+void Gamepad::DumpJoystickStatesToLog(void)
+{
+ bool pressed = false;
+
+ for(int i=0; i<numJoysticks; i++)
+ {
+ for(int j=0; j<numButtons[i]; j++)
+ {
+ if (button[i][j])
+ {
+ pressed = true;
+ break;
+ break;
+ }
+ }
+
+ for(int j=0; j<numHats[i]; j++)
+ {
+ if (hat[i][j])
+ {
+ pressed = true;
+ break;
+ break;
+ }
+ }
+
+ for(int j=0; j<numAxes[i]; j++)
+ {
+ // We encode these as axis # (in bits 1-15), up or down in bit 0.
+ if (axis[i][j] > 32000)
+ {
+ pressed = true;
+ break;
+ break;
+ }
+
+ if (axis[i][j] < -32000)
+ {
+ pressed = true;
+ break;
+ break;
+ }
+ }
+ }
+
+ if (!pressed)
+ return;
+
+ WriteLog("Gamepad: CheckButtonPressed...\n");
+
+ for(int i=0; i<numJoysticks; i++)
+ {
+ for(int j=0; j<numButtons[i]; j++)
+ {
+ if (button[i][j])
+ WriteLog("Gamepad: Pad #%i, button %i down...\n", i, j);
+ }
+
+ for(int j=0; j<numHats[i]; j++)
+ {
+ if (hat[i][j])
+ WriteLog("Gamepad: Pad #%i, hat %i pushed...\n", i, j);
+ }
+
+ for(int j=0; j<numAxes[i]; j++)
+ {
+ // We encode these as axis # (in bits 1-15), up or down in bit 0.
+ if (axis[i][j] > 32000)
+ WriteLog("Gamepad: Pad #%i, axis %i pushed down...\n", i, j);
+
+ if (axis[i][j] < -32000)
+ WriteLog("Gamepad: Pad #%i, axis %i pushed up...\n", i, j);
+ }
+ }
+}
+
+