Remove newlines from log messages

This commit is contained in:
nightmareci
2025-01-22 12:59:57 -08:00
committed by Sam Lantinga
parent 17625e20df
commit 718034f5fa
123 changed files with 1143 additions and 1118 deletions

View File

@@ -923,9 +923,9 @@ static void AddController(SDL_JoystickID id, bool verbose)
const char *name = SDL_GetJoystickName(joystick);
const char *path = SDL_GetJoystickPath(joystick);
char guid[33];
SDL_Log("Opened joystick %s%s%s\n", name, path ? ", " : "", path ? path : "");
SDL_Log("Opened joystick %s%s%s", name, path ? ", " : "", path ? path : "");
SDL_GUIDToString(SDL_GetJoystickGUID(joystick), guid, sizeof(guid));
SDL_Log("No gamepad mapping for %s\n", guid);
SDL_Log("No gamepad mapping for %s", guid);
}
} else {
SDL_Log("Couldn't open joystick: %s", SDL_GetError());
@@ -1021,7 +1021,7 @@ static void HandleGamepadAdded(SDL_JoystickID id, bool verbose)
if (i < 0) {
return;
}
SDL_Log("Gamepad %" SDL_PRIu32 " added\n", id);
SDL_Log("Gamepad %" SDL_PRIu32 " added", id);
SDL_assert(!controllers[i].gamepad);
controllers[i].gamepad = SDL_OpenGamepad(id);
@@ -1035,11 +1035,11 @@ static void HandleGamepadAdded(SDL_JoystickID id, bool verbose)
SDL_GUID guid = SDL_GetGamepadGUIDForID(id);
char guid_string[33];
SDL_GUIDToString(guid, guid_string, sizeof(guid_string));
SDL_Log("Opened gamepad %s, guid %s%s%s\n", name, guid_string, path ? ", " : "", path ? path : "");
SDL_Log("Opened gamepad %s, guid %s%s%s", name, guid_string, path ? ", " : "", path ? path : "");
firmware_version = SDL_GetGamepadFirmwareVersion(gamepad);
if (firmware_version) {
SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version);
SDL_Log("Firmware version: 0x%x (%d)", firmware_version, firmware_version);
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN, false)) {
@@ -1055,7 +1055,7 @@ static void HandleGamepadAdded(SDL_JoystickID id, bool verbose)
}
if (SDL_GetGamepadPlayerIndex(gamepad) >= 0) {
SDL_Log("Player index: %d\n", SDL_GetGamepadPlayerIndex(gamepad));
SDL_Log("Player index: %d", SDL_GetGamepadPlayerIndex(gamepad));
}
}
@@ -1064,7 +1064,7 @@ static void HandleGamepadAdded(SDL_JoystickID id, bool verbose)
if (SDL_GamepadHasSensor(gamepad, sensor)) {
if (verbose) {
SDL_Log("Enabling %s at %.2f Hz\n", GetSensorName(sensor), SDL_GetGamepadSensorDataRate(gamepad, sensor));
SDL_Log("Enabling %s at %.2f Hz", GetSensorName(sensor), SDL_GetGamepadSensorDataRate(gamepad, sensor));
}
SDL_SetGamepadSensorEnabled(gamepad, sensor, true);
}
@@ -1073,7 +1073,7 @@ static void HandleGamepadAdded(SDL_JoystickID id, bool verbose)
if (verbose) {
char *mapping = SDL_GetGamepadMapping(gamepad);
if (mapping) {
SDL_Log("Mapping: %s\n", mapping);
SDL_Log("Mapping: %s", mapping);
SDL_free(mapping);
}
}
@@ -1093,7 +1093,7 @@ static void HandleGamepadRemoved(SDL_JoystickID id)
if (i < 0) {
return;
}
SDL_Log("Gamepad %" SDL_PRIu32 " removed\n", id);
SDL_Log("Gamepad %" SDL_PRIu32 " removed", id);
if (controllers[i].mapping) {
SDL_free(controllers[i].mapping);
@@ -1137,24 +1137,24 @@ static bool ShowingFront(void)
static void SDLCALL VirtualGamepadSetPlayerIndex(void *userdata, int player_index)
{
SDL_Log("Virtual Gamepad: player index set to %d\n", player_index);
SDL_Log("Virtual Gamepad: player index set to %d", player_index);
}
static bool SDLCALL VirtualGamepadRumble(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
SDL_Log("Virtual Gamepad: rumble set to %d/%d\n", low_frequency_rumble, high_frequency_rumble);
SDL_Log("Virtual Gamepad: rumble set to %d/%d", low_frequency_rumble, high_frequency_rumble);
return true;
}
static bool SDLCALL VirtualGamepadRumbleTriggers(void *userdata, Uint16 left_rumble, Uint16 right_rumble)
{
SDL_Log("Virtual Gamepad: trigger rumble set to %d/%d\n", left_rumble, right_rumble);
SDL_Log("Virtual Gamepad: trigger rumble set to %d/%d", left_rumble, right_rumble);
return true;
}
static bool SDLCALL VirtualGamepadSetLED(void *userdata, Uint8 red, Uint8 green, Uint8 blue)
{
SDL_Log("Virtual Gamepad: LED set to RGB %d,%d,%d\n", red, green, blue);
SDL_Log("Virtual Gamepad: LED set to RGB %d,%d,%d", red, green, blue);
return true;
}
@@ -1184,11 +1184,11 @@ static void OpenVirtualGamepad(void)
virtual_id = SDL_AttachVirtualJoystick(&desc);
if (virtual_id == 0) {
SDL_Log("Couldn't attach virtual device: %s\n", SDL_GetError());
SDL_Log("Couldn't attach virtual device: %s", SDL_GetError());
} else {
virtual_joystick = SDL_OpenJoystick(virtual_id);
if (!virtual_joystick) {
SDL_Log("Couldn't open virtual device: %s\n", SDL_GetError());
SDL_Log("Couldn't open virtual device: %s", SDL_GetError());
}
}
}
@@ -1620,7 +1620,7 @@ SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event)
}
#ifdef DEBUG_AXIS_MAPPING
SDL_Log("AXIS %d nValue %d nCurrentDistance %d nFarthestDistance %d\n", event->jaxis.axis, nValue, nCurrentDistance, nFarthestDistance);
SDL_Log("AXIS %d nValue %d nCurrentDistance %d nFarthestDistance %d", event->jaxis.axis, nValue, nCurrentDistance, nFarthestDistance);
#endif
/* If we've gone out far enough and started to come back, let's bind this axis */
if (nFarthestDistance >= 16000 && nCurrentDistance <= 10000) {
@@ -1642,7 +1642,7 @@ SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event)
}
}
#ifdef DEBUG_AXIS_MAPPING
SDL_Log("AXIS %d axis_min = %d, axis_max = %d, binding = %s\n", event->jaxis.axis, axis_min, axis_max, binding);
SDL_Log("AXIS %d axis_min = %d, axis_max = %d, binding = %s", event->jaxis.axis, axis_min, axis_max, binding);
#endif
CommitBindingElement(binding, false);
}
@@ -1698,7 +1698,7 @@ SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event)
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
SDL_Log("Gamepad %" SDL_PRIu32 " touchpad %" SDL_PRIs32 " finger %" SDL_PRIs32 " %s %.2f, %.2f, %.2f\n",
SDL_Log("Gamepad %" SDL_PRIu32 " touchpad %" SDL_PRIs32 " finger %" SDL_PRIs32 " %s %.2f, %.2f, %.2f",
event->gtouchpad.which,
event->gtouchpad.touchpad,
event->gtouchpad.finger,
@@ -1711,7 +1711,7 @@ SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event)
#ifdef VERBOSE_SENSORS
case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
SDL_Log("Gamepad %" SDL_PRIu32 " sensor %s: %.2f, %.2f, %.2f (%" SDL_PRIu64 ")\n",
SDL_Log("Gamepad %" SDL_PRIu32 " sensor %s: %.2f, %.2f, %.2f (%" SDL_PRIu64 ")",
event->gsensor.which,
GetSensorName((SDL_SensorType) event->gsensor.sensor),
event->gsensor.data[0],
@@ -1728,7 +1728,7 @@ SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event)
SetController(event->gaxis.which);
}
}
SDL_Log("Gamepad %" SDL_PRIu32 " axis %s changed to %d\n",
SDL_Log("Gamepad %" SDL_PRIu32 " axis %s changed to %d",
event->gaxis.which,
SDL_GetGamepadStringForAxis((SDL_GamepadAxis) event->gaxis.axis),
event->gaxis.value);
@@ -1743,7 +1743,7 @@ SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event)
}
}
#ifdef VERBOSE_BUTTONS
SDL_Log("Gamepad %" SDL_PRIu32 " button %s %s\n",
SDL_Log("Gamepad %" SDL_PRIu32 " button %s %s",
event->gbutton.which,
SDL_GetGamepadStringForButton((SDL_GamepadButton) event->gbutton.button),
event->gbutton.state ? "pressed" : "released");
@@ -1784,8 +1784,8 @@ SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event)
} else if (display_mode == CONTROLLER_MODE_BINDING) {
if (GamepadButtonContains(done_mapping_button, event->button.x, event->button.y)) {
if (controller->mapping) {
SDL_Log("Mapping complete:\n");
SDL_Log("%s\n", controller->mapping);
SDL_Log("Mapping complete:");
SDL_Log("%s", controller->mapping);
}
SetDisplayMode(CONTROLLER_MODE_TESTING);
} else if (GamepadButtonContains(cancel_button, event->button.x, event->button.y)) {
@@ -2047,7 +2047,7 @@ SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[])
/* Initialize SDL (Note: video is required to start event loop) */
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
@@ -2057,11 +2057,11 @@ SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[])
int count = 0;
char **mappings = SDL_GetGamepadMappings(&count);
int map_i;
SDL_Log("Supported mappings:\n");
SDL_Log("Supported mappings:");
for (map_i = 0; map_i < count; ++map_i) {
SDL_Log("\t%s\n", mappings[map_i]);
SDL_Log("\t%s", mappings[map_i]);
}
SDL_Log("\n");
SDL_Log("%s", "");
SDL_free(mappings);
}
@@ -2074,13 +2074,13 @@ SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[])
screen_height = (int)SDL_ceilf(SCREEN_HEIGHT * content_scale);
window = SDL_CreateWindow("SDL Controller Test", screen_width, screen_height, 0);
if (!window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
screen = SDL_CreateRenderer(window, NULL);
if (!screen) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s", SDL_GetError());
SDL_DestroyWindow(window);
return SDL_APP_FAILURE;
}