SDLInputSource: Log axes/buttons when controller is opened
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@ -705,6 +705,8 @@ bool SDLInputSource::OpenDevice(int index, bool is_gamecontroller)
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mark_bind(SDL_GameControllerGetBindForAxis(gcontroller, static_cast<SDL_GameControllerAxis>(i)));
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for (size_t i = 0; i < std::size(s_sdl_button_names); i++)
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mark_bind(SDL_GameControllerGetBindForButton(gcontroller, static_cast<SDL_GameControllerButton>(i)));
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Log_VerbosePrintf("(SDLInputSource) Controller %d has %d axes and %d buttons", player_id, num_axes, num_buttons);
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}
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else
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{
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@ -712,6 +714,9 @@ bool SDLInputSource::OpenDevice(int index, bool is_gamecontroller)
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const int num_hats = SDL_JoystickNumHats(joystick);
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if (num_hats > 0)
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cd.last_hat_state.resize(static_cast<size_t>(num_hats), u8(0));
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Log_VerbosePrintf("(SDLInputSource) Joystick %d has %d axes, %d buttons and %d hats", player_id,
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SDL_JoystickNumAxes(joystick), SDL_JoystickNumButtons(joystick), num_hats);
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}
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cd.use_game_controller_rumble = (gcontroller && SDL_GameControllerRumble(gcontroller, 0, 0, 0) == 0);
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