forked from suyu/suyu
cdb240f3d4
[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
77 lines
1.7 KiB
C++
77 lines
1.7 KiB
C++
// SPDX-FileCopyrightText: 2016 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <memory>
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#include <QKeyEvent>
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#include <QList>
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#include <QWidget>
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namespace Core {
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class System;
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}
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class QCheckBox;
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class QString;
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class QTimer;
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class ConfigureInputAdvanced;
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class ConfigureInputPlayer;
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class InputProfiles;
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namespace InputCommon {
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class InputSubsystem;
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}
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namespace Ui {
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class ConfigureInput;
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}
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void OnDockedModeChanged(bool last_state, bool new_state, Core::System& system);
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class ConfigureInput : public QWidget {
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Q_OBJECT
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public:
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explicit ConfigureInput(Core::System& system_, QWidget* parent = nullptr);
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~ConfigureInput() override;
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/// Initializes the input dialog with the given input subsystem.
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void Initialize(InputCommon::InputSubsystem* input_subsystem_, std::size_t max_players = 8);
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/// Save all button configurations to settings file.
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void ApplyConfiguration();
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QList<QWidget*> GetSubTabs() const;
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private:
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void changeEvent(QEvent* event) override;
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void RetranslateUI();
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void ClearAll();
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void UpdateDockedState(bool is_handheld);
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void UpdateAllInputDevices();
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void UpdateAllInputProfiles(std::size_t player_index);
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/// Load configuration settings.
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void LoadConfiguration();
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void LoadPlayerControllerIndices();
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/// Restore all buttons to their default values.
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void RestoreDefaults();
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std::unique_ptr<Ui::ConfigureInput> ui;
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std::unique_ptr<InputProfiles> profiles;
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std::array<ConfigureInputPlayer*, 8> player_controllers;
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std::array<QWidget*, 8> player_tabs;
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std::array<QCheckBox*, 8> player_connected;
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ConfigureInputAdvanced* advanced;
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Core::System& system;
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};
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