suyu/src/yuzu/configuration/configure_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

67 lines
1.8 KiB
C++

// SPDX-FileCopyrightText: 2017 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <QWidget>
namespace Common {
class ParamPackage;
}
namespace Core::HID {
class HIDCore;
class EmulatedController;
enum class NpadButton : u64;
} // namespace Core::HID
namespace Ui {
class ConfigureHotkeys;
}
class HotkeyRegistry;
class QStandardItemModel;
class ConfigureHotkeys : public QWidget {
Q_OBJECT
public:
explicit ConfigureHotkeys(Core::HID::HIDCore& hid_core_, QWidget* parent = nullptr);
~ConfigureHotkeys() override;
void ApplyConfiguration(HotkeyRegistry& registry);
/**
* Populates the hotkey list widget using data from the provided registry.
* Called everytime the Configure dialog is opened.
* @param registry The HotkeyRegistry whose data is used to populate the list.
*/
void Populate(const HotkeyRegistry& registry);
private:
void changeEvent(QEvent* event) override;
void RetranslateUI();
void Configure(QModelIndex index);
void ConfigureController(QModelIndex index);
std::pair<bool, QString> IsUsedKey(QKeySequence key_sequence) const;
std::pair<bool, QString> IsUsedControllerKey(const QString& key_sequence) const;
void RestoreDefaults();
void ClearAll();
void PopupContextMenu(const QPoint& menu_location);
void RestoreControllerHotkey(QModelIndex index);
void RestoreHotkey(QModelIndex index);
std::unique_ptr<Ui::ConfigureHotkeys> ui;
QStandardItemModel* model;
void SetPollingResult(Core::HID::NpadButton button, bool cancel);
QString GetButtonName(Core::HID::NpadButton button) const;
Core::HID::EmulatedController* controller;
std::unique_ptr<QTimer> timeout_timer;
std::unique_ptr<QTimer> poll_timer;
std::optional<std::function<void(Core::HID::NpadButton, bool)>> input_setter;
};