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hid/read-controls: Updated for hid-refactor.
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@ -1,26 +1,41 @@
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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 <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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#include <switch.h>
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//See also libnx hid.h.
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//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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{
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//Matrix containing the name of each key. Useful for printing when a key is pressed
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// This example uses a text console, as a simple way to output text to the screen.
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char keysNames[32][32] = {
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// If you want to write a software-rendered graphics application,
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"KEY_A", "KEY_B", "KEY_X", "KEY_Y",
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// take a look at the graphics/simplegfx example, which uses the libnx Framebuffer API instead.
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"KEY_LSTICK", "KEY_RSTICK", "KEY_L", "KEY_R",
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// If on the other hand you want to write an OpenGL based application,
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"KEY_ZL", "KEY_ZR", "KEY_PLUS", "KEY_MINUS",
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// take a look at the graphics/opengl set of examples, which uses EGL instead.
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"KEY_DLEFT", "KEY_DUP", "KEY_DRIGHT", "KEY_DDOWN",
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"KEY_LSTICK_LEFT", "KEY_LSTICK_UP", "KEY_LSTICK_RIGHT", "KEY_LSTICK_DOWN",
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"KEY_RSTICK_LEFT", "KEY_RSTICK_UP", "KEY_RSTICK_RIGHT", "KEY_RSTICK_DOWN",
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"KEY_SL_LEFT", "KEY_SR_LEFT", "KEY_SL_RIGHT", "KEY_SR_RIGHT",
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"KEY_TOUCH", "", "", ""
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};
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consoleInit(NULL);
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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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//Matrix containing the name of each key. Useful for printing when a key is pressed
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char keysNames[28][32] = {
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"A", "B", "X", "Y",
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"StickL", "StickR", "L", "R",
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"ZL", "ZR", "Plus", "Minus",
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"Left", "Up", "Right", "Down",
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"StickLLeft", "StickLUp", "StickLRight", "StickLDown",
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"StickRLeft", "StickRUp", "StickRRight", "StickRDown",
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"LeftSL", "LeftSR", "RightSL", "RightSR",
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};
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u32 kDownOld = 0, kHeldOld = 0, kUpOld = 0; //In these variables there will be information about keys detected in the previous frame
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u32 kDownOld = 0, kHeldOld = 0, kUpOld = 0; //In these variables there will be information about keys detected in the previous frame
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printf("\x1b[1;1HPress PLUS to exit.");
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printf("\x1b[1;1HPress PLUS to exit.");
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@ -30,17 +45,22 @@ int main(int argc, char **argv)
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// Main loop
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// Main loop
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while(appletMainLoop())
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while(appletMainLoop())
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{
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{
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//Scan all the inputs. This should be done once for each frame
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// Scan the gamepad. This should be done once for each frame
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hidScanInput();
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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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// padGetButtonsDown returns the set of buttons that have been
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u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
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// newly pressed in this frame compared to the previous one
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//hidKeysHeld returns information about which buttons have are held down in this frame
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u64 kDown = padGetButtonsDown(&pad);
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u64 kHeld = hidKeysHeld(CONTROLLER_P1_AUTO);
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//hidKeysUp returns information about which buttons have been just released
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u64 kUp = hidKeysUp(CONTROLLER_P1_AUTO);
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if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
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// padGetButtons returns the set of buttons that are currently pressed
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u64 kHeld = padGetButtons(&pad);
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// padGetButtonsUp returns the set of buttons that have been
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// newly released in this frame compared to the previous one
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u64 kUp = padGetButtonsUp(&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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// Do the keys printing only if keys have changed
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// Do the keys printing only if keys have changed
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if (kDown != kDownOld || kHeld != kHeldOld || kUp != kUpOld)
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if (kDown != kDownOld || kHeld != kHeldOld || kUp != kUpOld)
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@ -50,14 +70,14 @@ int main(int argc, char **argv)
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// These two lines must be rewritten because we cleared the whole console
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// These two lines must be rewritten because we cleared the whole console
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printf("\x1b[1;1HPress PLUS to exit.");
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printf("\x1b[1;1HPress PLUS to exit.");
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printf("\x1b[2;1HLeft joystick position:");
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printf("\x1b[2;1HLeft stick position:");
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printf("\x1b[4;1HRight joystick position:");
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printf("\x1b[4;1HRight stick position:");
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printf("\x1b[6;1H"); //Move the cursor to the sixth row because on the previous ones we'll write the joysticks' position
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printf("\x1b[6;1H"); //Move the cursor to the sixth row because on the previous ones we'll write the joysticks' position
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// Check if some of the keys are down, held or up
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// Check if some of the keys are down, held or up
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int i;
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int i;
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for (i = 0; i < 32; i++)
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for (i = 0; i < 28; i++)
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{
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{
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if (kDown & BIT(i)) printf("%s down\n", keysNames[i]);
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if (kDown & BIT(i)) printf("%s down\n", keysNames[i]);
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if (kHeld & BIT(i)) printf("%s held\n", keysNames[i]);
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if (kHeld & BIT(i)) printf("%s held\n", keysNames[i]);
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@ -70,19 +90,19 @@ int main(int argc, char **argv)
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kHeldOld = kHeld;
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kHeldOld = kHeld;
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kUpOld = kUp;
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kUpOld = kUp;
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JoystickPosition pos_left, pos_right;
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// Read the sticks' position
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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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//Read the joysticks' position
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// Print the sticks' position
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hidJoystickRead(&pos_left, CONTROLLER_P1_AUTO, JOYSTICK_LEFT);
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printf("\x1b[3;1H%04d; %04d", analog_stick_l.x, analog_stick_l.y);
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hidJoystickRead(&pos_right, CONTROLLER_P1_AUTO, JOYSTICK_RIGHT);
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printf("\x1b[5;1H%04d; %04d", analog_stick_r.x, analog_stick_r.y);
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//Print the joysticks' position
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printf("\x1b[3;1H%04d; %04d", pos_left.dx, pos_left.dy);
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printf("\x1b[5;1H%04d; %04d", pos_right.dx, pos_right.dy);
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// Update the console, sending a new frame to the display
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consoleUpdate(NULL);
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consoleUpdate(NULL);
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}
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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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consoleExit(NULL);
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return 0;
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return 0;
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}
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}
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