yuzu-fork/src/yuzu/configuration/configure_input.h

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