mirror of
https://github.com/switchbrew/switch-examples.git
synced 2025-06-20 21:12:38 +02:00
84 lines
2.8 KiB
C
84 lines
2.8 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 the main libnx system header, for Switch development
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#include <switch.h>
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// This example shows how to use applet ApplicationCopyright (used as a screenshot overlay), see also libnx applet.h.
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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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// 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 Framebuffer 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("screenshot-overlay example\n");
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// Setup the RGBA8 image.
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Result rc=0;
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size_t size = 128*128*4;
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u8 *tmpbuf = malloc(size);
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if (tmpbuf)
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memset(tmpbuf, 0xff, size); // Set the image to all white.
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else {
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rc = 1;
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printf("Failed to allocate memory.\n");
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}
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// Initialize.
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if (R_SUCCEEDED(rc)) {
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rc = appletInitializeApplicationCopyrightFrameBuffer();
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printf("appletInitializeApplicationCopyrightFrameBuffer(): 0x%x\n", rc);
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}
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// Set the image.
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if (R_SUCCEEDED(rc)) {
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rc = appletSetApplicationCopyrightImage(tmpbuf, size, 0, 0, 128, 128, 1);
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printf("appletSetApplicationCopyrightImage(): 0x%x\n", rc);
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}
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// 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.
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if (R_SUCCEEDED(rc)) {
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rc = appletSetApplicationCopyrightVisibility(true);
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printf("appletSetApplicationCopyrightVisibility(): 0x%x\n", rc);
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}
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free(tmpbuf);
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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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// Update the console, sending a new frame to the display
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consoleUpdate(NULL);
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}
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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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