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