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