mirror of
https://github.com/switchbrew/switch-examples.git
synced 2025-06-20 21:12:38 +02:00
184 lines
7.0 KiB
C
184 lines
7.0 KiB
C
// Include the most common headers from the C standard library
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <malloc.h>
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// Include the main libnx system header, for Switch development
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#include <switch.h>
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// See also libnx swkbd.h.
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// This example shows how to use the software keyboard (swkbd) LibraryApplet.
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// TextCheck callback, this can be removed when not using TextCheck.
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SwkbdTextCheckResult validate_text(char* tmp_string, size_t tmp_string_size) {
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if (strcmp(tmp_string, "bad")==0) {
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strncpy(tmp_string, "Bad string.", tmp_string_size);
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return SwkbdTextCheckResult_Bad;
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}
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return SwkbdTextCheckResult_OK;
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}
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// The rest of these callbacks are for swkbd-inline.
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void finishinit_cb(void) {
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printf("reply: FinishedInitialize\n");
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}
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void decidedcancel_cb(void) {
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printf("reply: DecidedCancel\n");
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}
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// String changed callback.
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void strchange_cb(const char* str, SwkbdChangedStringArg* arg) {
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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);
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}
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// Moved cursor callback.
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void movedcursor_cb(const char* str, SwkbdMovedCursorArg* arg) {
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printf("reply: MovedCursor. str = %s, arg->stringLen = 0x%x, arg->cursorPos = 0x%x\n", str, arg->stringLen, arg->cursorPos);
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}
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// Text submitted callback, this is used to get the output text from submit.
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void decidedenter_cb(const char* str, SwkbdDecidedEnterArg* arg) {
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printf("reply: DecidedEnter. str = %s, arg->stringLen = 0x%x\n", str, arg->stringLen);
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}
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// Main program entrypoint
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int main(int argc, char* argv[])
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{
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Result rc=0;
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// This example uses a text console, as a simple way to output text to the screen.
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// If you want to write a software-rendered graphics application,
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// take a look at the graphics/simplegfx example, which uses the libnx gfx API instead.
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// If on the other hand you want to write an OpenGL based application,
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// take a look at the graphics/opengl set of examples, which uses EGL instead.
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consoleInit(NULL);
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// Configure our supported input layout: a single player with standard controller styles
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padConfigureInput(1, HidNpadStyleSet_NpadStandard);
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// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
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PadState pad;
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padInitializeDefault(&pad);
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printf("swkbd example\n");
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consoleUpdate(NULL);
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SwkbdConfig kbd;
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char tmpoutstr[16] = {0};
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rc = swkbdCreate(&kbd, 0);
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printf("swkbdCreate(): 0x%x\n", rc);
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if (R_SUCCEEDED(rc)) {
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// Select a Preset to use, if any.
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swkbdConfigMakePresetDefault(&kbd);
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//swkbdConfigMakePresetPassword(&kbd);
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//swkbdConfigMakePresetUserName(&kbd);
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//swkbdConfigMakePresetDownloadCode(&kbd);
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// Optional, set any text if you want (see swkbd.h).
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//swkbdConfigSetOkButtonText(&kbd, "Submit");
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//swkbdConfigSetLeftOptionalSymbolKey(&kbd, "a");
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//swkbdConfigSetRightOptionalSymbolKey(&kbd, "b");
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//swkbdConfigSetHeaderText(&kbd, "Header");
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//swkbdConfigSetSubText(&kbd, "Sub");
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//swkbdConfigSetGuideText(&kbd, "Guide");
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swkbdConfigSetTextCheckCallback(&kbd, validate_text);//Optional, can be removed if not using TextCheck.
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// Set the initial string if you want.
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//swkbdConfigSetInitialText(&kbd, "Initial");
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// You can also use swkbdConfigSet*() funcs if you want.
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printf("Running swkbdShow...\n");
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rc = swkbdShow(&kbd, tmpoutstr, sizeof(tmpoutstr));
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printf("swkbdShow(): 0x%x\n", rc);
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if (R_SUCCEEDED(rc)) {
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printf("out str: %s\n", tmpoutstr);
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}
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swkbdClose(&kbd);
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}
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// 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.
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SwkbdInline kbdinline;
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rc = swkbdInlineCreate(&kbdinline);
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printf("swkbdInlineCreate(): 0x%x\n", rc);
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swkbdInlineSetFinishedInitializeCallback(&kbdinline, finishinit_cb);
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// Launch the applet.
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// If you want to display the image manually, you can also use swkbdInlineLaunch and swkbdInlineGetImageMemoryRequirement/swkbdInlineGetImage.
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if (R_SUCCEEDED(rc)) {
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rc = swkbdInlineLaunchForLibraryApplet(&kbdinline, SwkbdInlineMode_AppletDisplay, 0);
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printf("swkbdInlineLaunch(): 0x%x\n", rc);
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}
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// Set the callbacks.
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swkbdInlineSetChangedStringCallback(&kbdinline, strchange_cb);
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swkbdInlineSetMovedCursorCallback(&kbdinline, movedcursor_cb);
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swkbdInlineSetDecidedEnterCallback(&kbdinline, decidedenter_cb);
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swkbdInlineSetDecidedCancelCallback(&kbdinline, decidedcancel_cb);
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// Optionally set swkbd-inline state, this can also be done after the applet appears. swkbdInlineUpdate() must be called for changes to take affect.
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//swkbdInlineSetInputText(&kbdinline, "test");
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//swkbdInlineUpdate(&kbdinline, NULL);
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// Make the applet appear, can be used whenever.
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SwkbdAppearArg appearArg;
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swkbdInlineMakeAppearArg(&appearArg, SwkbdType_Normal);
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// You can optionally set appearArg text / fields here.
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swkbdInlineAppearArgSetOkButtonText(&appearArg, "Submit");
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appearArg.dicFlag = 1;
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appearArg.returnButtonFlag = 1;
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swkbdInlineAppear(&kbdinline, &appearArg);
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if (R_SUCCEEDED(rc)) {
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rc = swkbdInlineUpdate(&kbdinline, NULL);
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printf("swkbdInlineUpdate(): 0x%x\n", rc);
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}
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printf("Press + to exit.\n");
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// Main loop
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while (appletMainLoop())
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{
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// Scan the gamepad. This should be done once for each frame
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padUpdate(&pad);
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// padGetButtonsDown returns the set of buttons that have been
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// newly pressed in this frame compared to the previous one
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u64 kDown = padGetButtonsDown(&pad);
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if (kDown & HidNpadButton_Plus)
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break; // break in order to return to hbmenu
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// Your code goes here
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if (R_SUCCEEDED(rc)) {
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if (kDown & HidNpadButton_ZR) swkbdInlineDisappear(&kbdinline); //Optional, you can have swkbd (dis)appear whenever.
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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.
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rc = swkbdInlineUpdate(&kbdinline, NULL); // Handles updating SwkbdInline state, this should be called periodically.
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if (R_FAILED(rc)) printf("swkbdInlineUpdate(): 0x%x\n", rc);
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}
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// Update the console, sending a new frame to the display
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consoleUpdate(NULL);
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}
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// Normally the applet will keep running until swkbdInlineClose is used.
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rc = swkbdInlineClose(&kbdinline);
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printf("swkbdInlineClose(): 0x%x\n", rc);
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// Deinitialize and clean up resources used by the console (important!)
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consoleExit(NULL);
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return 0;
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}
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