yuzu-android/src/yuzu/debugger/controller.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

57 lines
1.4 KiB
C++

// SPDX-FileCopyrightText: 2015 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <QWidget>
class QAction;
class QHideEvent;
class QShowEvent;
class PlayerControlPreview;
namespace InputCommon {
class InputSubsystem;
}
namespace Core::HID {
class HIDCore;
class EmulatedController;
enum class ControllerTriggerType;
} // namespace Core::HID
class ControllerDialog : public QWidget {
Q_OBJECT
public:
explicit ControllerDialog(Core::HID::HIDCore& hid_core_,
std::shared_ptr<InputCommon::InputSubsystem> input_subsystem_,
QWidget* parent = nullptr);
/// Returns a QAction that can be used to toggle visibility of this dialog.
QAction* toggleViewAction();
/// Reloads the widget to apply any changes in the configuration
void refreshConfiguration();
/// Disables events from the emulated controller
void UnloadController();
protected:
void showEvent(QShowEvent* ev) override;
void hideEvent(QHideEvent* ev) override;
private:
/// Redirects input from the widget to the TAS driver
void ControllerUpdate(Core::HID::ControllerTriggerType type);
int callback_key;
bool is_controller_set{};
Core::HID::EmulatedController* controller;
QAction* toggle_view_action = nullptr;
PlayerControlPreview* widget;
Core::HID::HIDCore& hid_core;
std::shared_ptr<InputCommon::InputSubsystem> input_subsystem;
};