// Include the most common headers from the C standard library #include #include #include // Include the main libnx system header, for Switch development #include //See also libnx hid.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); // 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); //Matrix containing the name of each key. Useful for printing when a key is pressed char keysNames[28][32] = { "A", "B", "X", "Y", "StickL", "StickR", "L", "R", "ZL", "ZR", "Plus", "Minus", "Left", "Up", "Right", "Down", "StickLLeft", "StickLUp", "StickLRight", "StickLDown", "StickRLeft", "StickRUp", "StickRRight", "StickRDown", "LeftSL", "LeftSR", "RightSL", "RightSR", }; u32 kDownOld = 0, kHeldOld = 0, kUpOld = 0; //In these variables there will be information about keys detected in the previous frame printf("\x1b[1;1HPress PLUS to exit."); printf("\x1b[2;1HLeft joystick position:"); printf("\x1b[4;1HRight joystick position:"); // 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); // padGetButtons returns the set of buttons that are currently pressed u64 kHeld = padGetButtons(&pad); // padGetButtonsUp returns the set of buttons that have been // newly released in this frame compared to the previous one u64 kUp = padGetButtonsUp(&pad); if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu // Do the keys printing only if keys have changed if (kDown != kDownOld || kHeld != kHeldOld || kUp != kUpOld) { // Clear console consoleClear(); // These two lines must be rewritten because we cleared the whole console printf("\x1b[1;1HPress PLUS to exit."); printf("\x1b[2;1HLeft stick position:"); printf("\x1b[4;1HRight stick position:"); printf("\x1b[6;1H"); //Move the cursor to the sixth row because on the previous ones we'll write the joysticks' position // Check if some of the keys are down, held or up int i; for (i = 0; i < 28; i++) { if (kDown & BIT(i)) printf("%s down\n", keysNames[i]); if (kHeld & BIT(i)) printf("%s held\n", keysNames[i]); if (kUp & BIT(i)) printf("%s up\n", keysNames[i]); } } // Set keys old values for the next frame kDownOld = kDown; kHeldOld = kHeld; kUpOld = kUp; // Read the sticks' position HidAnalogStickState analog_stick_l = padGetStickPos(&pad, 0); HidAnalogStickState analog_stick_r = padGetStickPos(&pad, 1); // Print the sticks' position printf("\x1b[3;1H%04d; %04d", analog_stick_l.x, analog_stick_l.y); printf("\x1b[5;1H%04d; %04d", analog_stick_r.x, analog_stick_r.y); // 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; }