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https://github.com/switchbrew/switch-examples.git
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hid/hdls: Updated for hid-refactor.
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@ -19,23 +19,18 @@ int main(int argc, char* argv[])
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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: all players with standard controller styles
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padConfigureInput(8, HidNpadStyleSet_NpadStandard);
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// Initialize the gamepad for reading all controllers
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PadState pad;
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padInitializeAny(&pad);
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Result rc=0, rc2=0;
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bool initflag=0;
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u32 i;
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printf("hdls example\n");
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hidScanInput();
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// When hiddbgAttachHdlsVirtualDevice runs a new controller will become available. If CONTROLLER_HANDHELD is being internally, CONTROLLER_P1_AUTO would use the new virtual controller. Check which controller we're currently using and don't use CONTROLLER_P1_AUTO, so it doesn't switch to using the new controller later.
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HidControllerID conID = hidGetHandheldMode() ? CONTROLLER_HANDHELD : CONTROLLER_PLAYER_1;
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printf("Connected controllers: ");
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for(i=0; i<10; i++) {
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if (hidIsControllerConnected(i)) printf("%d ", i);
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}
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printf("\n");
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rc = hiddbgInitialize();
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if (R_FAILED(rc)) {
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printf("hiddbgInitialize(): 0x%x\n", rc);
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@ -44,13 +39,13 @@ int main(int argc, char* argv[])
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initflag = 1;
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}
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u64 HdlsHandle=0;
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HiddbgHdlsHandle HdlsHandle={0};
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HiddbgHdlsDeviceInfo device = {0};
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HiddbgHdlsState state={0};
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// Set the controller type to Pro-Controller, and set the npadInterfaceType.
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device.deviceType = HidDeviceType_FullKey3;
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device.npadInterfaceType = NpadInterfaceType_Bluetooth;
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device.npadInterfaceType = HidNpadInterfaceType_Bluetooth;
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// Set the controller colors. The grip colors are for Pro-Controller on [9.0.0+].
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device.singleColorBody = RGBA8_MAXALPHA(255,255,255);
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device.singleColorButtons = RGBA8_MAXALPHA(0,0,0);
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@ -58,11 +53,11 @@ int main(int argc, char* argv[])
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device.colorRightGrip = RGBA8_MAXALPHA(0,40,20);
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// Setup example controller state.
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state.batteryCharge = 4; // Set battery charge to full.
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state.joysticks[JOYSTICK_LEFT].dx = 0x1234;
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state.joysticks[JOYSTICK_LEFT].dy = -0x1234;
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state.joysticks[JOYSTICK_RIGHT].dx = 0x5678;
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state.joysticks[JOYSTICK_RIGHT].dy = -0x5678;
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state.battery_level = 4; // Set BatteryLevel to full.
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state.analog_stick_l.x = 0x1234;
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state.analog_stick_l.y = -0x1234;
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state.analog_stick_r.x = 0x5678;
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state.analog_stick_r.y = -0x5678;
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if (initflag) {
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rc = hiddbgAttachHdlsWorkBuffer();
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@ -81,12 +76,15 @@ int main(int argc, char* argv[])
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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
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// just pressed in this frame compared to the previous one
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u64 kDown = hidKeysDown(conID);
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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 & HidNpadButton_Plus)
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break; // break in order to return to hbmenu
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// Set state for the controller. You can also use hiddbgApplyHdlsStateList for this.
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if (R_SUCCEEDED(rc)) {
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@ -95,51 +93,31 @@ int main(int argc, char* argv[])
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state.buttons = 0;
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if (hidKeysHeld(conID) & KEY_R)
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if (padGetButtons(&pad) & HidNpadButton_R)
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state.buttons |= KEY_HOME;
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if (hidKeysHeld(conID) & KEY_L)
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if (padGetButtons(&pad) & HidNpadButton_L)
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state.buttons |= KEY_CAPTURE;
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if (hidKeysHeld(conID) & KEY_DUP)
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state.buttons |= KEY_ZR;
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if (padGetButtons(&pad) & HidNpadButton_Up)
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state.buttons |= HidNpadButton_ZR;
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state.joysticks[JOYSTICK_LEFT].dx += 0x10;
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if (state.joysticks[JOYSTICK_LEFT].dx > JOYSTICK_MAX) state.joysticks[JOYSTICK_LEFT].dx = JOYSTICK_MIN;
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state.joysticks[JOYSTICK_RIGHT].dy -= 0x10;
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if (state.joysticks[JOYSTICK_LEFT].dy < JOYSTICK_MIN) state.joysticks[JOYSTICK_LEFT].dy = JOYSTICK_MAX;
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state.analog_stick_l.x += 0x10;
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if (state.analog_stick_l.x > JOYSTICK_MAX) state.analog_stick_l.x = JOYSTICK_MIN;
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state.analog_stick_r.y -= 0x10;
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if (state.analog_stick_r.y < JOYSTICK_MIN) state.analog_stick_r.y = JOYSTICK_MAX;
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}
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if (R_SUCCEEDED(rc) && (kDown & (KEY_A | KEY_X))) {
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printf("Connected controllers:\n");
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for(i=0; i<10; i++) {
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if (hidIsControllerConnected(i)) {
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JoystickPosition tmpjoy[2];
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hidJoystickRead(&tmpjoy[0], i, JOYSTICK_LEFT);
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hidJoystickRead(&tmpjoy[1], i, JOYSTICK_RIGHT);
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u8 interfacetype=0;
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rc2 = hidGetNpadInterfaceType(i, &interfacetype);
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if (R_FAILED(rc2)) printf("hidGetNpadInterfaceType(): 0x%x\n", rc2);
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HidPowerInfo powerinfo[3]={0};
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hidGetControllerPowerInfo(i, &powerinfo[0], 1);
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hidGetControllerPowerInfo(i, &powerinfo[1], 2);
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printf("%d: type = 0x%x, devicetype = 0x%x, buttons = 0x%lx, stickL.dx = 0x%x, stickL.dy = 0x%x, stickR.dx = 0x%x, stickR.dy = 0x%x, interface = %d\n", i, hidGetControllerType(i), hidGetControllerDeviceType(i), hidKeysHeld(i), tmpjoy[0].dx, tmpjoy[0].dy, tmpjoy[1].dx, tmpjoy[1].dy, interfacetype);
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for (u32 poweri=0; poweri<3; poweri++)
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printf("%d powerinfo[%d]: powerConnected = %d, isCharging = %d, batteryCharge = %d\n", i, poweri, powerinfo[poweri].powerConnected, powerinfo[poweri].isCharging, powerinfo[poweri].batteryCharge);
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}
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}
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if (R_SUCCEEDED(rc) && (kDown & (HidNpadButton_A | HidNpadButton_X))) {
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printf("Controllers state:\n");
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HidAnalogStickState analog_stick_l = padGetStickPos(&pad, 0);
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HidAnalogStickState analog_stick_r = padGetStickPos(&pad, 1);
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printf("buttons = 0x%lx, analog_stick_l.x = 0x%x, analog_stick_l.y = 0x%x, analog_stick_r.x = 0x%x, analog_stick_r.y = 0x%x\n", padGetButtons(&pad), analog_stick_l.x, analog_stick_l.y, analog_stick_r.x, analog_stick_r.y);
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printf("\n");
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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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if (kDown & KEY_PLUS)
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break; // break in order to return to hbmenu
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}
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if (initflag) {
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