switch-examples/hid/abstracted-pad/source/main.c

123 lines
5.2 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>
// 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.
// This is deprecated, use Hdls instead when running on compatible system-versions.
// 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: all players with standard controller styles
padConfigureInput(8, HidNpadStyleSet_NpadStandard);
// Initialize the gamepad for reading all controllers
PadState pad;
padInitializeAny(&pad);
Result rc=0;
bool initflag=0;
printf("abstracted-pad example\n");
rc = hiddbgInitialize();
if (R_FAILED(rc)) {
printf("hiddbgInitialize(): 0x%x\n", rc);
}
else {
initflag = 1;
}
HiddbgAbstractedPadHandle pads[8]={0};
HiddbgAbstractedPadState states[8]={0};
s32 tmpout=0;
// You can also use hiddbgGetAbstractedPadHandles + hiddbgGetAbstractedPadState if you want.
printf("Press A to scan controllers and update state.\n");
printf("Press X to scan controllers.\n");
printf("Press + to exit.\n");
// 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
if (R_SUCCEEDED(rc) && (kDown & (HidNpadButton_A | HidNpadButton_X))) {
printf("Controllers state:\n");
HidAnalogStickState analog_stick_l = padGetStickPos(&pad, 0);
HidAnalogStickState analog_stick_r = padGetStickPos(&pad, 1);
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);
}
if (R_SUCCEEDED(rc) && (kDown & HidNpadButton_A)) {
tmpout = 0;
rc = hiddbgGetAbstractedPadsState(pads, states, sizeof(pads)/sizeof(u64), &tmpout);
printf("hiddbgGetAbstractedPadsState(): 0x%x, 0x%x\n", rc, tmpout);
// Note that each pad/state corresponds with a single Joy-Con / controller.
if (R_SUCCEEDED(rc) && tmpout>=1) {
for (u32 i=0; i<tmpout; i++) {
printf("0x%x: \n", i);
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);
}
}
if (tmpout>=1) {
s8 AbstractedVirtualPadId=0;
// Setup state. You could also construct it without using hiddbgGetAbstractedPadsState, if preferred.
// Set type to one that's usable with state-merge. Note that this is also available with Hdls.
states[0].type = BIT(1);
// Use state-merge for the above controller, the state will be merged with an existing controller.
// For a plain virtual controller, use NpadInterfaceType_Bluetooth, and update the above type value.
states[0].npadInterfaceType = HidNpadInterfaceType_Rail;
states[0].state.buttons |= HidNpadButton_ZL;
rc = hiddbgSetAutoPilotVirtualPadState(AbstractedVirtualPadId, &states[0]);
printf("hiddbgSetAutoPilotVirtualPadState(): 0x%x\n", rc);
}
}
// Update the console, sending a new frame to the display
consoleUpdate(NULL);
}
if (initflag) {
// These *must* be run at some point before exiting.
// You can also use hiddbgUnsetAutoPilotVirtualPadState with a specific AbstractedVirtualPadId if you want.
rc = hiddbgUnsetAllAutoPilotVirtualPadState();
printf("hiddbgUnsetAllAutoPilotVirtualPadState(): 0x%x\n", rc);
hiddbgExit();
}
// Deinitialize and clean up resources used by the console (important!)
consoleExit(NULL);
return 0;
}