// Include the most common headers from the C standard library #include #include #include #include #include // Include the main libnx system header, for Switch development #include // See also libnx error.h. // This example shows how to use the error LibraryApplet, see also libnx error.h. // Main program entrypoint int main(int argc, char* argv[]) { Result rc=0; // 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); // 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); printf("Press A to launch error applet.\n"); printf("Press + to exit.\n"); // Main loop while (appletMainLoop()) { // Scan the gamepad. This should be done once for each frame padUpdate(&pad); // 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 & HidNpadButton_Plus) break; // break in order to return to hbmenu if (kDown & HidNpadButton_A) { printf("Running errorResultRecordShow()...\n"); consoleUpdate(NULL); rc = errorResultRecordShow(MAKERESULT(16, 250), time(NULL)); printf("errorResultRecordShow(): 0x%x\n", rc); } // 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; }