switch-examples/applet/libapplets/software-keyboard/source/main.c

184 lines
7.0 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 the main libnx system header, for Switch development
#include <switch.h>
// See also libnx swkbd.h.
// This example shows how to use the software keyboard (swkbd) LibraryApplet.
// TextCheck callback, this can be removed when not using TextCheck.
SwkbdTextCheckResult validate_text(char* tmp_string, size_t tmp_string_size) {
if (strcmp(tmp_string, "bad")==0) {
strncpy(tmp_string, "Bad string.", tmp_string_size);
return SwkbdTextCheckResult_Bad;
}
return SwkbdTextCheckResult_OK;
}
// The rest of these callbacks are for swkbd-inline.
void finishinit_cb(void) {
printf("reply: FinishedInitialize\n");
}
void decidedcancel_cb(void) {
printf("reply: DecidedCancel\n");
}
// String changed callback.
void strchange_cb(const char* str, SwkbdChangedStringArg* arg) {
printf("reply: ChangedString. str = %s, arg->stringLen = 0x%x, arg->dicStartCursorPos = 0x%x, arg->dicEndCursorPos = 0x%x, arg->arg->cursorPos = 0x%x\n", str, arg->stringLen, arg->dicStartCursorPos, arg->dicEndCursorPos, arg->cursorPos);
}
// Moved cursor callback.
void movedcursor_cb(const char* str, SwkbdMovedCursorArg* arg) {
printf("reply: MovedCursor. str = %s, arg->stringLen = 0x%x, arg->cursorPos = 0x%x\n", str, arg->stringLen, arg->cursorPos);
}
// Text submitted callback, this is used to get the output text from submit.
void decidedenter_cb(const char* str, SwkbdDecidedEnterArg* arg) {
printf("reply: DecidedEnter. str = %s, arg->stringLen = 0x%x\n", str, arg->stringLen);
}
// 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 gfx 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("swkbd example\n");
consoleUpdate(NULL);
SwkbdConfig kbd;
char tmpoutstr[16] = {0};
rc = swkbdCreate(&kbd, 0);
printf("swkbdCreate(): 0x%x\n", rc);
if (R_SUCCEEDED(rc)) {
// Select a Preset to use, if any.
swkbdConfigMakePresetDefault(&kbd);
//swkbdConfigMakePresetPassword(&kbd);
//swkbdConfigMakePresetUserName(&kbd);
//swkbdConfigMakePresetDownloadCode(&kbd);
// Optional, set any text if you want (see swkbd.h).
//swkbdConfigSetOkButtonText(&kbd, "Submit");
//swkbdConfigSetLeftOptionalSymbolKey(&kbd, "a");
//swkbdConfigSetRightOptionalSymbolKey(&kbd, "b");
//swkbdConfigSetHeaderText(&kbd, "Header");
//swkbdConfigSetSubText(&kbd, "Sub");
//swkbdConfigSetGuideText(&kbd, "Guide");
swkbdConfigSetTextCheckCallback(&kbd, validate_text);//Optional, can be removed if not using TextCheck.
// Set the initial string if you want.
//swkbdConfigSetInitialText(&kbd, "Initial");
// You can also use swkbdConfigSet*() funcs if you want.
printf("Running swkbdShow...\n");
rc = swkbdShow(&kbd, tmpoutstr, sizeof(tmpoutstr));
printf("swkbdShow(): 0x%x\n", rc);
if (R_SUCCEEDED(rc)) {
printf("out str: %s\n", tmpoutstr);
}
swkbdClose(&kbd);
}
// The rest of this example shows how to use swkbd-inline, which can be ignored if you're not using swkbd-inline. See libnx swkbd.h.
SwkbdInline kbdinline;
rc = swkbdInlineCreate(&kbdinline);
printf("swkbdInlineCreate(): 0x%x\n", rc);
swkbdInlineSetFinishedInitializeCallback(&kbdinline, finishinit_cb);
// Launch the applet.
// If you want to display the image manually, you can also use swkbdInlineLaunch and swkbdInlineGetImageMemoryRequirement/swkbdInlineGetImage.
if (R_SUCCEEDED(rc)) {
rc = swkbdInlineLaunchForLibraryApplet(&kbdinline, SwkbdInlineMode_AppletDisplay, 0);
printf("swkbdInlineLaunch(): 0x%x\n", rc);
}
// Set the callbacks.
swkbdInlineSetChangedStringCallback(&kbdinline, strchange_cb);
swkbdInlineSetMovedCursorCallback(&kbdinline, movedcursor_cb);
swkbdInlineSetDecidedEnterCallback(&kbdinline, decidedenter_cb);
swkbdInlineSetDecidedCancelCallback(&kbdinline, decidedcancel_cb);
// Optionally set swkbd-inline state, this can also be done after the applet appears. swkbdInlineUpdate() must be called for changes to take affect.
//swkbdInlineSetInputText(&kbdinline, "test");
//swkbdInlineUpdate(&kbdinline, NULL);
// Make the applet appear, can be used whenever.
SwkbdAppearArg appearArg;
swkbdInlineMakeAppearArg(&appearArg, SwkbdType_Normal);
// You can optionally set appearArg text / fields here.
swkbdInlineAppearArgSetOkButtonText(&appearArg, "Submit");
appearArg.dicFlag = 1;
appearArg.returnButtonFlag = 1;
swkbdInlineAppear(&kbdinline, &appearArg);
if (R_SUCCEEDED(rc)) {
rc = swkbdInlineUpdate(&kbdinline, NULL);
printf("swkbdInlineUpdate(): 0x%x\n", rc);
}
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
// Your code goes here
if (R_SUCCEEDED(rc)) {
if (kDown & HidNpadButton_ZR) swkbdInlineDisappear(&kbdinline); //Optional, you can have swkbd (dis)appear whenever.
if (kDown & HidNpadButton_Y) swkbdInlineAppear(&kbdinline, &appearArg); // If you use swkbdInlineAppear again after text was submitted, you may want to use swkbdInlineSetInputText since the current-text will be the same as when it was submitted otherwise.
rc = swkbdInlineUpdate(&kbdinline, NULL); // Handles updating SwkbdInline state, this should be called periodically.
if (R_FAILED(rc)) printf("swkbdInlineUpdate(): 0x%x\n", rc);
}
// Update the console, sending a new frame to the display
consoleUpdate(NULL);
}
// Normally the applet will keep running until swkbdInlineClose is used.
rc = swkbdInlineClose(&kbdinline);
printf("swkbdInlineClose(): 0x%x\n", rc);
// Deinitialize and clean up resources used by the console (important!)
consoleExit(NULL);
return 0;
}