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>
This commit is contained in:
JailDesignerandClaude Opus 4.7 committed 2026-05-08 09:17:12 +02:00
1 parent 6e99fd0a8b
commit 0b708f1515
5 files changed
+30 -41

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+12 -20
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@@ -1,13 +1,13 @@
#include "core/input/gamepad_manager.hpp"
#include <algorithm>
#include <iostream>
#include <iterator>
#include <string>
#include <utility>
#include "core/locale/locale.hpp"
#include "core/rendering/notification_presets.hpp"
#include "utils/log.hpp"
namespace {
@@ -94,8 +94,7 @@ void GamepadManager::addGamepad(SDL_JoystickID jid, bool notify) {
if (!SDL_IsGamepad(jid)) { return; }
SDL_Gamepad* pad = SDL_OpenGamepad(jid);
if (pad == nullptr) {
std::cout << "GamepadManager: SDL_OpenGamepad(" << jid
<< ") ha fallat: " << SDL_GetError() << '\n';
Log::error("GamepadManager", "SDL_OpenGamepad({}) ha fallat: {}", jid, SDL_GetError());
return;
}
std::string name = uniqueName(prettyName(SDL_GetGamepadName(pad)));
@@ -104,8 +103,7 @@ void GamepadManager::addGamepad(SDL_JoystickID jid, bool notify) {
// reconnexió es resoldrà per nom.
const char* raw_path = SDL_GetGamepadPath(pad);
std::string path = (raw_path != nullptr) ? raw_path : "";
std::cout << "GamepadManager: connectat " << name
<< (path.empty() ? "" : " [" + path + "]") << '\n';
Log::info("GamepadManager", "connectat {}{}", name, path.empty() ? std::string{} : " [" + path + "]");
entries_.push_back(Entry{.pad = pad, .instance_id = jid, .pretty_name = name, .path = path});
// Hot-plug: si alguna assignació pendent encaixa amb aquest mando,
@@ -129,7 +127,7 @@ void GamepadManager::removeGamepad(SDL_JoystickID jid) {
std::string name = std::move(it->pretty_name);
SDL_Gamepad* pad = it->pad;
if (pad != nullptr) { SDL_CloseGamepad(pad); }
std::cout << "GamepadManager: desconnectat " << name << '\n';
Log::info("GamepadManager", "desconnectat {}", name);
entries_.erase(it);
// Qualsevol assignació que apuntava a aquest mando queda amb `pad`
@@ -145,8 +143,7 @@ void GamepadManager::removeGamepad(SDL_JoystickID jid) {
void GamepadManager::init() {
if (initialized_) { return; }
if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
std::cout << "GamepadManager: SDL_INIT_GAMEPAD ha fallat: "
<< SDL_GetError() << '\n';
Log::error("GamepadManager", "SDL_INIT_GAMEPAD ha fallat: {}", SDL_GetError());
return;
}
// `gamecontrollerdb.txt` és opcional. Viu a l'arrel del projecte
@@ -161,10 +158,9 @@ void GamepadManager::init() {
}
const int ADDED = SDL_AddGamepadMappingsFromFile(db_path.c_str());
if (ADDED < 0) {
std::cout << "GamepadManager: no s'ha pogut carregar " << db_path
<< ": " << SDL_GetError() << '\n';
Log::warn("GamepadManager", "no s'ha pogut carregar {}: {}", db_path, SDL_GetError());
} else {
std::cout << "GamepadManager: " << ADDED << " mappings carregats de " << db_path << '\n';
Log::info("GamepadManager", "{} mappings carregats de {}", ADDED, db_path);
}
int count = 0;
@@ -175,7 +171,7 @@ void GamepadManager::init() {
}
SDL_free(ids);
}
std::cout << "GamepadManager: " << entries_.size() << " mando(s) detectat(s) a l'inici\n";
Log::info("GamepadManager", "{} mando(s) detectat(s) a l'inici", entries_.size());
initialized_ = true;
}
@@ -268,8 +264,7 @@ void GamepadManager::assignToPlayer(int player_id, const std::string& name, cons
if (a.pad != nullptr) {
for (auto& other : assignments_) {
if (&other != &a && other.pad == a.pad) {
std::cout << "GamepadManager: mando " << a.name
<< " reassignat (last-wins)\n";
Log::info("GamepadManager", "mando {} reassignat (last-wins)", a.name);
other.pad = nullptr;
}
}
@@ -277,11 +272,9 @@ void GamepadManager::assignToPlayer(int player_id, const std::string& name, cons
// Traç de l'assignació persistida (vinculada o pendent) perquè quede
// visible a la consola igual que les autoassignacions.
if (a.pad != nullptr) {
std::cout << "GamepadManager: assignat " << a.name
<< " → P" << (player_id + 1) << '\n';
Log::info("GamepadManager", "assignat {} → P{}", a.name, player_id + 1);
} else {
std::cout << "GamepadManager: P" << (player_id + 1) << " pendent ("
<< (a.name.empty() ? a.path : a.name) << " no connectat)\n";
Log::info("GamepadManager", "P{} pendent ({} no connectat)", player_id + 1, a.name.empty() ? a.path : a.name);
}
}
@@ -307,8 +300,7 @@ auto GamepadManager::autoAssignFreeSlots() -> std::vector<AutoAssigned> {
slot.name = e.pretty_name;
slot.path = e.path;
assigned.push_back(AutoAssigned{.player_id = pid, .name = e.pretty_name, .path = e.path});
std::cout << "GamepadManager: auto-assigned " << e.pretty_name
<< " → P" << (pid + 1) << '\n';
Log::info("GamepadManager", "auto-assigned {} → P{}", e.pretty_name, pid + 1);
break;
}
}