// Include the most common headers from the C standard library #include #include #include // Include the main libnx system header, for Switch development #include // This example shows how to use applet ApplicationCopyright (used as a screenshot overlay), see also libnx applet.h. // Main program entrypoint int main(int argc, char* argv[]) { // This example uses a text console, as a simple way to output text to the screen. // If you want to write a software-rendered graphics application, // take a look at the graphics/simplegfx example, which uses the libnx Framebuffer API instead. // If on the other hand you want to write an OpenGL based application, // take a look at the graphics/opengl set of examples, which uses EGL instead. consoleInit(NULL); printf("screenshot-overlay example\n"); // Setup the RGBA8 image. Result rc=0; size_t size = 128*128*4; u8 *tmpbuf = malloc(size); if (tmpbuf) memset(tmpbuf, 0xff, size); // Set the image to all white. else { rc = 1; printf("Failed to allocate memory.\n"); } // Initialize. if (R_SUCCEEDED(rc)) { rc = appletInitializeApplicationCopyrightFrameBuffer(); printf("appletInitializeApplicationCopyrightFrameBuffer(): 0x%x\n", rc); } // Set the image. if (R_SUCCEEDED(rc)) { rc = appletSetApplicationCopyrightImage(tmpbuf, size, 0, 0, 128, 128, 1); printf("appletSetApplicationCopyrightImage(): 0x%x\n", rc); } // Set the overlay visibility in the screenshot. This is set to true by default, so normally this is only needed for disabling/re-enabling visibility. if (R_SUCCEEDED(rc)) { rc = appletSetApplicationCopyrightVisibility(true); printf("appletSetApplicationCopyrightVisibility(): 0x%x\n", rc); } free(tmpbuf); printf("Press + to exit.\n"); // Main loop while (appletMainLoop()) { // Scan all the inputs. This should be done once for each frame hidScanInput(); // hidKeysDown returns information about which buttons have been // just pressed in this frame compared to the previous one u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO); if (kDown & KEY_PLUS) break; // break in order to return to hbmenu // Update the console, sending a new frame to the display consoleUpdate(NULL); } // Deinitialize and clean up resources used by the console (important!) consoleExit(NULL); return 0; }