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