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https://github.com/yuzu-emu/yuzu-android
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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
118 lines
4.2 KiB
C++
118 lines
4.2 KiB
C++
// SPDX-FileCopyrightText: 2015 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <QAction>
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#include <QLayout>
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#include <QString>
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#include "common/settings.h"
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#include "core/hid/emulated_controller.h"
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#include "core/hid/hid_core.h"
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#include "input_common/drivers/tas_input.h"
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#include "input_common/main.h"
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#include "yuzu/configuration/configure_input_player_widget.h"
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#include "yuzu/debugger/controller.h"
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ControllerDialog::ControllerDialog(Core::HID::HIDCore& hid_core_,
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std::shared_ptr<InputCommon::InputSubsystem> input_subsystem_,
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QWidget* parent)
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: QWidget(parent, Qt::Dialog), hid_core{hid_core_}, input_subsystem{input_subsystem_} {
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setObjectName(QStringLiteral("Controller"));
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setWindowTitle(tr("Controller P1"));
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resize(500, 350);
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setMinimumSize(500, 350);
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// Remove the "?" button from the titlebar and enable the maximize button
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setWindowFlags((windowFlags() & ~Qt::WindowContextHelpButtonHint) |
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Qt::WindowMaximizeButtonHint);
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widget = new PlayerControlPreview(this);
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refreshConfiguration();
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QLayout* layout = new QVBoxLayout(this);
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layout->setContentsMargins(0, 0, 0, 0);
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layout->addWidget(widget);
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setLayout(layout);
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// Configure focus so that widget is focusable and the dialog automatically forwards focus to
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// it.
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setFocusProxy(widget);
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widget->setFocusPolicy(Qt::StrongFocus);
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widget->setFocus();
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}
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void ControllerDialog::refreshConfiguration() {
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UnloadController();
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auto* player_1 = hid_core.GetEmulatedController(Core::HID::NpadIdType::Player1);
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auto* handheld = hid_core.GetEmulatedController(Core::HID::NpadIdType::Handheld);
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// Display the correct controller
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controller = handheld->IsConnected() ? handheld : player_1;
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Core::HID::ControllerUpdateCallback engine_callback{
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.on_change = [this](Core::HID::ControllerTriggerType type) { ControllerUpdate(type); },
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.is_npad_service = true,
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};
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callback_key = controller->SetCallback(engine_callback);
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widget->SetController(controller);
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is_controller_set = true;
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}
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QAction* ControllerDialog::toggleViewAction() {
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if (toggle_view_action == nullptr) {
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toggle_view_action = new QAction(tr("&Controller P1"), this);
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toggle_view_action->setCheckable(true);
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toggle_view_action->setChecked(isVisible());
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connect(toggle_view_action, &QAction::toggled, this, &ControllerDialog::setVisible);
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}
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return toggle_view_action;
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}
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void ControllerDialog::UnloadController() {
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widget->UnloadController();
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if (is_controller_set) {
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controller->DeleteCallback(callback_key);
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is_controller_set = false;
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}
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}
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void ControllerDialog::showEvent(QShowEvent* ev) {
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if (toggle_view_action) {
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toggle_view_action->setChecked(isVisible());
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}
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QWidget::showEvent(ev);
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}
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void ControllerDialog::hideEvent(QHideEvent* ev) {
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if (toggle_view_action) {
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toggle_view_action->setChecked(isVisible());
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}
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QWidget::hideEvent(ev);
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}
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void ControllerDialog::ControllerUpdate(Core::HID::ControllerTriggerType type) {
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// TODO(german77): Remove TAS from here
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switch (type) {
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case Core::HID::ControllerTriggerType::Button:
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case Core::HID::ControllerTriggerType::Stick: {
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const auto buttons_values = controller->GetButtonsValues();
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const auto stick_values = controller->GetSticksValues();
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u64 buttons = 0;
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std::size_t index = 0;
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for (const auto& button : buttons_values) {
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buttons |= button.value ? 1LLU << index : 0;
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index++;
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}
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const InputCommon::TasInput::TasAnalog left_axis = {
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.x = stick_values[Settings::NativeAnalog::LStick].x.value,
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.y = stick_values[Settings::NativeAnalog::LStick].y.value,
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};
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const InputCommon::TasInput::TasAnalog right_axis = {
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.x = stick_values[Settings::NativeAnalog::RStick].x.value,
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.y = stick_values[Settings::NativeAnalog::RStick].y.value,
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};
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input_subsystem->GetTas()->RecordInput(buttons, left_axis, right_axis);
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break;
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}
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default:
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break;
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}
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}
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