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https://github.com/RetroDECK/ES-DE.git
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Moved the input debug logging to a more appropriate location.
This also fixes the issue where some input was not being logged correctly.
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4a13694794
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1
NEWS.md
1
NEWS.md
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@ -82,6 +82,7 @@ Many bugs have been fixed, and numerous features that were only partially implem
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* Hidden files still showed up if they had a gamelist.xml entry
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* Fixed an annoying gamelist issue that caused the game images and data to be updated and rendered up to six times every time the list was scrolled
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* VRAM statistics overlay was somewhat broken and incorrectly displayed numbers in megabytes instead of mebibytes
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* Not all input events were logged when running with debug logging activated
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* On Unix, adding a hidden folder with a game in it crashed the application on startup
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* If the user tried to enter a blank game name in the metadata editor, the application would crash upon saving
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* The SliderComponent knob position was set incorrectly if the minimum value was not zero
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@ -1,4 +1,6 @@
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// UIModeController.cpp
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//
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// Handling of application user interface modes (full, kiosk and kid).
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@ -43,9 +45,6 @@ bool UIModeController::listen(InputConfig* config, Input input)
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{
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// Reads the current input to listen for the passkey sequence to unlock
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// the UI mode. The progress is saved in mPassKeyCounter.
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if (Settings::getInstance()->getBool("Debug"))
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logInput(config, input);
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if ((Settings::getInstance()->getString("UIMode") == "full") || !isValidInput(config, input))
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return false; // Already unlocked, or invalid input, nothing to do here.
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@ -136,20 +135,6 @@ std::string UIModeController::getFormattedPassKeyStr()
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return out;
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}
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void UIModeController::logInput(InputConfig* config, Input input)
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{
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std::string mapname = "";
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std::vector<std::string> maps = config->getMappedTo(input);
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for (auto mn : maps) {
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mapname += mn;
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mapname += ", ";
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}
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LOG(LogDebug) << "UIModeController::logInput(" << config->getDeviceName() << "): " <<
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input.string() << ", isMappedTo=" << mapname << ", value=" << input.value;
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}
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bool UIModeController::isValidInput(InputConfig* config, Input input)
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{
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if ((config->getMappedTo(input).size() == 0) || // Not a mapped input, so ignore..
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@ -1,11 +1,12 @@
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// UIModeController.h
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//
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// Handling of application user interface modes (full, kiosk and kid).
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// This includes switching the mode when the UI mode passkey is used.
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//
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#pragma once
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#ifndef ES_APP_VIEWS_UI_MODE_CONTROLLER_H
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#define ES_APP_VIEWS_UI_MODE_CONTROLLER_H
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@ -42,7 +43,6 @@ private:
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UIModeController();
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bool inputIsMatch(InputConfig * config, Input input);
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bool isValidInput(InputConfig * config, Input input);
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void logInput(InputConfig * config, Input input);
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// Return UI mode to 'full'.
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void unlockUIMode();
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@ -1,7 +1,10 @@
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// Window.cpp
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//
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// Window management, screensaver and help prompts.
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// The input stack starts here as well, as this is the first instance called by InputManager.
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//
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#include "Window.h"
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@ -132,6 +135,9 @@ void Window::textInput(const char* text)
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void Window::input(InputConfig* config, Input input)
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{
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if (Settings::getInstance()->getBool("Debug"))
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logInput(config, input);
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if (mScreenSaver) {
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if (mScreenSaver->isScreenSaverActive() &&
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Settings::getInstance()->getBool("ScreenSaverControls") &&
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@ -198,6 +204,20 @@ void Window::input(InputConfig* config, Input input)
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}
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}
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void Window::logInput(InputConfig* config, Input input)
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{
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std::string mapname = "";
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std::vector<std::string> maps = config->getMappedTo(input);
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for (auto mn : maps) {
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mapname += mn;
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mapname += ", ";
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}
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LOG(LogDebug) << "Window::logInput(" << config->getDeviceName() << "): " <<
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input.string() << ", isMappedTo=" << mapname << ", value=" << input.value;
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}
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void Window::update(int deltaTime)
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{
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if (mNormalizeNextUpdate) {
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@ -1,7 +1,10 @@
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// Window.h
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//
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// Window management, screensaver and help prompts.
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// The input stack starts here as well, as this is the first instance called by InputManager.
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//
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#ifndef ES_CORE_WINDOW_H
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@ -61,6 +64,7 @@ public:
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void textInput(const char* text);
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void input(InputConfig* config, Input input);
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void logInput(InputConfig * config, Input input);
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void update(int deltaTime);
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void render();
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