switch-examples/settings/get_system_language/source/main.c

74 lines
2.0 KiB
C

#include <string.h>
#include <stdio.h>
#include <switch.h>
//See also libnx set.h.
int main(int argc, char **argv)
{
u64 LanguageCode=0;
SetLanguage Language=SetLanguage_ENUS;
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);
Result rc = setInitialize();
if (R_FAILED(rc)) printf("setInitialize() failed: 0x%x.\n", rc);
if (R_SUCCEEDED(rc))
{
//Get system language.
rc = setGetSystemLanguage(&LanguageCode);
if (R_FAILED(rc)) printf("setGetSystemLanguage() failed: 0x%x.\n", rc);
}
if (R_SUCCEEDED(rc))
{
printf("setGetSystemLanguage() LanguageCode: %s\n", (char*)&LanguageCode);
// Convert LanguageCode to Language. Use this if you need IDs, not strings.
rc = setMakeLanguage(LanguageCode, &Language);
if (R_FAILED(rc)) printf("setMakeLanguage() failed: 0x%x.\n", rc);
}
if (R_SUCCEEDED(rc))
{
printf("Language: %d\n", Language);
// Converts the input Language to LanguageCode.
rc = setMakeLanguageCode(SetLanguage_JA, &LanguageCode);
if (R_FAILED(rc)) printf("setMakeLanguageCode() failed: 0x%x.\n", rc);
}
if (R_SUCCEEDED(rc)) printf("New LanguageCode: %s\n", (char*)&LanguageCode);
// Main loop
while(appletMainLoop())
{
// Scan the gamepad. This should be done once for each frame
padUpdate(&pad);
// Your code goes here
// 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
consoleUpdate(NULL);
}
setExit();
consoleExit(NULL);
return 0;
}