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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
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
// SPDX-FileCopyrightText: 2018 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <chrono>
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#include <string>
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#include <discord_rpc.h>
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#include "common/common_types.h"
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#include "core/core.h"
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#include "core/loader/loader.h"
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#include "yuzu/discord_impl.h"
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#include "yuzu/uisettings.h"
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namespace DiscordRPC {
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DiscordImpl::DiscordImpl(Core::System& system_) : system{system_} {
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DiscordEventHandlers handlers{};
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// The number is the client ID for yuzu, it's used for images and the
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// application name
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Discord_Initialize("712465656758665259", &handlers, 1, nullptr);
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}
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DiscordImpl::~DiscordImpl() {
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Discord_ClearPresence();
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Discord_Shutdown();
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}
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void DiscordImpl::Pause() {
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Discord_ClearPresence();
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}
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void DiscordImpl::Update() {
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s64 start_time = std::chrono::duration_cast<std::chrono::seconds>(
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std::chrono::system_clock::now().time_since_epoch())
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.count();
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std::string title;
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if (system.IsPoweredOn()) {
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system.GetAppLoader().ReadTitle(title);
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}
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DiscordRichPresence presence{};
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presence.largeImageKey = "yuzu_logo";
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presence.largeImageText = "yuzu is an emulator for the Nintendo Switch";
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if (system.IsPoweredOn()) {
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presence.state = title.c_str();
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presence.details = "Currently in game";
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} else {
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presence.details = "Not in game";
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}
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presence.startTimestamp = start_time;
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Discord_UpdatePresence(&presence);
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}
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} // namespace DiscordRPC
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