switch-examples/network/curl/source/main.c

88 lines
2.7 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>
#include <curl/curl.h>
// This example shows how to use libcurl. For more examples, see the official examples: https://curl.haxx.se/libcurl/c/example.html
void network_request(void) {
CURL *curl;
CURLcode res;
printf("curl init\n");
curl_global_init(CURL_GLOBAL_DEFAULT);
curl = curl_easy_init();
if (curl) {
curl_easy_setopt(curl, CURLOPT_URL, "https://example.com/");
curl_easy_setopt(curl, CURLOPT_USERAGENT, "libnx curl example/1.0");
// Add any other options here.
printf("curl_easy_perform\n");
consoleUpdate(NULL);
res = curl_easy_perform(curl);
if (res != CURLE_OK) printf("curl_easy_perform() failed: %s\n", curl_easy_strerror(res));
// In an actual app you should return an error on failure, following cleanup.
printf("cleanup\n");
curl_easy_cleanup(curl);
}
curl_global_cleanup();
}
// 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);
socketInitializeDefault();
printf("curl example\n");
network_request();
// 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
// Update the console, sending a new frame to the display
consoleUpdate(NULL);
}
socketExit();
// Deinitialize and clean up resources used by the console (important!)
consoleExit(NULL);
return 0;
}