// 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> // This example shows how to use the touch-screen. 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); hidInitializeTouchScreen(); s32 prev_touchcount=0; printf("\x1b[1;1HPress PLUS to exit."); printf("\x1b[2;1HTouch Screen 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); if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu HidTouchScreenState state={0}; if (hidGetTouchScreenStates(&state, 1)) { if (state.count != prev_touchcount) { prev_touchcount = state.count; consoleClear(); printf("\x1b[1;1HPress PLUS to exit."); printf("\x1b[2;1HTouch Screen position:"); } printf("\x1b[3;1H"); for(s32 i=0; i<state.count; i++) { // Print the touch screen coordinates printf("[%d] x=%03d, y=%03d, diameter_x=%03d, diameter_y=%03d, rotation_angle=%03d\n", i, state.touches[i].x, state.touches[i].y, state.touches[i].diameter_x, state.touches[i].diameter_y, state.touches[i].rotation_angle); } } // 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; }