refactor: remove verbose gamepad logs

This commit is contained in:
edde746
2025-12-07 19:34:32 +01:00
parent 12969eeff9
commit c9003e0a03
+1 -15
View File
@@ -115,26 +115,20 @@ class GamepadService {
if (isPressed && !wasPressed) {
_pressedButtons.add(key);
appLogger.d('GamepadService: Button pressed: "$key"');
if (_isButtonA(key)) {
appLogger.d('GamepadService: A button pressed');
// Use enter instead of gameButtonA so it works with Flutter's built-in
// widgets (buttons, list tiles, etc.) which listen for enter
_simulateKeyPress(LogicalKeyboardKey.enter);
} else if (_isButtonB(key)) {
appLogger.d('GamepadService: B button pressed');
// Use escape instead of gameButtonB so it works with Flutter's built-in
// widgets (bottom sheets, dialogs, menus) which only listen for escape
_simulateKeyPress(LogicalKeyboardKey.escape);
} else if (_isButtonX(key)) {
appLogger.d('GamepadService: X button pressed');
_simulateKeyPress(LogicalKeyboardKey.gameButtonX);
} else if (_isL1(key)) {
appLogger.d('GamepadService: L1 pressed');
onL1Pressed?.call();
} else if (_isR1(key)) {
appLogger.d('GamepadService: R1 pressed');
onR1Pressed?.call();
}
} else if (!isPressed && wasPressed) {
@@ -153,8 +147,6 @@ class GamepadService {
}
void _moveFocus(TraversalDirection direction) {
appLogger.d('GamepadService: Moving focus $direction');
// Convert direction to arrow key and simulate a key press
// This allows widgets like HubSection that intercept key events to handle navigation
final logicalKey = _directionToKey(direction);
@@ -178,10 +170,7 @@ class GamepadService {
// Schedule on next frame to ensure we're on the main thread
SchedulerBinding.instance.addPostFrameCallback((_) {
final focusNode = FocusManager.instance.primaryFocus;
if (focusNode == null) {
appLogger.d('GamepadService: No focused node to send key to');
return;
}
if (focusNode == null) return;
// Create a synthetic key down event
final keyDownEvent = KeyDownEvent(
@@ -199,13 +188,10 @@ class GamepadService {
// The Focus widget stores its handler in onKeyEvent
if (node.onKeyEvent != null) {
result = node.onKeyEvent!(node, keyDownEvent);
appLogger.d('GamepadService: Node ${node.debugLabel} returned $result');
}
node = node.parent;
}
appLogger.d('GamepadService: Final key event result: $result');
// Send key up event
final keyUpEvent = KeyUpEvent(
physicalKey: _getPhysicalKey(logicalKey),