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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
86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
// SPDX-FileCopyrightText: 2020 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 <functional>
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#include <memory>
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#include <optional>
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#include <vector>
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#include <QDialog>
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class QItemSelection;
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class QModelIndex;
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class QStandardItemModel;
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class QStandardItem;
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class QTimer;
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namespace Common {
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class ParamPackage;
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}
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namespace InputCommon {
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class InputSubsystem;
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}
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namespace Settings {
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struct TouchFromButtonMap;
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}
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namespace Ui {
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class ConfigureTouchFromButton;
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}
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class ConfigureTouchFromButton : public QDialog {
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Q_OBJECT
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public:
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explicit ConfigureTouchFromButton(QWidget* parent,
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const std::vector<Settings::TouchFromButtonMap>& touch_maps_,
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InputCommon::InputSubsystem* input_subsystem_,
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int default_index = 0);
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~ConfigureTouchFromButton() override;
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int GetSelectedIndex() const;
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std::vector<Settings::TouchFromButtonMap> GetMaps() const;
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public slots:
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void ApplyConfiguration();
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void NewBinding(const QPoint& pos);
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void SetActiveBinding(int dot_id);
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void SetCoordinates(int dot_id, const QPoint& pos);
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protected:
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void showEvent(QShowEvent* ev) override;
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void keyPressEvent(QKeyEvent* event) override;
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private slots:
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void NewMapping();
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void DeleteMapping();
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void RenameMapping();
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void EditBinding(const QModelIndex& qi);
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void DeleteBinding();
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void OnBindingSelection(const QItemSelection& selected, const QItemSelection& deselected);
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void OnBindingChanged(QStandardItem* item);
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void OnBindingDeleted(const QModelIndex& parent, int first, int last);
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private:
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void SetConfiguration();
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void UpdateUiDisplay();
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void ConnectEvents();
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void GetButtonInput(int row_index, bool is_new);
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void SetPollingResult(const Common::ParamPackage& params, bool cancel);
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void SaveCurrentMapping();
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std::unique_ptr<Ui::ConfigureTouchFromButton> ui;
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std::vector<Settings::TouchFromButtonMap> touch_maps;
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QStandardItemModel* binding_list_model;
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InputCommon::InputSubsystem* input_subsystem;
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int selected_index;
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std::unique_ptr<QTimer> timeout_timer;
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std::unique_ptr<QTimer> poll_timer;
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std::optional<std::function<void(const Common::ParamPackage&, bool)>> input_setter;
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static constexpr int DataRoleDot = Qt::ItemDataRole::UserRole + 2;
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};
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