switch-examples/applet/recording/source/main.c

76 lines
2.1 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>
//See also libnx applet.h. See applet.h for the requirements for using this.
// Define the desired framebuffer resolution (here we set it to 720p).
#define FB_WIDTH 1280
#define FB_HEIGHT 720
// Remove above and uncomment below for 1080p
//#define FB_WIDTH 1920
//#define FB_HEIGHT 1080
int main(int argc, char **argv)
{
// Retrieve the default window
NWindow* win = nwindowGetDefault();
// Create a linear double-buffered framebuffer
Framebuffer fb;
framebufferCreate(&fb, win, FB_WIDTH, FB_HEIGHT, PIXEL_FORMAT_RGBA_8888, 2);
framebufferMakeLinear(&fb);
appletInitializeGamePlayRecording();//Normally this is only recording func you need to call.
u32 cnt = 0;
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 (and they weren't in the previous frame)
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
if (kDown & KEY_Y) {
appletSetGamePlayRecordingState(0);//Disable recording.
}
else if (kDown & KEY_X) {
appletSetGamePlayRecordingState(1);//Enable recording.
}
// Retrieve the framebuffer
u32 stride;
u32* framebuf = (u32*) framebufferBegin(&fb, &stride);
if (cnt != 60)
cnt ++;
else
cnt = 0;
// Each pixel is 4-bytes due to RGBA8888.
for (u32 y = 0; y < FB_HEIGHT; y ++)
{
for (u32 x = 0; x < FB_WIDTH; x ++)
{
u32 pos = y * stride / sizeof(u32) + x;
framebuf[pos] = 0x01010101 * cnt * 4;//Set framebuf to different shades of grey.
}
}
// We're done rendering, so we end the frame here.
framebufferEnd(&fb);
}
framebufferClose(&fb);
return 0;
}