refactor(log): migra core/input i core/audio a Log::
- gamepad_manager.cpp (12 logs): connect/disconnect com a info, errors d'open/init com a error, warning per BD no carregada. - key_config.cpp (5 logs): error per arxius malformats, info per al recompte de bindings carregats. - gamepad_bindings.cpp (4 logs): error/info anàleg. - audio_effects.cpp (2 errors de format). - sound_effects_config.cpp (3 logs): warn quan no hi ha presets, error de parse. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -1,13 +1,13 @@
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#include "core/input/gamepad_manager.hpp"
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#include <algorithm>
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#include <iostream>
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#include <iterator>
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#include <string>
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#include <utility>
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#include "core/locale/locale.hpp"
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#include "core/rendering/notification_presets.hpp"
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#include "utils/log.hpp"
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namespace {
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@@ -94,8 +94,7 @@ void GamepadManager::addGamepad(SDL_JoystickID jid, bool notify) {
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if (!SDL_IsGamepad(jid)) { return; }
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SDL_Gamepad* pad = SDL_OpenGamepad(jid);
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if (pad == nullptr) {
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std::cout << "GamepadManager: SDL_OpenGamepad(" << jid
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<< ") ha fallat: " << SDL_GetError() << '\n';
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Log::error("GamepadManager", "SDL_OpenGamepad({}) ha fallat: {}", jid, SDL_GetError());
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return;
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}
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std::string name = uniqueName(prettyName(SDL_GetGamepadName(pad)));
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@@ -104,8 +103,7 @@ void GamepadManager::addGamepad(SDL_JoystickID jid, bool notify) {
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// reconnexió es resoldrà per nom.
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const char* raw_path = SDL_GetGamepadPath(pad);
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std::string path = (raw_path != nullptr) ? raw_path : "";
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std::cout << "GamepadManager: connectat " << name
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<< (path.empty() ? "" : " [" + path + "]") << '\n';
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Log::info("GamepadManager", "connectat {}{}", name, path.empty() ? std::string{} : " [" + path + "]");
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entries_.push_back(Entry{.pad = pad, .instance_id = jid, .pretty_name = name, .path = path});
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// Hot-plug: si alguna assignació pendent encaixa amb aquest mando,
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@@ -129,7 +127,7 @@ void GamepadManager::removeGamepad(SDL_JoystickID jid) {
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std::string name = std::move(it->pretty_name);
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SDL_Gamepad* pad = it->pad;
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if (pad != nullptr) { SDL_CloseGamepad(pad); }
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std::cout << "GamepadManager: desconnectat " << name << '\n';
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Log::info("GamepadManager", "desconnectat {}", name);
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entries_.erase(it);
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// Qualsevol assignació que apuntava a aquest mando queda amb `pad`
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@@ -145,8 +143,7 @@ void GamepadManager::removeGamepad(SDL_JoystickID jid) {
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void GamepadManager::init() {
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if (initialized_) { return; }
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if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
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std::cout << "GamepadManager: SDL_INIT_GAMEPAD ha fallat: "
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<< SDL_GetError() << '\n';
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Log::error("GamepadManager", "SDL_INIT_GAMEPAD ha fallat: {}", SDL_GetError());
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return;
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}
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// `gamecontrollerdb.txt` és opcional. Viu a l'arrel del projecte
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@@ -161,10 +158,9 @@ void GamepadManager::init() {
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}
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const int ADDED = SDL_AddGamepadMappingsFromFile(db_path.c_str());
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if (ADDED < 0) {
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std::cout << "GamepadManager: no s'ha pogut carregar " << db_path
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<< ": " << SDL_GetError() << '\n';
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Log::warn("GamepadManager", "no s'ha pogut carregar {}: {}", db_path, SDL_GetError());
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} else {
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std::cout << "GamepadManager: " << ADDED << " mappings carregats de " << db_path << '\n';
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Log::info("GamepadManager", "{} mappings carregats de {}", ADDED, db_path);
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}
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int count = 0;
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@@ -175,7 +171,7 @@ void GamepadManager::init() {
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}
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SDL_free(ids);
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}
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std::cout << "GamepadManager: " << entries_.size() << " mando(s) detectat(s) a l'inici\n";
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Log::info("GamepadManager", "{} mando(s) detectat(s) a l'inici", entries_.size());
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initialized_ = true;
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}
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@@ -268,8 +264,7 @@ void GamepadManager::assignToPlayer(int player_id, const std::string& name, cons
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if (a.pad != nullptr) {
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for (auto& other : assignments_) {
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if (&other != &a && other.pad == a.pad) {
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std::cout << "GamepadManager: mando " << a.name
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<< " reassignat (last-wins)\n";
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Log::info("GamepadManager", "mando {} reassignat (last-wins)", a.name);
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other.pad = nullptr;
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}
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}
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@@ -277,11 +272,9 @@ void GamepadManager::assignToPlayer(int player_id, const std::string& name, cons
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// Traç de l'assignació persistida (vinculada o pendent) perquè quede
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// visible a la consola igual que les autoassignacions.
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if (a.pad != nullptr) {
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std::cout << "GamepadManager: assignat " << a.name
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<< " → P" << (player_id + 1) << '\n';
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Log::info("GamepadManager", "assignat {} → P{}", a.name, player_id + 1);
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} else {
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std::cout << "GamepadManager: P" << (player_id + 1) << " pendent ("
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<< (a.name.empty() ? a.path : a.name) << " no connectat)\n";
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Log::info("GamepadManager", "P{} pendent ({} no connectat)", player_id + 1, a.name.empty() ? a.path : a.name);
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}
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}
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@@ -307,8 +300,7 @@ auto GamepadManager::autoAssignFreeSlots() -> std::vector<AutoAssigned> {
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slot.name = e.pretty_name;
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slot.path = e.path;
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assigned.push_back(AutoAssigned{.player_id = pid, .name = e.pretty_name, .path = e.path});
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std::cout << "GamepadManager: auto-assigned " << e.pretty_name
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<< " → P" << (pid + 1) << '\n';
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Log::info("GamepadManager", "auto-assigned {} → P{}", e.pretty_name, pid + 1);
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break;
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}
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}
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