switch-examples/hid/touch-screen/source/main.c
2020-12-08 10:36:50 -05:00

77 lines
2.6 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 the touch-screen. See also libnx hid.h.
// 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: 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);
hidInitializeTouchScreen();
s32 prev_touchcount=0;
printf("\x1b[1;1HPress PLUS to exit.");
printf("\x1b[2;1HTouch Screen position:");
// 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
HidTouchScreenState state={0};
if (hidGetTouchScreenStates(&state, 1)) {
if (state.count != prev_touchcount)
{
prev_touchcount = state.count;
consoleClear();
printf("\x1b[1;1HPress PLUS to exit.");
printf("\x1b[2;1HTouch Screen position:");
}
printf("\x1b[3;1H");
for(s32 i=0; i<state.count; i++)
{
// Print the touch screen coordinates
printf("[%d] x=%03d, y=%03d, diameter_x=%03d, diameter_y=%03d, rotation_angle=%03d\n", i, state.touches[i].x, state.touches[i].y, state.touches[i].diameter_x, state.touches[i].diameter_y, state.touches[i].rotation_angle);
}
}
// Update the console, sending a new frame to the display
consoleUpdate(NULL);
}
// Deinitialize and clean up resources used by the console (important!)
consoleExit(NULL);
return 0;
}