switch-examples/nfc/source/main.c

265 lines
8.4 KiB
C

// Include the most common headers from the C standard library
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <malloc.h>
// Include the main libnx system header, for Switch development
#include <switch.h>
// See also libnx nfc.h.
static PadState pad;
// Indefinitely wait for an event to be signaled
// Break when + is pressed, or if the application should quit (in this case, return value will be non-zero)
Result eventWaitLoop(Event *event) {
Result rc = 1;
while (appletMainLoop()) {
rc = eventWait(event, 0);
padUpdate(&pad);
if (R_SUCCEEDED(rc) || (padGetButtonsDown(&pad) & HidNpadButton_Plus))
break;
consoleUpdate(NULL);
}
return rc;
}
// Print raw data as hexadecimal numbers.
void print_hex(void *buf, size_t size) {
for (size_t i=0; i<size; i++)
printf("%02X", ((u8*)buf)[i]);
printf("\n");
consoleUpdate(NULL);
}
Result process_amiibo(u32 app_id) {
Result rc = 0;
// Get the handle of the first controller with NFC capabilities.
NfcDeviceHandle handle={0};
if (R_SUCCEEDED(rc)) {
s32 device_count;
rc = nfpListDevices(&device_count, &handle, 1);
if (R_FAILED(rc))
return rc;
}
// Get the activation event. This is signaled when a tag is detected.
Event activate_event = {0};
if (R_FAILED(nfpAttachActivateEvent(&handle, &activate_event)))
goto fail_0;
// Get the deactivation event. This is signaled when a tag is removed.
Event deactivate_event = {0};
if (R_FAILED(nfpAttachDeactivateEvent(&handle, &deactivate_event)))
goto fail_1;
NfpState state = 0;
if (R_SUCCEEDED(rc)) {
rc = nfpGetState(&state);
if (R_SUCCEEDED(rc) && state == NfpState_NonInitialized) {
printf("Bad nfp state: %u\n", state);
consoleUpdate(NULL);
rc = -1;
}
}
NfpDeviceState device_state = 0;
if (R_SUCCEEDED(rc)) {
rc = nfpGetDeviceState(&handle, &device_state);
if (R_SUCCEEDED(rc) && device_state > NfpDeviceState_TagFound) {
printf("Bad nfp device state: %u\n", device_state);
consoleUpdate(NULL);
rc = -1;
}
}
if (R_FAILED(rc))
goto fail_1;
// Start the detection of tags.
rc = nfpStartDetection(&handle);
if (R_SUCCEEDED(rc)) {
printf("Scanning for a tag...\n");
consoleUpdate(NULL);
}
// Wait until a tag is detected.
// You could also wait until nfpGetDeviceState returns NfpDeviceState_TagFound.
if (R_SUCCEEDED(rc)) {
rc = eventWaitLoop(&activate_event);
if (R_SUCCEEDED(rc)) {
printf("A tag was detected, please do not remove it from the NFC spot.\n");
consoleUpdate(NULL);
}
}
// If a tag was successfully detected, load it into memory.
if (R_SUCCEEDED(rc))
rc = nfpMount(&handle, NfpDeviceType_Amiibo, NfpMountTarget_All);
// Retrieve the model info data, which contains the amiibo id.
if (R_SUCCEEDED(rc)) {
NfpModelInfo model_info = {0};
rc = nfpGetModelInfo(&handle, &model_info);
if (R_SUCCEEDED(rc)) {
printf("Amiibo ID: ");
print_hex(model_info.amiibo_id, 8);
}
}
// Retrieve the common info data, which contains the application area size.
u32 app_area_size = 0;
if (R_SUCCEEDED(rc)) {
NfpCommonInfo common_info = {0};
rc = nfpGetCommonInfo(&handle, &common_info);
if (R_SUCCEEDED(rc))
app_area_size = common_info.application_area_size;
}
if (R_SUCCEEDED(rc)) {
rc = nfpOpenApplicationArea(&handle, app_id);
if (rc == 0x10073) // 2115-0128
printf("This tag contains no application data.\n");
if (rc == 0x13073) // 2115-0152
printf("This tag contains application data associated with an ID other than 0x%x.\n", app_id);
}
u8 app_area[0xd8] = {0}; // Maximum size of the application area.
if (app_area_size > sizeof(app_area)) app_area_size = sizeof(app_area);
if (R_SUCCEEDED(rc)) {
rc = nfpGetApplicationArea(&handle, app_area, app_area_size);
if (R_SUCCEEDED(rc)) {
printf("App area:\n");
print_hex(app_area, app_area_size);
}
}
// Wait until the tag is removed.
// You could also wait until nfpGetDeviceState returns NfpDeviceState_TagRemoved.
if (R_SUCCEEDED(rc)) {
printf("You can now remove the tag.\n");
consoleUpdate(NULL);
eventWaitLoop(&deactivate_event);
}
// Unmount the tag.
nfpUnmount(&handle);
// Stop the detection of tags.
nfpStopDetection(&handle);
// Cleanup.
fail_1:
eventClose(&deactivate_event);
fail_0:
eventClose(&activate_event);
return rc;
}
// Main program entrypoint
int main(int argc, char* argv[])
{
Result rc = 0;
// Hardcoded for Super Smash Bros. Ultimate.
// See also: https://switchbrew.org/wiki/NFC_services#Application_IDs
u32 app_id = 0x34f80200;
// 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)
padInitializeDefault(&pad);
printf("NFC example program.\n");
printf("Scan an amiibo tag to display information about it.\n\n");
consoleUpdate(NULL);
// Initialize the nfp:* service.
rc = nfpInitialize(NfpServiceType_User);
// Check if NFC is enabled. If not, wait until it is.
// Note that various official games don't use nfc*().
if (R_SUCCEEDED(rc)) rc = nfcInitialize(NfcServiceType_User);
if (R_SUCCEEDED(rc)) {
bool nfc_enabled = false;
rc = nfcIsNfcEnabled(&nfc_enabled);
if (R_SUCCEEDED(rc) && !nfc_enabled) {
// Get the availability change event. This is signaled when a change in NFC availability happens. See libnx nfc.h for the required sysver.
Event availability_change_event = {0};
rc = nfpAttachAvailabilityChangeEvent(&availability_change_event);
// Wait for a change in availability.
if (R_SUCCEEDED(rc)) {
printf("NFC is disabled. Please turn off plane mode via the quick settings to continue.\n");
consoleUpdate(NULL);
rc = eventWaitLoop(&availability_change_event);
}
eventClose(&availability_change_event);
}
nfcExit();
}
if (R_FAILED(rc))
goto fail_main;
printf("Press A to process an amiibo.\n");
printf("Press + at any time to exit.\n");
printf("Waiting for user input...\n\n");
consoleUpdate(NULL);
// 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
if (padGetButtonsDown(&pad) & HidNpadButton_A) {
rc = process_amiibo(app_id);
// If an error happened, print it.
if (R_FAILED(rc))
printf("Error: 0x%x.\n", rc);
printf("Waiting for user input...\n\n");
}
// If + was pressed to exit an eventWaitLoop(), we also catch it here.
if (padGetButtonsDown(&pad) & HidNpadButton_Plus)
break; // break in order to return to hbmenu
// Update the console, sending a new frame to the display
consoleUpdate(NULL);
}
fail_main:
nfpExit();
// Deinitialize and clean up resources used by the console (important!)
consoleExit(NULL);
return 0;
}