suyu/src/yuzu/configuration/configure_touch_from_button.h

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chore: make yuzu REUSE compliant [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
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// SPDX-FileCopyrightText: 2020 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <functional>
#include <memory>
#include <optional>
#include <vector>
#include <QDialog>
class QItemSelection;
class QModelIndex;
class QStandardItemModel;
class QStandardItem;
class QTimer;
namespace Common {
class ParamPackage;
}
namespace InputCommon {
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class InputSubsystem;
}
namespace Settings {
struct TouchFromButtonMap;
}
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namespace Ui {
class ConfigureTouchFromButton;
}
class ConfigureTouchFromButton : public QDialog {
Q_OBJECT
public:
explicit ConfigureTouchFromButton(QWidget* parent,
const std::vector<Settings::TouchFromButtonMap>& touch_maps_,
InputCommon::InputSubsystem* input_subsystem_,
int default_index = 0);
~ConfigureTouchFromButton() override;
int GetSelectedIndex() const;
std::vector<Settings::TouchFromButtonMap> GetMaps() const;
public slots:
void ApplyConfiguration();
void NewBinding(const QPoint& pos);
void SetActiveBinding(int dot_id);
void SetCoordinates(int dot_id, const QPoint& pos);
protected:
void showEvent(QShowEvent* ev) override;
void keyPressEvent(QKeyEvent* event) override;
private slots:
void NewMapping();
void DeleteMapping();
void RenameMapping();
void EditBinding(const QModelIndex& qi);
void DeleteBinding();
void OnBindingSelection(const QItemSelection& selected, const QItemSelection& deselected);
void OnBindingChanged(QStandardItem* item);
void OnBindingDeleted(const QModelIndex& parent, int first, int last);
private:
void SetConfiguration();
void UpdateUiDisplay();
void ConnectEvents();
void GetButtonInput(int row_index, bool is_new);
void SetPollingResult(const Common::ParamPackage& params, bool cancel);
void SaveCurrentMapping();
std::unique_ptr<Ui::ConfigureTouchFromButton> ui;
std::vector<Settings::TouchFromButtonMap> touch_maps;
QStandardItemModel* binding_list_model;
InputCommon::InputSubsystem* input_subsystem;
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int selected_index;
std::unique_ptr<QTimer> timeout_timer;
std::unique_ptr<QTimer> poll_timer;
std::optional<std::function<void(const Common::ParamPackage&, bool)>> input_setter;
static constexpr int DataRoleDot = Qt::ItemDataRole::UserRole + 2;
};