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https://github.com/switchbrew/switch-examples.git
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133 lines
5.6 KiB
C
133 lines
5.6 KiB
C
// Include the most common headers from the C standard library
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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// Include the main libnx system header, for Switch development
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#include <switch.h>
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// 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.
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// This is deprecated, use Hdls instead when running on compatible system-versions.
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// Main program entrypoint
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int main(int argc, char* argv[])
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{
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// This example uses a text console, as a simple way to output text to the screen.
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// If you want to write a software-rendered graphics application,
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// take a look at the graphics/simplegfx example, which uses the libnx Framebuffer API instead.
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// If on the other hand you want to write an OpenGL based application,
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// take a look at the graphics/opengl set of examples, which uses EGL instead.
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consoleInit(NULL);
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Result rc=0;
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bool initflag=0;
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u32 i;
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printf("abstracted-pad example\n");
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hidScanInput();
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// 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.
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HidControllerID conID = hidGetHandheldMode() ? CONTROLLER_HANDHELD : CONTROLLER_PLAYER_1;
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printf("Connected controllers: ");
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for(i=0; i<10; i++) {
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if (hidIsControllerConnected(i)) printf("%d ", i);
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}
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printf("\n");
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rc = hiddbgInitialize();
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if (R_FAILED(rc)) {
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printf("hiddbgInitialize(): 0x%x\n", rc);
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}
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else {
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initflag = 1;
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}
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u64 pads[8]={0};
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HiddbgAbstractedPadState states[8]={0};
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s32 tmpout=0;
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// You can also use hiddbgGetAbstractedPadHandles + hiddbgGetAbstractedPadState if you want.
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printf("Press A to scan controllers and update state.\n");
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printf("Press X to scan controllers.\n");
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printf("Press + to exit.\n");
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// Main loop
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while (appletMainLoop())
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{
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// Scan all the inputs. This should be done once for each frame
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hidScanInput();
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// hidKeysDown returns information about which buttons have been
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// just pressed in this frame compared to the previous one
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u64 kDown = hidKeysDown(conID);
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if (R_SUCCEEDED(rc) && (kDown & (KEY_A | KEY_X))) {
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printf("Connected controllers:\n");
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for(i=0; i<10; i++) {
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if (hidIsControllerConnected(i)) {
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JoystickPosition tmpjoy[2];
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hidJoystickRead(&tmpjoy[0], i, JOYSTICK_LEFT);
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hidJoystickRead(&tmpjoy[1], i, JOYSTICK_RIGHT);
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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);
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}
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}
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}
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if (R_SUCCEEDED(rc) && (kDown & KEY_A)) {
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tmpout = 0;
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rc = hiddbgGetAbstractedPadsState(pads, states, sizeof(pads)/sizeof(u64), &tmpout);
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printf("hiddbgGetAbstractedPadsState(): 0x%x, 0x%x\n", rc, tmpout);
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// Note that each pad/state corresponds with a single Joy-Con / controller.
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if (R_SUCCEEDED(rc) && tmpout>=1) {
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for (u32 i=0; i<tmpout; i++) {
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printf("0x%x: \n", i);
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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);
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}
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}
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if (tmpout>=1) {
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s8 AbstractedVirtualPadId=0;
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// Setup state. You could also construct it without using hiddbgGetAbstractedPadsState, if preferred.
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// Set type to one that's usable with state-merge. Note that this is also available with Hdls.
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states[0].type = BIT(1);
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// Use state-merge for the above controller, the state will be merged with an existing controller.
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// For a plain virtual controller, use type2 value 0x0, and update the above type value.
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states[0].type2 = 0x2;
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states[0].state.buttons |= KEY_ZL;
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rc = hiddbgSetAutoPilotVirtualPadState(AbstractedVirtualPadId, &states[0]);
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printf("hiddbgSetAutoPilotVirtualPadState(): 0x%x\n", rc);
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}
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}
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// Update the console, sending a new frame to the display
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consoleUpdate(NULL);
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if (kDown & KEY_PLUS)
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break; // break in order to return to hbmenu
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}
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if (initflag) {
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// These *must* be run at some point before exiting.
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// You can also use hiddbgUnsetAutoPilotVirtualPadState with a specific AbstractedVirtualPadId if you want.
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rc = hiddbgUnsetAllAutoPilotVirtualPadState();
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printf("hiddbgUnsetAllAutoPilotVirtualPadState(): 0x%x\n", rc);
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hiddbgExit();
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}
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// Deinitialize and clean up resources used by the console (important!)
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consoleExit(NULL);
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return 0;
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}
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