,4 @@
#include <stdio.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <switch.h>
@ -414,13 +414,20 @@ int main(int argc, char* argv[])
// Initialize our scene
sceneInit();
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
// Main graphics loop
while (appletMainLoop())
{
// Get and process input
hidScanInput();
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u32 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
break;
// Update our scene

View File

@ -325,13 +325,20 @@ int main(int argc, char* argv[])
// Initialize our scene
sceneInit();
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
// Main graphics loop
while (appletMainLoop())
{
// Get and process input
hidScanInput();
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u32 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
break;
// Render stuff!

View File

@ -514,13 +514,20 @@ int main(int argc, char* argv[])
// Initialize our scene
sceneInit();
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
// Main graphics loop
while (appletMainLoop())
{
// Get and process input
hidScanInput();
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS)
padUpdate(&pad);
u32 kDown = padGetButtonsDown(&pad);
if (kDown & HidNpadButton_Plus)
break;
// Update our scene

View File

@ -8,6 +8,13 @@ int main(int argc, char **argv)
//Initialize console. Using NULL as the second argument tells the console library to use the internal console structure as current one.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
//Move the cursor to row 16 and column 20 and then prints "Hello World!"
//To move the cursor you have to print "\x1b[r;cH", where r and c are respectively
//the row and column where you want your cursor to move
@ -15,13 +22,13 @@ int main(int argc, char **argv)
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
consoleUpdate(NULL);
}

View File

@ -7,6 +7,13 @@ int main(int argc, char **argv)
{
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
// clear screen and home cursor
printf( CONSOLE_ESC(2J) );
@ -61,15 +68,15 @@ int main(int argc, char **argv)
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// Your code goes here
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
consoleUpdate(NULL);
}

View File

@ -18,6 +18,8 @@
static u32 framebuf_width=0;
static PadState pad;
//Note that this doesn't handle any blending.
void draw_glyph(FT_Bitmap* bitmap, u32* framebuf, u32 x, u32 y)
{
@ -102,8 +104,8 @@ static int error_screen(const char* fmt, ...)
printf("Press PLUS to exit\n");
while (appletMainLoop())
{
hidScanInput();
if (hidKeysDown(CONTROLLER_P1_AUTO) & KEY_PLUS)
padUpdate(&pad);
if (padGetButtonsDown(&pad) & HidNpadButton_Plus)
break;
consoleUpdate(NULL);
}
@ -149,6 +151,12 @@ int main(int argc, char **argv)
Result rc=0;
FT_Error ret=0;
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
padInitializeDefault(&pad);
//Use this when using multiple shared-fonts.
/*
PlFontData fonts[PlSharedFontType_Total];
@ -198,13 +206,13 @@ int main(int argc, char **argv)
while (appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u32 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
u32 stride;
u32* framebuf = (u32*)framebufferBegin(&fb, &stride);

View File

@ -35,19 +35,26 @@ int main(int argc, char* argv[])
u8* imageptr = (u8*)image_bin;
#endif
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
u32 cnt = 0;
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
// Retrieve the framebuffer

View File

@ -104,19 +104,26 @@ int main(int argc, char* argv[])
u8* imageptr = (u8*)image_bin;
#endif
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
u32 cnt = 0;
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
// Retrieve the framebuffer.

View File

@ -15,13 +15,23 @@ int main(int argc, char **argv)
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
rc = jitCreate(&j, 0x100000);//Adjust size as needed.
printf("jitCreate() returned: 0x%x\n", rc);
printf("jit type: %d\n", j.type);
if (R_SUCCEEDED(rc))
{
jit_rwaddr = jitGetRwAddr(&j);
jit_rxaddr = jitGetRxAddr(&j);
printf("jitGetRwAddr(): %p\n", jit_rwaddr);
printf("jitGetRxAddr(): %p\n", jit_rxaddr);
rc = jitTransitionToWritable(&j);
printf("jitTransitionToWritable() returned: 0x%x\n", rc);
@ -47,15 +57,15 @@ int main(int argc, char **argv)
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// Your code goes here
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
consoleUpdate(NULL);
}

View File

@ -35,6 +35,13 @@ int main(int argc, char **argv)
{
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
mutexInit(&g_PrintMutex);
barrierInit(&g_Barrier, 4);
@ -61,11 +68,11 @@ int main(int argc, char **argv)
while(appletMainLoop())
{
hidScanInput();
padUpdate(&pad);
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
u32 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break;
mutexLock(&g_PrintMutex);

View File

@ -54,6 +54,13 @@ int main(int argc, char **argv)
{
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
mutexInit(&g_PrintMutex);
ueventCreate(&g_Event, false);
ueventCreate(&g_ExitEvent, false);
@ -88,11 +95,11 @@ int main(int argc, char **argv)
while (appletMainLoop())
{
hidScanInput();
padUpdate(&pad);
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
u32 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break;
consoleUpdate(NULL);

View File

@ -50,6 +50,13 @@ int main(int argc, char **argv)
{
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
mutexInit(&g_PrintMutex);
utimerCreate(&g_Timer, 2000000000, TimerType_Repeating); // 2s
utimerCreate(&g_FastTimer, 1000000000, TimerType_Repeating); // 1s
@ -93,11 +100,11 @@ int main(int argc, char **argv)
while(appletMainLoop())
{
hidScanInput();
padUpdate(&pad);
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
u32 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break;
consoleUpdate(NULL);

View File

@ -48,6 +48,13 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
socketInitializeDefault();
printf("curl example\n");
@ -57,14 +64,14 @@ int main(int argc, char* argv[])
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
// Your code goes here

View File

@ -112,6 +112,13 @@ int main(int argc, char **argv)
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
// Initialise sockets
socketInitializeDefault();
@ -208,23 +215,23 @@ int main(int argc, char **argv)
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u32 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
if (R_SUCCEEDED(rc) && (kDown & (KEY_A|KEY_B))) {
if (R_SUCCEEDED(rc) && (kDown & (HidNpadButton_A|HidNpadButton_B))) {
Result rc2 = ldnGetState(&state);
printf("ldnGetState(): 0x%x, %d\n", rc, state);
if (R_SUCCEEDED(rc2) && state==LdnState_Initialized) {
if (kDown & KEY_A) {
if (kDown & HidNpadButton_A) {
rc2 = create_network(&sec_config, &user_config, &netconfig, advert, sizeof(advert));
printf("create_network(): 0x%x\n", rc2);
}
if (kDown & KEY_B) {
if (kDown & HidNpadButton_B) {
rc2 = connect_network(&filter, &sec_config, &user_config, advert, sizeof(advert));
printf("connect_network(): 0x%x\n", rc2);
}
@ -274,7 +281,7 @@ int main(int argc, char **argv)
}
}
if (R_SUCCEEDED(rc) && (kDown & KEY_X)) {
if (R_SUCCEEDED(rc) && (kDown & HidNpadButton_X)) {
if (sockfd >= 0) {
close(sockfd);
sockfd = -1;
@ -282,14 +289,14 @@ int main(int argc, char **argv)
leave_network();
}
if (R_SUCCEEDED(rc) && sockfd>=0 && (kDown & (KEY_DLEFT|KEY_DRIGHT|KEY_DUP|KEY_DDOWN))) {
if (R_SUCCEEDED(rc) && sockfd>=0 && (kDown & (HidNpadButton_Left|HidNpadButton_Right|HidNpadButton_Up|HidNpadButton_Down))) {
char tmpstr[32];
memset(tmpstr, 0, sizeof(tmpstr));
if (kDown & KEY_DLEFT) strncpy(tmpstr, "Button DLEFT pressed.", sizeof(tmpstr)-1);
else if (kDown & KEY_DRIGHT) strncpy(tmpstr, "Button DRIGHT pressed.", sizeof(tmpstr)-1);
else if (kDown & KEY_DUP) strncpy(tmpstr, "Button DUP pressed.", sizeof(tmpstr)-1);
else if (kDown & KEY_DDOWN) strncpy(tmpstr, "Button DDOWN pressed.", sizeof(tmpstr)-1);
if (kDown & HidNpadButton_Left) strncpy(tmpstr, "Button DLEFT pressed.", sizeof(tmpstr)-1);
else if (kDown & HidNpadButton_Right) strncpy(tmpstr, "Button DRIGHT pressed.", sizeof(tmpstr)-1);
else if (kDown & HidNpadButton_Up) strncpy(tmpstr, "Button DUP pressed.", sizeof(tmpstr)-1);
else if (kDown & HidNpadButton_Down) strncpy(tmpstr, "Button DDOWN pressed.", sizeof(tmpstr)-1);
ssize_t ret = sendto(sockfd, tmpstr, sizeof(tmpstr), 0, (struct sockaddr*) &serv_addr, sizeof(struct sockaddr_in));
int tmp = errno;

View File

@ -20,6 +20,13 @@ int main(int argc, char **argv)
{
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
// Initialise sockets
socketInitializeDefault();
@ -44,20 +51,20 @@ int main(int argc, char **argv)
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// Your code goes here
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u32 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u32 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
if (kDown & KEY_A) {
if (kDown & HidNpadButton_A) {
printf("A Pressed\n");
}
if (kDown & KEY_B) {
if (kDown & HidNpadButton_B) {
printf("B Pressed\n");
}

View File

@ -9,14 +9,16 @@
// See also libnx nfc.h.
static PadState pad;
// Indefinitely wait for an event to be signaled
// Break when + is pressed, or if the application should quit (in this case, return value will be non-zero)
Result eventWaitLoop(Event *event) {
Result rc = 1;
while (appletMainLoop()) {
rc = eventWait(event, 0);
hidScanInput();
if (R_SUCCEEDED(rc) || (hidKeysDown(CONTROLLER_P1_AUTO) & KEY_PLUS))
padUpdate(&pad);
if (R_SUCCEEDED(rc) || (padGetButtonsDown(&pad) & HidNpadButton_Plus))
break;
consoleUpdate(NULL);
}
@ -181,6 +183,12 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
padInitializeDefault(&pad);
printf("NFC example program.\n");
printf("Scan an amiibo tag to display information about it.\n\n");
consoleUpdate(NULL);
@ -223,12 +231,12 @@ int main(int argc, char* argv[])
// Main loop
while (appletMainLoop()) {
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
if (hidKeysDown(CONTROLLER_P1_AUTO) & KEY_A) {
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
if (padGetButtonsDown(&pad) & HidNpadButton_A) {
rc = process_amiibo(app_id);
// If an error happened, print it.
@ -239,7 +247,7 @@ int main(int argc, char* argv[])
}
// If + was pressed to exit an eventWaitLoop(), we also catch it here.
if (hidKeysDown(CONTROLLER_P1_AUTO) & KEY_PLUS)
if (padGetButtonsDown(&pad) & HidNpadButton_Plus)
break; // break in order to return to hbmenu
// Update the console, sending a new frame to the display

View File

@ -9,22 +9,30 @@ const char* const chargers[3] = {"None", "Official", "Generic"};
int main(int argc, char **argv)
{
consoleInit(NULL);
Result rc = psmInitialize();
if (R_FAILED(rc))
goto cleanup;
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("\x1b[16;16HPress PLUS to exit.");
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
u32 charge;
double rawCharge;

View File

@ -12,6 +12,13 @@ int main(int argc, char **argv)
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
Result rc = setInitialize();
if (R_FAILED(rc)) printf("setInitialize() failed: 0x%x.\n", rc);
@ -47,15 +54,15 @@ int main(int argc, char **argv)
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// Your code goes here
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
consoleUpdate(NULL);
}

View File

@ -12,18 +12,25 @@ int main(int argc, char **argv)
{
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("\x1b[16;16HPress PLUS to exit.");
// Main loop
while(appletMainLoop())
{
//Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
//Print current time
time_t unixTime = time(NULL);

View File

@ -31,6 +31,13 @@ int main(int argc, char* argv[])
// take a look at the graphics/opengl set of examples, which uses EGL instead.
consoleInit(NULL);
// Configure our supported input layout: a single player with standard controller styles
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
PadState pad;
padInitializeDefault(&pad);
printf("usbhs example\n");
memset(&inf_event, 0, sizeof(inf_event));
@ -58,14 +65,14 @@ int main(int argc, char* argv[])
// Main loop
while (appletMainLoop())
{
// Scan all the inputs. This should be done once for each frame
hidScanInput();
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
// padGetButtonsDown returns the set of buttons that have been
// newly pressed in this frame compared to the previous one
u64 kDown = padGetButtonsDown(&pad);
if (kDown & KEY_PLUS)
if (kDown & HidNpadButton_Plus)
break; // break in order to return to hbmenu
if (R_SUCCEEDED(rc2)) rc = eventWait(&inf_event, 0);