suyu/src/yuzu/configuration/configure_ui.h
Andrea Pappacoda cdb240f3d4
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 01cf05bc75
2022-07-27 12:53:49 +02:00

50 lines
968 B
C++

// SPDX-FileCopyrightText: 2016 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <QWidget>
namespace Core {
class System;
}
namespace Ui {
class ConfigureUi;
}
class ConfigureUi : public QWidget {
Q_OBJECT
public:
explicit ConfigureUi(Core::System& system_, QWidget* parent = nullptr);
~ConfigureUi() override;
void ApplyConfiguration();
private slots:
void OnLanguageChanged(int index);
signals:
void LanguageChanged(const QString& locale);
private:
void RequestGameListUpdate();
void SetConfiguration();
void changeEvent(QEvent*) override;
void RetranslateUI();
void InitializeLanguageComboBox();
void InitializeIconSizeComboBox();
void InitializeRowComboBoxes();
void UpdateFirstRowComboBox(bool init = false);
void UpdateSecondRowComboBox(bool init = false);
std::unique_ptr<Ui::ConfigureUi> ui;
Core::System& system;
};