switch-examples/hid/hdls/source/main.c
2020-12-08 13:54:25 -05:00

141 lines
5.0 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 Hdls for virtual HID controllers, see also libnx hiddbg.h.
// The virtual controllers can be used used by all processes.
// 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, rc2=0;
bool initflag=0;
printf("hdls example\n");
rc = hiddbgInitialize();
if (R_FAILED(rc)) {
printf("hiddbgInitialize(): 0x%x\n", rc);
}
else {
initflag = 1;
}
HiddbgHdlsHandle HdlsHandle={0};
HiddbgHdlsDeviceInfo device = {0};
HiddbgHdlsState state={0};
// Set the controller type to Pro-Controller, and set the npadInterfaceType.
device.deviceType = HidDeviceType_FullKey3;
device.npadInterfaceType = HidNpadInterfaceType_Bluetooth;
// Set the controller colors. The grip colors are for Pro-Controller on [9.0.0+].
device.singleColorBody = RGBA8_MAXALPHA(255,255,255);
device.singleColorButtons = RGBA8_MAXALPHA(0,0,0);
device.colorLeftGrip = RGBA8_MAXALPHA(230,255,0);
device.colorRightGrip = RGBA8_MAXALPHA(0,40,20);
// Setup example controller state.
state.battery_level = 4; // Set BatteryLevel to full.
state.analog_stick_l.x = 0x1234;
state.analog_stick_l.y = -0x1234;
state.analog_stick_r.x = 0x5678;
state.analog_stick_r.y = -0x5678;
if (initflag) {
rc = hiddbgAttachHdlsWorkBuffer();
printf("hiddbgAttachHdlsWorkBuffer(): 0x%x\n", rc);
if (R_SUCCEEDED(rc)) {
// Attach a new virtual controller.
rc = hiddbgAttachHdlsVirtualDevice(&HdlsHandle, &device);
printf("hiddbgAttachHdlsVirtualDevice(): 0x%x\n", rc);
}
}
printf("Press A 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
// Set state for the controller. You can also use hiddbgApplyHdlsStateList for this.
if (R_SUCCEEDED(rc)) {
rc2 = hiddbgSetHdlsState(HdlsHandle, &state);
if (R_FAILED(rc2)) printf("hiddbgSetHdlsState(): 0x%x\n", rc2);
state.buttons = 0;
if (padGetButtons(&pad) & HidNpadButton_R)
state.buttons |= KEY_HOME;
if (padGetButtons(&pad) & HidNpadButton_L)
state.buttons |= KEY_CAPTURE;
if (padGetButtons(&pad) & HidNpadButton_Up)
state.buttons |= HidNpadButton_ZR;
state.analog_stick_l.x += 0x10;
if (state.analog_stick_l.x > JOYSTICK_MAX) state.analog_stick_l.x = JOYSTICK_MIN;
state.analog_stick_r.y -= 0x10;
if (state.analog_stick_r.y < JOYSTICK_MIN) state.analog_stick_r.y = JOYSTICK_MAX;
}
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);
printf("\n");
}
// Update the console, sending a new frame to the display
consoleUpdate(NULL);
}
if (initflag) {
// These *must* be run at some point before exiting.
if (R_SUCCEEDED(rc)) {
rc = hiddbgDetachHdlsVirtualDevice(HdlsHandle);
printf("hiddbgDetachHdlsVirtualDevice(): 0x%x\n", rc);
}
rc = hiddbgReleaseHdlsWorkBuffer();
printf("hiddbgReleaseHdlsWorkBuffer(): 0x%x\n", rc);
hiddbgExit();
}
// Deinitialize and clean up resources used by the console (important!)
consoleExit(NULL);
return 0;
}