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suyu/src/yuzu/hotkeys.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

124 lines
3.8 KiB
C++

// SPDX-FileCopyrightText: 2014 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <map>
#include "core/hid/hid_types.h"
class QDialog;
class QKeySequence;
class QSettings;
class QShortcut;
class ControllerShortcut;
namespace Core::HID {
enum class ControllerTriggerType;
class EmulatedController;
} // namespace Core::HID
struct ControllerButtonSequence {
Core::HID::CaptureButtonState capture{};
Core::HID::HomeButtonState home{};
Core::HID::NpadButtonState npad{};
};
class ControllerShortcut : public QObject {
Q_OBJECT
public:
explicit ControllerShortcut(Core::HID::EmulatedController* controller);
~ControllerShortcut();
void SetKey(const ControllerButtonSequence& buttons);
void SetKey(const QString& buttons_shortcut);
ControllerButtonSequence ButtonSequence() const;
void SetEnabled(bool enable);
bool IsEnabled() const;
Q_SIGNALS:
void Activated();
private:
void ControllerUpdateEvent(Core::HID::ControllerTriggerType type);
bool is_enabled{};
bool active{};
int callback_key{};
ControllerButtonSequence button_sequence{};
std::string name{};
Core::HID::EmulatedController* emulated_controller = nullptr;
};
class HotkeyRegistry final {
public:
friend class ConfigureHotkeys;
explicit HotkeyRegistry();
~HotkeyRegistry();
/**
* Loads hotkeys from the settings file.
*
* @note Yet unregistered hotkeys which are present in the settings will automatically be
* registered.
*/
void LoadHotkeys();
/**
* Saves all registered hotkeys to the settings file.
*
* @note Each hotkey group will be stored a settings group; For each hotkey inside that group, a
* settings group will be created to store the key sequence and the hotkey context.
*/
void SaveHotkeys();
/**
* Returns a QShortcut object whose activated() signal can be connected to other QObjects'
* slots.
*
* @param group General group this hotkey belongs to (e.g. "Main Window", "Debugger").
* @param action Name of the action (e.g. "Start Emulation", "Load Image").
* @param widget Parent widget of the returned QShortcut.
* @warning If multiple QWidgets' call this function for the same action, the returned QShortcut
* will be the same. Thus, you shouldn't rely on the caller really being the
* QShortcut's parent.
*/
QShortcut* GetHotkey(const QString& group, const QString& action, QWidget* widget);
ControllerShortcut* GetControllerHotkey(const QString& group, const QString& action,
Core::HID::EmulatedController* controller);
/**
* Returns a QKeySequence object whose signal can be connected to QAction::setShortcut.
*
* @param group General group this hotkey belongs to (e.g. "Main Window", "Debugger").
* @param action Name of the action (e.g. "Start Emulation", "Load Image").
*/
QKeySequence GetKeySequence(const QString& group, const QString& action);
/**
* Returns a Qt::ShortcutContext object who can be connected to other
* QAction::setShortcutContext.
*
* @param group General group this shortcut context belongs to (e.g. "Main Window",
* "Debugger").
* @param action Name of the action (e.g. "Start Emulation", "Load Image").
*/
Qt::ShortcutContext GetShortcutContext(const QString& group, const QString& action);
private:
struct Hotkey {
QKeySequence keyseq;
QString controller_keyseq;
QShortcut* shortcut = nullptr;
ControllerShortcut* controller_shortcut = nullptr;
Qt::ShortcutContext context = Qt::WindowShortcut;
};
using HotkeyMap = std::map<QString, Hotkey>;
using HotkeyGroupMap = std::map<QString, HotkeyMap>;
HotkeyGroupMap hotkey_groups;
};