Fix logging in gamepad related events

This commit is contained in:
2025-04-26 00:33:07 +03:00
parent bc241afc09
commit ef83dd5377

View File

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