added debug check to help minibjorn find the cause of his issues with gamepad

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3332 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria
2009-03-31 20:42:32 +00:00
parent 43ed6ea083
commit 721348c2ce

View File

@@ -267,6 +267,7 @@ void GamePadDevice::resetAxisDirection(const int axis, Input::AxisDirection dire
// -----------------------------------------------------------------------------
bool GamePadDevice::hasBinding(Input::InputType type, const int id, const int value, const int player, PlayerAction* action /* out */)
{
printf("Something's triggered in gamepad\n");
if(type == Input::IT_STICKMOTION)
{
// going to negative from positive
@@ -332,6 +333,7 @@ bool GamePadDevice::hasBinding(Input::InputType type, const int id, const int va
}
else if(type == Input::IT_STICKBUTTON)
{
printf(" It's a button press, #%i\n", id);
// find corresponding action and return it
for(int n=0; n<PA_COUNT; n++)
{