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https://github.com/switchbrew/switch-examples.git
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123 lines
5.2 KiB
C
123 lines
5.2 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 AbstractedPad, see also libnx hiddbg.h. Depending on state npadInterfaceType, either a new virtual controller can be registered, or the state can be merged with an existing controller.
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// This is deprecated, use Hdls instead when running on compatible system-versions.
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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: all players with standard controller styles
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padConfigureInput(8, HidNpadStyleSet_NpadStandard);
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// Initialize the gamepad for reading all controllers
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PadState pad;
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padInitializeAny(&pad);
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Result rc=0;
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bool initflag=0;
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printf("abstracted-pad example\n");
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rc = hiddbgInitialize();
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if (R_FAILED(rc)) {
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printf("hiddbgInitialize(): 0x%x\n", rc);
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}
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else {
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initflag = 1;
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}
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HiddbgAbstractedPadHandle pads[8]={0};
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HiddbgAbstractedPadState states[8]={0};
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s32 tmpout=0;
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// You can also use hiddbgGetAbstractedPadHandles + hiddbgGetAbstractedPadState if you want.
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printf("Press A to scan controllers and update state.\n");
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printf("Press X to scan controllers.\n");
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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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if (R_SUCCEEDED(rc) && (kDown & (HidNpadButton_A | HidNpadButton_X))) {
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printf("Controllers state:\n");
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HidAnalogStickState analog_stick_l = padGetStickPos(&pad, 0);
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HidAnalogStickState analog_stick_r = padGetStickPos(&pad, 1);
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printf("buttons = 0x%lx, analog_stick_l.x = 0x%x, analog_stick_l.y = 0x%x, analog_stick_r.x = 0x%x, analog_stick_r.y = 0x%x\n", padGetButtons(&pad), analog_stick_l.x, analog_stick_l.y, analog_stick_r.x, analog_stick_r.y);
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}
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if (R_SUCCEEDED(rc) && (kDown & HidNpadButton_A)) {
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tmpout = 0;
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rc = hiddbgGetAbstractedPadsState(pads, states, sizeof(pads)/sizeof(u64), &tmpout);
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printf("hiddbgGetAbstractedPadsState(): 0x%x, 0x%x\n", rc, tmpout);
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// Note that each pad/state corresponds with a single Joy-Con / controller.
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if (R_SUCCEEDED(rc) && tmpout>=1) {
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for (u32 i=0; i<tmpout; i++) {
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printf("0x%x: \n", i);
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printf("type = 0x%x, flags = 0x%x, colors = 0x%x 0x%x, npadInterfaceType = 0x%x, buttons = 0x%x, analog_stick_l.x = 0x%x, analog_stick_l.y = 0x%x, analog_stick_r.x = 0x%x, analog_stick_r.y = 0x%x\n", states[i].type, states[i].flags, states[i].singleColorBody, states[i].singleColorButtons, states[i].npadInterfaceType, states[i].state.buttons, states[i].state.analog_stick_l.x, states[i].state.analog_stick_l.y, states[i].state.analog_stick_r.x, states[i].state.analog_stick_r.y);
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}
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}
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if (tmpout>=1) {
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s8 AbstractedVirtualPadId=0;
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// Setup state. You could also construct it without using hiddbgGetAbstractedPadsState, if preferred.
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// Set type to one that's usable with state-merge. Note that this is also available with Hdls.
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states[0].type = BIT(1);
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// Use state-merge for the above controller, the state will be merged with an existing controller.
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// For a plain virtual controller, use NpadInterfaceType_Bluetooth, and update the above type value.
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states[0].npadInterfaceType = HidNpadInterfaceType_Rail;
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states[0].state.buttons |= HidNpadButton_ZL;
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rc = hiddbgSetAutoPilotVirtualPadState(AbstractedVirtualPadId, &states[0]);
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printf("hiddbgSetAutoPilotVirtualPadState(): 0x%x\n", rc);
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}
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}
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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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if (initflag) {
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// These *must* be run at some point before exiting.
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// You can also use hiddbgUnsetAutoPilotVirtualPadState with a specific AbstractedVirtualPadId if you want.
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rc = hiddbgUnsetAllAutoPilotVirtualPadState();
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printf("hiddbgUnsetAllAutoPilotVirtualPadState(): 0x%x\n", rc);
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hiddbgExit();
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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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