Remove accidentally left in debug logging from touchpad input emulation
Some checks are pending
Build and Release / reuse (push) Waiting to run
Build and Release / clang-format (push) Waiting to run
Build and Release / get-info (push) Waiting to run
Build and Release / windows-sdl (push) Blocked by required conditions
Build and Release / windows-qt (push) Blocked by required conditions
Build and Release / macos-sdl (push) Blocked by required conditions
Build and Release / macos-qt (push) Blocked by required conditions
Build and Release / linux-sdl (push) Blocked by required conditions
Build and Release / linux-qt (push) Blocked by required conditions
Build and Release / linux-sdl-gcc (push) Blocked by required conditions
Build and Release / linux-qt-gcc (push) Blocked by required conditions
Build and Release / pre-release (push) Blocked by required conditions

This commit is contained in:
kalaposfos13 2025-06-30 21:53:45 +02:00
parent 1757dfaf5a
commit 5789fd881c

View file

@ -514,17 +514,14 @@ void ControllerOutput::FinalizeUpdate() {
if (button != SDL_GAMEPAD_BUTTON_INVALID) { if (button != SDL_GAMEPAD_BUTTON_INVALID) {
switch (button) { switch (button) {
case SDL_GAMEPAD_BUTTON_TOUCHPAD_LEFT: case SDL_GAMEPAD_BUTTON_TOUCHPAD_LEFT:
LOG_INFO(Input, "Topuchpad left");
controller->SetTouchpadState(0, new_button_state, 0.25f, 0.5f); controller->SetTouchpadState(0, new_button_state, 0.25f, 0.5f);
controller->CheckButton(0, SDLGamepadToOrbisButton(button), new_button_state); controller->CheckButton(0, SDLGamepadToOrbisButton(button), new_button_state);
break; break;
case SDL_GAMEPAD_BUTTON_TOUCHPAD_CENTER: case SDL_GAMEPAD_BUTTON_TOUCHPAD_CENTER:
LOG_INFO(Input, "Topuchpad center");
controller->SetTouchpadState(0, new_button_state, 0.50f, 0.5f); controller->SetTouchpadState(0, new_button_state, 0.50f, 0.5f);
controller->CheckButton(0, SDLGamepadToOrbisButton(button), new_button_state); controller->CheckButton(0, SDLGamepadToOrbisButton(button), new_button_state);
break; break;
case SDL_GAMEPAD_BUTTON_TOUCHPAD_RIGHT: case SDL_GAMEPAD_BUTTON_TOUCHPAD_RIGHT:
LOG_INFO(Input, "Topuchpad right");
controller->SetTouchpadState(0, new_button_state, 0.75f, 0.5f); controller->SetTouchpadState(0, new_button_state, 0.75f, 0.5f);
controller->CheckButton(0, SDLGamepadToOrbisButton(button), new_button_state); controller->CheckButton(0, SDLGamepadToOrbisButton(button), new_button_state);
break; break;