switch-examples/hid/abstracted-pad/source/main.c
2019-06-28 21:56:54 -04:00

133 lines
5.6 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 AbstractedPad, see also libnx hiddbg.h. Depending on state type2, either a new virtual controller can be registered, or the state can be merged with an existing controller.
// Note that Hdls can also be used for this, which generally you would want to use that instead.
// 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);
Result rc=0;
bool initflag=0;
u32 i;
printf("abstracted-pad example\n");
hidScanInput();
// When hiddbgSetAutoPilotVirtualPadState runs a new controller may become available, depending on the specified type2 field. If CONTROLLER_HANDHELD is being internally, CONTROLLER_P1_AUTO would use the new controller. Check which controller we're currently using and don't use CONTROLLER_P1_AUTO, so it doesn't switch to using the new controller later.
HidControllerID conID = hidGetHandheldMode() ? CONTROLLER_HANDHELD : CONTROLLER_PLAYER_1;
printf("Connected controllers: ");
for(i=0; i<10; i++) {
if (hidIsControllerConnected(i)) printf("%d ", i);
}
printf("\n");
rc = hiddbgInitialize();
if (R_FAILED(rc)) {
printf("hiddbgInitialize(): 0x%x\n", rc);
}
else {
initflag = 1;
}
u64 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 all the inputs. This should be done once for each frame
hidScanInput();
// hidKeysDown returns information about which buttons have been
// just pressed in this frame compared to the previous one
u64 kDown = hidKeysDown(conID);
if (R_SUCCEEDED(rc) && (kDown & (KEY_A | KEY_X))) {
printf("Connected controllers:\n");
for(i=0; i<10; i++) {
if (hidIsControllerConnected(i)) {
JoystickPosition tmpjoy[2];
hidJoystickRead(&tmpjoy[0], i, JOYSTICK_LEFT);
hidJoystickRead(&tmpjoy[1], i, JOYSTICK_RIGHT);
printf("%d: type = 0x%x, devicetype = 0x%x, buttons = 0x%lx, stickL.dx = 0x%x, stickL.dy = 0x%x, stickR.dx = 0x%x, stickR.dy = 0x%x\n", i, hidGetControllerType(i), hidGetControllerDeviceType(i), hidKeysHeld(i), tmpjoy[0].dx, tmpjoy[0].dy, tmpjoy[1].dx, tmpjoy[1].dy);
}
}
}
if (R_SUCCEEDED(rc) && (kDown & KEY_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, type2 = 0x%x, buttons = 0x%x, stickL.dx = 0x%x, stickL.dy = 0x%x, stickR.dx = 0x%x, stickR.dy = 0x%x\n", states[i].type, states[i].flags, states[i].singleColorBody, states[i].singleColorButtons, states[i].type2, states[i].state.buttons, states[i].state.joysticks[0].dx, states[i].state.joysticks[0].dy, states[i].state.joysticks[1].dx, states[i].state.joysticks[1].dy);
}
}
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 type2 value 0x0, and update the above type value.
states[0].type2 = 0x2;
states[0].state.buttons |= KEY_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 (kDown & KEY_PLUS)
break; // break in order to return to hbmenu
}
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;
}