// Include the most common headers from the C standard library
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

// Include the main libnx system header, for Switch development
#include <switch.h>

#include <curl/curl.h>

// This example shows how to use libcurl. For more examples, see the official examples: https://curl.haxx.se/libcurl/c/example.html

void network_request(void) {
    CURL *curl;
    CURLcode res;

    printf("curl init\n");
    curl_global_init(CURL_GLOBAL_DEFAULT);

    curl = curl_easy_init();
    if (curl) {
        curl_easy_setopt(curl, CURLOPT_URL, "https://example.com/");
        curl_easy_setopt(curl, CURLOPT_USERAGENT, "libnx curl example/1.0");
        // Add any other options here.

        printf("curl_easy_perform\n");
        consoleUpdate(NULL);

        res = curl_easy_perform(curl);
        if (res != CURLE_OK) printf("curl_easy_perform() failed: %s\n", curl_easy_strerror(res));

        // In an actual app you should return an error on failure, following cleanup.

        printf("cleanup\n");
        curl_easy_cleanup(curl);
    }

    curl_global_cleanup();
}

// 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);

    // 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");

    network_request();

    // 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

        // Your code goes here

        // Update the console, sending a new frame to the display
        consoleUpdate(NULL);
    }

    socketExit();
    // Deinitialize and clean up resources used by the console (important!)
    consoleExit(NULL);
    return 0;
}