switch-examples/applet/screenshot-overlay/source/main.c

84 lines
2.8 KiB
C

// 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 applet ApplicationCopyright (used as a screenshot overlay), see also libnx applet.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);
printf("screenshot-overlay example\n");
// Setup the RGBA8 image.
Result rc=0;
size_t size = 128*128*4;
u8 *tmpbuf = malloc(size);
if (tmpbuf)
memset(tmpbuf, 0xff, size); // Set the image to all white.
else {
rc = 1;
printf("Failed to allocate memory.\n");
}
// Initialize.
if (R_SUCCEEDED(rc)) {
rc = appletInitializeApplicationCopyrightFrameBuffer();
printf("appletInitializeApplicationCopyrightFrameBuffer(): 0x%x\n", rc);
}
// Set the image.
if (R_SUCCEEDED(rc)) {
rc = appletSetApplicationCopyrightImage(tmpbuf, size, 0, 0, 128, 128, 1);
printf("appletSetApplicationCopyrightImage(): 0x%x\n", rc);
}
// Set the overlay visibility in the screenshot. This is set to true by default, so normally this is only needed for disabling/re-enabling visibility.
if (R_SUCCEEDED(rc)) {
rc = appletSetApplicationCopyrightVisibility(true);
printf("appletSetApplicationCopyrightVisibility(): 0x%x\n", rc);
}
free(tmpbuf);
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
// 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;
}