From 5e8fdf879d2410750c694fc22f278c5fd6e7df77 Mon Sep 17 00:00:00 2001 From: Ari Vuollet Date: Sat, 26 Apr 2025 00:33:07 +0300 Subject: [PATCH] Fix logging in gamepad related events --- Source/Engine/Platform/SDL/SDLInput.cpp | 24 +++++++++--------------- 1 file changed, 9 insertions(+), 15 deletions(-) diff --git a/Source/Engine/Platform/SDL/SDLInput.cpp b/Source/Engine/Platform/SDL/SDLInput.cpp index 4f44c0ea0..9c4305676 100644 --- a/Source/Engine/Platform/SDL/SDLInput.cpp +++ b/Source/Engine/Platform/SDL/SDLInput.cpp @@ -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(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()