#define ENABLE_UNUSED_CODE 0 /* currently unused functions */
+#define DEBUG_JOYSTICKS 0
+
/* ========================================================================= */
/* video functions */
sdl_is_controller[nr] = FALSE;
#endif
-#if 1
+#if DEBUG_JOYSTICKS
Error(ERR_DEBUG, "opening joystick %d (%s)",
nr, (sdl_is_controller[nr] ? "game controller" : "joystick"));
#endif
if (nr < 0 || nr >= MAX_PLAYERS)
return;
-#if 1
+#if DEBUG_JOYSTICKS
Error(ERR_DEBUG, "closing joystick %d", nr);
#endif
{
#if defined(TARGET_SDL2)
case SDL_CONTROLLERDEVICEADDED:
-#if 1
+#if DEBUG_JOYSTICKS
Error(ERR_DEBUG, "SDL_CONTROLLERDEVICEADDED: device %d added",
event->cdevice.which);
#endif
break;
case SDL_CONTROLLERDEVICEREMOVED:
-#if 1
+#if DEBUG_JOYSTICKS
Error(ERR_DEBUG, "SDL_CONTROLLERDEVICEREMOVED: device %d removed",
event->cdevice.which);
#endif
break;
case SDL_CONTROLLERAXISMOTION:
-#if 1
+#if DEBUG_JOYSTICKS
Error(ERR_DEBUG, "SDL_CONTROLLERAXISMOTION: device %d, axis %d: %d",
event->caxis.which, event->caxis.axis, event->caxis.value);
#endif
break;
case SDL_CONTROLLERBUTTONDOWN:
-#if 1
+#if DEBUG_JOYSTICKS
Error(ERR_DEBUG, "SDL_CONTROLLERBUTTONDOWN: device %d, button %d",
event->cbutton.which, event->cbutton.button);
#endif
break;
case SDL_CONTROLLERBUTTONUP:
-#if 1
+#if DEBUG_JOYSTICKS
Error(ERR_DEBUG, "SDL_CONTROLLERBUTTONUP: device %d, button %d",
event->cbutton.which, event->cbutton.button);
#endif
if (sdl_is_controller[event->jaxis.which])
break;
-#if 1
+#if DEBUG_JOYSTICKS
Error(ERR_DEBUG, "SDL_JOYAXISMOTION: device %d, axis %d: %d",
event->jaxis.which, event->jaxis.axis, event->jaxis.value);
#endif
if (sdl_is_controller[event->jaxis.which])
break;
-#if 1
+#if DEBUG_JOYSTICKS
Error(ERR_DEBUG, "SDL_JOYBUTTONDOWN: device %d, button %d",
event->jbutton.which, event->jbutton.button);
#endif
if (sdl_is_controller[event->jaxis.which])
break;
-#if 1
+#if DEBUG_JOYSTICKS
Error(ERR_DEBUG, "SDL_JOYBUTTONUP: device %d, button %d",
event->jbutton.which, event->jbutton.button);
#endif
#if defined(TARGET_SDL2)
num_mappings = SDL_GameControllerAddMappingsFromFile(mappings_file_base);
- if (num_mappings != -1)
- Error(ERR_INFO, "%d game controller base mapping(s) added", num_mappings);
- else
+ /* the included game controller base mappings should always be found */
+ if (num_mappings == -1)
Error(ERR_WARN, "no game controller base mappings found");
+#if DEBUG_JOYSTICKS
+ else
+ Error(ERR_INFO, "%d game controller base mapping(s) added", num_mappings);
+#endif
num_mappings = SDL_GameControllerAddMappingsFromFile(mappings_file_user);
- if (num_mappings != -1)
- Error(ERR_INFO, "%d game controller user mapping(s) added", num_mappings);
- else
+#if DEBUG_JOYSTICKS
+ /* the personal game controller user mappings may or may not be found */
+ if (num_mappings == -1)
Error(ERR_WARN, "no game controller user mappings found");
+ else
+ Error(ERR_INFO, "%d game controller user mapping(s) added", num_mappings);
Error(ERR_INFO, "%d joystick(s) found:", SDL_NumJoysticks());
+#endif
checked_free(mappings_file_base);
checked_free(mappings_file_user);
+#if DEBUG_JOYSTICKS
for (i = 0; i < SDL_NumJoysticks(); i++)
{
const char *name, *type;
Error(ERR_INFO, "- joystick %d (%s): '%s'",
i, type, (name ? name : "(Unknown)"));
}
+#endif
#endif
}
#include "init.h"
#include "config.h"
+
+#define DEBUG_JOYSTICKS 0
+
+
/* screens on the info screen */
#define INFO_MODE_MAIN 0
#define INFO_MODE_TITLE 1
name = getFormattedJoystickName(SDL_JoystickName(joystick));
+#if DEBUG_JOYSTICKS
/* print info about the joystick we are watching */
Error(ERR_DEBUG, "watching joystick %d: (%s)\n",
SDL_JoystickInstanceID(joystick), name);
Error(ERR_DEBUG, "joystick has %d axes, %d hats, %d balls, and %d buttons\n",
SDL_JoystickNumAxes(joystick), SDL_JoystickNumHats(joystick),
SDL_JoystickNumBalls(joystick), SDL_JoystickNumButtons(joystick));
+#endif
/* initialize mapping with GUID and name */
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick), temp, sizeof(temp));
if (success)
{
+#if DEBUG_JOYSTICKS
Error(ERR_DEBUG, "New game controller mapping:\n\n%s\n\n", mapping);
+#endif
// activate mapping for this game
SDL_GameControllerAddMapping(mapping);