Note : it uses libctru, which provides these functions. Note2 : Go check hid.h, it's well documented. Note3 : Wonder why gputest doesn't do hidInit or hidExit.
hidScanInput();
Note : fits perfectly the input system we use on WRPG. How convenient.
u32 kDown = hidKeysDown();
u32 kHeld = hidKeysHeld();
kDown & KEY_START;
enum
{
KEY_A = BIT(0), ///< A
KEY_B = BIT(1), ///< B
KEY_SELECT = BIT(2), ///< Select
KEY_START = BIT(3), ///< Start
KEY_DRIGHT = BIT(4), ///< D-Pad Right
KEY_DLEFT = BIT(5), ///< D-Pad Left
KEY_DUP = BIT(6), ///< D-Pad Up
KEY_DDOWN = BIT(7), ///< D-Pad Down
KEY_R = BIT(8), ///< R
KEY_L = BIT(9), ///< L
KEY_X = BIT(10), ///< X
KEY_Y = BIT(11), ///< Y
KEY_ZL = BIT(14), ///< ZL (New 3DS only)
KEY_ZR = BIT(15), ///< ZR (New 3DS only)
KEY_TOUCH = BIT(20), ///< Touch (Not actually provided by HID)
KEY_CSTICK_RIGHT = BIT(24), ///< C-Stick Right (New 3DS only)
KEY_CSTICK_LEFT = BIT(25), ///< C-Stick Left (New 3DS only)
KEY_CSTICK_UP = BIT(26), ///< C-Stick Up (New 3DS only)
KEY_CSTICK_DOWN = BIT(27), ///< C-Stick Down (New 3DS only)
KEY_CPAD_RIGHT = BIT(28), ///< Circle Pad Right
KEY_CPAD_LEFT = BIT(29), ///< Circle Pad Left
KEY_CPAD_UP = BIT(30), ///< Circle Pad Up
KEY_CPAD_DOWN = BIT(31), ///< Circle Pad Down
// Generic catch-all directions
KEY_UP = KEY_DUP | KEY_CPAD_UP, ///< D-Pad Up or Circle Pad Up
KEY_DOWN = KEY_DDOWN | KEY_CPAD_DOWN, ///< D-Pad Down or Circle Pad Down
KEY_LEFT = KEY_DLEFT | KEY_CPAD_LEFT, ///< D-Pad Left or Circle Pad Left
KEY_RIGHT = KEY_DRIGHT | KEY_CPAD_RIGHT, ///< D-Pad Right or Circle Pad Right
};
/**
* @brief Reads the current circle pad position.
* @param pos Pointer to output the circle pad position to.
*/
void hidCircleRead(circlePosition* pos);
Neeeeat.