switch-examples/hid/irsensor/source/main.c
2020-12-08 01:03:19 -05:00

148 lines
5.3 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
// Include the main libnx system header, for Switch development
#include <switch.h>
// Joy-Con IR-sensor example, displays the image from the IR camera. See also libnx irs.h.
// Define the desired framebuffer resolution (here we set it to 720p).
#define FB_WIDTH 1280
#define FB_HEIGHT 720
void userAppInit(void)
{
Result rc;
rc = irsInitialize();
if (R_FAILED(rc))
diagAbortWithResult(rc);
}
void userAppExit(void)
{
irsExit();
}
__attribute__((format(printf, 2, 3)))
static int error_screen(PadState *pad, const char* fmt, ...)
{
consoleInit(NULL);
va_list va;
va_start(va, fmt);
vprintf(fmt, va);
va_end(va);
printf("Press PLUS to exit\n");
while (appletMainLoop())
{
padUpdate(pad);
if (padGetButtonsDown(pad) & HidNpadButton_Plus)
break;
consoleUpdate(NULL);
}
consoleExit(NULL);
return EXIT_FAILURE;
}
// Main program entrypoint
int main(int argc, char* argv[])
{
Result rc=0;
// 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);
const size_t ir_buffer_size = 0x12c00; // Size for the max IrsImageTransferProcessorFormat.
u8 *ir_buffer = NULL;
ir_buffer = (u8*)malloc(ir_buffer_size);
if (!ir_buffer) {
rc = MAKERESULT(Module_Libnx, LibnxError_OutOfMemory);
return error_screen(&pad, "Failed to allocate memory for ir_buffer.\n");
}
memset(ir_buffer, 0, ir_buffer_size);
// Get the handle for the specified controller.
padUpdate(&pad); // Only needed because this wasn't used yet, and we're using padIsHandheld.
IrsIrCameraHandle irhandle;
rc = irsGetIrCameraHandle(&irhandle, padIsHandheld(&pad) ? HidNpadIdType_Handheld : HidNpadIdType_No1);
if (R_FAILED(rc))
return error_screen(&pad, "irsGetIrCameraHandle() returned 0x%x\n", rc);
// If a controller update is needed, force an update.
bool updateflag=0;
rc = irsCheckFirmwareUpdateNecessity(irhandle, &updateflag);
if (R_SUCCEEDED(rc) && updateflag) {
HidLaControllerFirmwareUpdateArg updatearg;
hidLaCreateControllerFirmwareUpdateArg(&updatearg);
updatearg.enable_force_update = 1;
hidLaShowControllerFirmwareUpdate(&updatearg);
}
// Run the ImageTransferProcessor with the default config. The default uses the max IrsImageTransferProcessorFormat which has the slowest update-rate with irsGetImageTransferProcessorState. Hence, you may want to use a different IrsImageTransferProcessorFormat, or trim the image with irsRunImageTransferExProcessor.
IrsImageTransferProcessorConfig config;
irsGetDefaultImageTransferProcessorConfig(&config);
rc = irsRunImageTransferProcessor(irhandle, &config, 0x100000);
if (R_FAILED(rc))
return error_screen(&pad, "irsRunImageTransferProcessor() returned 0x%x\n", rc);
Framebuffer fb;
framebufferCreate(&fb, nwindowGetDefault(), FB_WIDTH, FB_HEIGHT, PIXEL_FORMAT_RGBA_8888, 2);
framebufferMakeLinear(&fb);
u64 sampling_number=0;
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
// With the default config the image is updated every few seconds (see above). Likewise, it takes a few seconds for the initial image to become available.
// This will return an error when no image is available yet.
IrsImageTransferProcessorState state;
rc = irsGetImageTransferProcessorState(irhandle, ir_buffer, ir_buffer_size, &state);
u32 stride;
u32* framebuf = (u32*)framebufferBegin(&fb, &stride);
if (R_SUCCEEDED(rc) && state.sampling_number != sampling_number) { // Only update framebuf when irsGetImageTransferProcessorState() is successful, where sampling_number changed.
sampling_number = state.sampling_number;
memset(framebuf, 0, stride*FB_HEIGHT);
// IR image width/height with the default config.
// The image is grayscale (1 byte per pixel / 8bits, with 1 color-component).
const u32 ir_width = 320;
const u32 ir_height = 240;
u32 x, y;
for (y=0; y<ir_height; y++) { // Access the buffer linearly.
for (x=0; x<ir_width; x++) {
u32 pos = y * stride/sizeof(u32) + x;
u32 pos2 = y * ir_width + x;//The IR image/camera is sideways with the joycon held flat. We won't rotate it here - you can do so yourself if you want.
framebuf[pos] = RGBA8_MAXALPHA(/*ir_buffer[pos2]*/0, ir_buffer[pos2], /*ir_buffer[pos2]*/0);
}
}
}
framebufferEnd(&fb);
}
framebufferClose(&fb);
irsStopImageProcessor(irhandle);
free(ir_buffer);
return 0;
}