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 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-05-15 01:06:02 +01:00
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// SPDX-FileCopyrightText: 2020 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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2021-09-20 22:57:55 +01:00
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#include <algorithm>
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#include "common/settings.h"
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#include "input_common/helpers/touch_from_buttons.h"
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namespace InputCommon {
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class TouchFromButtonDevice final : public Common::Input::InputDevice {
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public:
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using Button = std::unique_ptr<Common::Input::InputDevice>;
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TouchFromButtonDevice(Button button_, int touch_id_, float x_, float y_)
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: button(std::move(button_)), touch_id(touch_id_), x(x_), y(y_) {
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last_button_value = false;
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button->SetCallback({
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.on_change =
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[this](const Common::Input::CallbackStatus& callback_) {
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UpdateButtonStatus(callback_);
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},
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});
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button->ForceUpdate();
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}
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void ForceUpdate() override {
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button->ForceUpdate();
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}
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Common::Input::TouchStatus GetStatus(bool pressed) const {
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const Common::Input::ButtonStatus button_status{
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.value = pressed,
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};
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Common::Input::TouchStatus status{
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.pressed = button_status,
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.x = {},
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.y = {},
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.id = touch_id,
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};
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status.x.properties = properties;
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status.y.properties = properties;
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if (!pressed) {
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return status;
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}
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status.x.raw_value = x;
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status.y.raw_value = y;
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return status;
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}
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2021-12-14 02:09:28 +00:00
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void UpdateButtonStatus(const Common::Input::CallbackStatus& button_callback) {
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const Common::Input::CallbackStatus status{
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.type = Common::Input::InputType::Touch,
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.touch_status = GetStatus(button_callback.button_status.value),
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};
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if (last_button_value != button_callback.button_status.value) {
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last_button_value = button_callback.button_status.value;
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TriggerOnChange(status);
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}
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}
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private:
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Button button;
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bool last_button_value;
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const int touch_id;
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const float x;
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const float y;
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const Common::Input::AnalogProperties properties{0.0f, 1.0f, 0.5f, 0.0f, false};
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};
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std::unique_ptr<Common::Input::InputDevice> TouchFromButton::Create(
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const Common::ParamPackage& params) {
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const std::string null_engine = Common::ParamPackage{{"engine", "null"}}.Serialize();
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auto button = Common::Input::CreateDeviceFromString<Common::Input::InputDevice>(
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params.Get("button", null_engine));
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const auto touch_id = params.Get("touch_id", 0);
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const float x = params.Get("x", 0.0f) / 1280.0f;
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const float y = params.Get("y", 0.0f) / 720.0f;
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return std::make_unique<TouchFromButtonDevice>(std::move(button), touch_id, x, y);
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}
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} // namespace InputCommon
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