#include #include #include #include // Include the main libnx system header, for Switch development #include // Joy-Con IR-sensor example, displays the image from the IR camera. See also libnx irs.h. // Define the desired framebuffer resolution (here we set it to 720p). #define FB_WIDTH 1280 #define FB_HEIGHT 720 void userAppInit(void) { Result rc; rc = irsInitialize(); if (R_FAILED(rc)) diagAbortWithResult(rc); } void userAppExit(void) { irsExit(); } __attribute__((format(printf, 2, 3))) static int error_screen(PadState *pad, const char* fmt, ...) { consoleInit(NULL); va_list va; va_start(va, fmt); vprintf(fmt, va); va_end(va); printf("Press PLUS to exit\n"); while (appletMainLoop()) { padUpdate(pad); if (padGetButtonsDown(pad) & HidNpadButton_Plus) break; consoleUpdate(NULL); } consoleExit(NULL); return EXIT_FAILURE; } // Main program entrypoint int main(int argc, char* argv[]) { Result rc=0; // 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); const size_t ir_buffer_size = 0x12c00; // Size for the max IrsImageTransferProcessorFormat. u8 *ir_buffer = NULL; ir_buffer = (u8*)malloc(ir_buffer_size); if (!ir_buffer) { rc = MAKERESULT(Module_Libnx, LibnxError_OutOfMemory); return error_screen(&pad, "Failed to allocate memory for ir_buffer.\n"); } memset(ir_buffer, 0, ir_buffer_size); // Get the handle for the specified controller. padUpdate(&pad); // Only needed because this wasn't used yet, and we're using padIsHandheld. IrsIrCameraHandle irhandle; rc = irsGetIrCameraHandle(&irhandle, padIsHandheld(&pad) ? HidNpadIdType_Handheld : HidNpadIdType_No1); if (R_FAILED(rc)) return error_screen(&pad, "irsGetIrCameraHandle() returned 0x%x\n", rc); // If a controller update is needed, force an update. bool updateflag=0; rc = irsCheckFirmwareUpdateNecessity(irhandle, &updateflag); if (R_SUCCEEDED(rc) && updateflag) { HidLaControllerFirmwareUpdateArg updatearg; hidLaCreateControllerFirmwareUpdateArg(&updatearg); updatearg.enable_force_update = 1; hidLaShowControllerFirmwareUpdate(&updatearg); } // Run the ImageTransferProcessor with the default config. The default uses the max IrsImageTransferProcessorFormat which has the slowest update-rate with irsGetImageTransferProcessorState. Hence, you may want to use a different IrsImageTransferProcessorFormat, or trim the image with irsRunImageTransferExProcessor. IrsImageTransferProcessorConfig config; irsGetDefaultImageTransferProcessorConfig(&config); rc = irsRunImageTransferProcessor(irhandle, &config, 0x100000); if (R_FAILED(rc)) return error_screen(&pad, "irsRunImageTransferProcessor() returned 0x%x\n", rc); Framebuffer fb; framebufferCreate(&fb, nwindowGetDefault(), FB_WIDTH, FB_HEIGHT, PIXEL_FORMAT_RGBA_8888, 2); framebufferMakeLinear(&fb); u64 sampling_number=0; 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 // With the default config the image is updated every few seconds (see above). Likewise, it takes a few seconds for the initial image to become available. // This will return an error when no image is available yet. IrsImageTransferProcessorState state; rc = irsGetImageTransferProcessorState(irhandle, ir_buffer, ir_buffer_size, &state); u32 stride; u32* framebuf = (u32*)framebufferBegin(&fb, &stride); if (R_SUCCEEDED(rc) && state.sampling_number != sampling_number) { // Only update framebuf when irsGetImageTransferProcessorState() is successful, where sampling_number changed. sampling_number = state.sampling_number; memset(framebuf, 0, stride*FB_HEIGHT); // IR image width/height with the default config. // The image is grayscale (1 byte per pixel / 8bits, with 1 color-component). const u32 ir_width = 320; const u32 ir_height = 240; u32 x, y; for (y=0; y