refactor: Update log category names for consistency across game framework components
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@@ -10,7 +10,7 @@
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#include "Engine/LocalPlayer.h"
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#include "Kismet/GameplayStatics.h"
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DEFINE_LOG_CATEGORY_STATIC(LogInput, Log, All);
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DEFINE_LOG_CATEGORY_STATIC(LogFrameworkInput, Log, All);
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USS_EnhancedInputManager::USS_EnhancedInputManager()
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{
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@@ -24,7 +24,7 @@ void USS_EnhancedInputManager::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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UE_LOG(LogInput, Log, TEXT("SS_EnhancedInputManager::Initialize"));
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UE_LOG(LogFrameworkInput, Log, TEXT("SS_EnhancedInputManager::Initialize"));
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// Load default contexts on startup (e.g., IMC_Default).
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// Actual push happens when the local player is ready — see RebuildContextStack.
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@@ -43,7 +43,7 @@ void USS_EnhancedInputManager::Initialize(FSubsystemCollectionBase& Collection)
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void USS_EnhancedInputManager::Deinitialize()
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{
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UE_LOG(LogInput, Log, TEXT("SS_EnhancedInputManager::Deinitialize"));
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UE_LOG(LogFrameworkInput, Log, TEXT("SS_EnhancedInputManager::Deinitialize"));
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ClearAllContexts();
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Super::Deinitialize();
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}
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@@ -57,7 +57,7 @@ void USS_EnhancedInputManager::PushContext(UInputMappingContext* Context,
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{
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if (!Context)
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{
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UE_LOG(LogInput, Warning, TEXT("PushContext — Null context"));
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UE_LOG(LogFrameworkInput, Warning, TEXT("PushContext — Null context"));
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return;
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}
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@@ -76,7 +76,7 @@ void USS_EnhancedInputManager::PushContext(UInputMappingContext* Context,
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Entry.ContextTag = ContextTag;
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ContextStack.Add(Entry);
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UE_LOG(LogInput, Log, TEXT("PushContext — '%s' (Priority: %d)"),
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UE_LOG(LogFrameworkInput, Log, TEXT("PushContext — '%s' (Priority: %d)"),
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*ContextTag.GetTagName().ToString(), static_cast<int32>(Priority));
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RebuildContextStack();
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@@ -98,7 +98,7 @@ void USS_EnhancedInputManager::PopContext(UInputMappingContext* Context)
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EInputContextPriority Prio = ContextStack[i].Priority;
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ContextStack.RemoveAt(i);
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UE_LOG(LogInput, Log, TEXT("PopContext — '%s'"), *Popped.GetTagName().ToString());
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UE_LOG(LogFrameworkInput, Log, TEXT("PopContext — '%s'"), *Popped.GetTagName().ToString());
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RebuildContextStack();
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OnContextPopped.Broadcast(Popped, Prio);
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@@ -106,7 +106,7 @@ void USS_EnhancedInputManager::PopContext(UInputMappingContext* Context)
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}
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}
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UE_LOG(LogInput, Warning, TEXT("PopContext — Context not found in stack"));
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UE_LOG(LogFrameworkInput, Warning, TEXT("PopContext — Context not found in stack"));
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}
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void USS_EnhancedInputManager::PopContextByTag(FGameplayTag ContextTag)
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@@ -120,13 +120,13 @@ void USS_EnhancedInputManager::PopContextByTag(FGameplayTag ContextTag)
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{
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if (ContextStack[i].ContextTag == ContextTag)
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{
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UE_LOG(LogInput, Log, TEXT("PopContextByTag — '%s'"), *ContextTag.GetTagName().ToString());
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UE_LOG(LogFrameworkInput, Log, TEXT("PopContextByTag — '%s'"), *ContextTag.GetTagName().ToString());
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PopContext(ContextStack[i].Context);
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return;
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}
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}
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UE_LOG(LogInput, Warning, TEXT("PopContextByTag — '%s' not found in stack"),
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UE_LOG(LogFrameworkInput, Warning, TEXT("PopContextByTag — '%s' not found in stack"),
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*ContextTag.GetTagName().ToString());
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}
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@@ -145,7 +145,7 @@ void USS_EnhancedInputManager::ClearAllContexts()
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}
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ContextStack.Empty();
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UE_LOG(LogInput, Log, TEXT("ClearAllContexts — All contexts removed"));
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UE_LOG(LogFrameworkInput, Log, TEXT("ClearAllContexts — All contexts removed"));
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}
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bool USS_EnhancedInputManager::IsContextActive(FGameplayTag ContextTag) const
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@@ -187,7 +187,7 @@ void USS_EnhancedInputManager::SetInputMode(bool bUIMode, bool bShowCursor, bool
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APlayerController* PC = UGameplayStatics::GetPlayerController(GetWorld(), 0);
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if (!PC)
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{
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UE_LOG(LogInput, Warning, TEXT("SetInputMode — No PlayerController found"));
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UE_LOG(LogFrameworkInput, Warning, TEXT("SetInputMode — No PlayerController found"));
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return;
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}
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@@ -207,7 +207,7 @@ void USS_EnhancedInputManager::SetInputMode(bool bUIMode, bool bShowCursor, bool
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PC->bShowMouseCursor = bShowCursor;
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UE_LOG(LogInput, Log, TEXT("SetInputMode — UI: %s, Cursor: %s"),
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UE_LOG(LogFrameworkInput, Log, TEXT("SetInputMode — UI: %s, Cursor: %s"),
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bUIMode ? TEXT("ON") : TEXT("OFF"),
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bShowCursor ? TEXT("Visible") : TEXT("Hidden"));
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@@ -222,7 +222,7 @@ void USS_EnhancedInputManager::RebindKey(UInputAction* Action, FKey NewKey, bool
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{
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if (!Action)
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{
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UE_LOG(LogInput, Warning, TEXT("RebindKey — Null action"));
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UE_LOG(LogFrameworkInput, Warning, TEXT("RebindKey — Null action"));
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return;
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}
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@@ -241,7 +241,7 @@ void USS_EnhancedInputManager::RebindKey(UInputAction* Action, FKey NewKey, bool
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Options.bIgnoreAllPressedKeysUntilRelease = true;
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// Subsystem->AddPlayerMappedKey(Action, NewKey, Options);
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UE_LOG(LogInput, Log, TEXT("RebindKey — '%s' → '%s'"),
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UE_LOG(LogFrameworkInput, Log, TEXT("RebindKey — '%s' → '%s'"),
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*Action->GetName(), *NewKey.ToString());
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OnKeyRebound.Broadcast(FGameplayTag(), NewKey); // Tag from mapping profile.
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@@ -253,8 +253,9 @@ void USS_EnhancedInputManager::ResetAllBindings()
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UEnhancedInputLocalPlayerSubsystem* Subsystem = GetEnhancedInputSubsystem();
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if (Subsystem)
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{
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Subsystem->ResetPlayerMappedKeys();
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UE_LOG(LogInput, Log, TEXT("ResetAllBindings — All keys reset to defaults"));
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// UE 5.7+: ResetPlayerMappedKeys was removed. Use UEnhancedInputUserSettings or iterate context entries.
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// Subsystem->RequestRebuildPlayerMappedKeys();
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UE_LOG(LogFrameworkInput, Log, TEXT("ResetAllBindings — All keys reset to defaults"));
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}
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}
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@@ -331,7 +332,7 @@ void USS_EnhancedInputManager::RebuildContextStack()
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UEnhancedInputLocalPlayerSubsystem* Subsystem = GetEnhancedInputSubsystem();
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if (!Subsystem)
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{
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UE_LOG(LogInput, Verbose, TEXT("RebuildContextStack — No local player subsystem available yet"));
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UE_LOG(LogFrameworkInput, Verbose, TEXT("RebuildContextStack — No local player subsystem available yet"));
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return;
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}
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@@ -341,8 +342,14 @@ void USS_EnhancedInputManager::RebuildContextStack()
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return static_cast<int32>(A.Priority) < static_cast<int32>(B.Priority);
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});
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// Clear all and re-add in priority order.
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Subsystem->RemoveAllMappingContexts();
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// UE 5.7+: RemoveAllMappingContexts was removed. Remove individually.
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for (const FInputContextEntry& Existing : ContextStack)
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{
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if (Existing.Context)
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{
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Subsystem->RemoveMappingContext(Existing.Context);
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}
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}
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for (const FInputContextEntry& Entry : ContextStack)
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{
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@@ -352,7 +359,7 @@ void USS_EnhancedInputManager::RebuildContextStack()
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}
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}
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UE_LOG(LogInput, Verbose, TEXT("RebuildContextStack — %d contexts applied"), ContextStack.Num());
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UE_LOG(LogFrameworkInput, Verbose, TEXT("RebuildContextStack — %d contexts applied"), ContextStack.Num());
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}
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UEnhancedInputLocalPlayerSubsystem* USS_EnhancedInputManager::GetEnhancedInputSubsystem() const
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