Fix logging in gamepad related events

This commit is contained in:
2025-04-26 00:33:07 +03:00
parent 84ada18299
commit 5e8fdf879d

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@@ -456,7 +456,7 @@ class SDLGamepad : public Gamepad
{
private:
SDL_Gamepad* _gamepad;
SDL_Gamepad* _gamepad = nullptr;
SDL_JoystickID _instanceId;
public:
@@ -627,8 +627,6 @@ bool SDLInput::HandleEvent(SDLWindow* window, SDL_Event& event)
SDLGamepad* gamepad = SDLGamepad::GetGamepadById(event.gaxis.which);
SDL_GamepadAxis axis = (SDL_GamepadAxis)event.gaxis.axis;
gamepad->OnAxisMotion(axis, event.gaxis.value);
LOG(Info, "SDL_EVENT_GAMEPAD_AXIS_MOTION");
break;
}
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
@@ -637,16 +635,12 @@ bool SDLInput::HandleEvent(SDLWindow* window, SDL_Event& event)
SDLGamepad* gamepad = SDLGamepad::GetGamepadById(event.gbutton.which);
SDL_GamepadButton button = (SDL_GamepadButton)event.gbutton.button;
gamepad->OnButtonState(button, event.gbutton.down);
LOG(Info, "SDL_EVENT_GAMEPAD_BUTTON_");
break;
}
case SDL_EVENT_GAMEPAD_ADDED:
{
Input::Gamepads.Add(New<SDLGamepad>(event.gdevice.which));
Input::OnGamepadsChanged();
LOG(Info, "SDL_EVENT_GAMEPAD_ADDED");
break;
}
case SDL_EVENT_GAMEPAD_REMOVED:
@@ -662,40 +656,38 @@ bool SDLInput::HandleEvent(SDLWindow* window, SDL_Event& event)
break;
}
}
LOG(Info, "SDL_EVENT_GAMEPAD_REMOVED");
break;
}
case SDL_EVENT_GAMEPAD_REMAPPED:
{
auto ev = event.gdevice;
LOG(Info, "SDL_EVENT_GAMEPAD_REMAPPED");
LOG(Info, "TODO: SDL_EVENT_GAMEPAD_REMAPPED");
break;
}
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
{
LOG(Info, "SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN");
LOG(Info, "TODO: SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN");
break;
}
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
{
LOG(Info, "SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION");
LOG(Info, "TODO: SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION");
break;
}
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
{
LOG(Info, "SDL_EVENT_GAMEPAD_TOUCHPAD_UP");
LOG(Info, "TODO: SDL_EVENT_GAMEPAD_TOUCHPAD_UP");
break;
}
case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
{
LOG(Info, "SDL_EVENT_GAMEPAD_SENSOR_UPDATE");
LOG(Info, "TODO: SDL_EVENT_GAMEPAD_SENSOR_UPDATE");
break;
}
case SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED:
{
auto ev = event.gdevice;
LOG(Info, "SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED");
LOG(Info, "TODO: SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED");
break;
}
}
@@ -713,6 +705,7 @@ Guid GetGamepadGuid(SDL_JoystickID instanceId)
SDLGamepad::SDLGamepad(SDL_JoystickID instanceId)
: SDLGamepad(SDL_OpenGamepad(instanceId), instanceId)
{
LOG(Info, "Gamepad connected: {}", String(SDL_GetGamepadName(_gamepad)));
}
SDLGamepad::SDLGamepad(SDL_Gamepad* gamepad, SDL_JoystickID instanceId)
@@ -732,6 +725,7 @@ SDLGamepad::~SDLGamepad()
void SDLGamepad::SetVibration(const GamepadVibrationState& state)
{
Gamepad::SetVibration(state);
LOG(Info, "TODO: SDLGamepad::SetVibration");
}
bool SDLGamepad::UpdateState()