switch-examples/applet/libapplets/error/source/main.c

69 lines
2.2 KiB
C

// Include the most common headers from the C standard library
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <malloc.h>
#include <time.h>
// Include the main libnx system header, for Switch development
#include <switch.h>
// 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;
}