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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
215 lines
6.8 KiB
C++
215 lines
6.8 KiB
C++
// SPDX-FileCopyrightText: 2014 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <sstream>
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#include <QShortcut>
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#include <QTreeWidgetItem>
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#include <QtGlobal>
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#include "core/hid/emulated_controller.h"
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#include "yuzu/hotkeys.h"
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#include "yuzu/uisettings.h"
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HotkeyRegistry::HotkeyRegistry() = default;
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HotkeyRegistry::~HotkeyRegistry() = default;
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void HotkeyRegistry::SaveHotkeys() {
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UISettings::values.shortcuts.clear();
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for (const auto& group : hotkey_groups) {
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for (const auto& hotkey : group.second) {
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UISettings::values.shortcuts.push_back(
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{hotkey.first, group.first,
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UISettings::ContextualShortcut({hotkey.second.keyseq.toString(),
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hotkey.second.controller_keyseq,
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hotkey.second.context})});
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}
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}
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}
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void HotkeyRegistry::LoadHotkeys() {
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// Make sure NOT to use a reference here because it would become invalid once we call
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// beginGroup()
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for (auto shortcut : UISettings::values.shortcuts) {
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Hotkey& hk = hotkey_groups[shortcut.group][shortcut.name];
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if (!shortcut.shortcut.keyseq.isEmpty()) {
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hk.keyseq =
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QKeySequence::fromString(shortcut.shortcut.keyseq, QKeySequence::NativeText);
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hk.context = static_cast<Qt::ShortcutContext>(shortcut.shortcut.context);
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}
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if (!shortcut.shortcut.controller_keyseq.isEmpty()) {
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hk.controller_keyseq = shortcut.shortcut.controller_keyseq;
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}
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if (hk.shortcut) {
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hk.shortcut->disconnect();
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hk.shortcut->setKey(hk.keyseq);
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}
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if (hk.controller_shortcut) {
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hk.controller_shortcut->disconnect();
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hk.controller_shortcut->SetKey(hk.controller_keyseq);
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}
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}
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}
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QShortcut* HotkeyRegistry::GetHotkey(const QString& group, const QString& action, QWidget* widget) {
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Hotkey& hk = hotkey_groups[group][action];
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if (!hk.shortcut) {
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hk.shortcut = new QShortcut(hk.keyseq, widget, nullptr, nullptr, hk.context);
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}
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hk.shortcut->setAutoRepeat(false);
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return hk.shortcut;
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}
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ControllerShortcut* HotkeyRegistry::GetControllerHotkey(const QString& group, const QString& action,
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Core::HID::EmulatedController* controller) {
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Hotkey& hk = hotkey_groups[group][action];
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if (!hk.controller_shortcut) {
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hk.controller_shortcut = new ControllerShortcut(controller);
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hk.controller_shortcut->SetKey(hk.controller_keyseq);
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}
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return hk.controller_shortcut;
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}
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QKeySequence HotkeyRegistry::GetKeySequence(const QString& group, const QString& action) {
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return hotkey_groups[group][action].keyseq;
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}
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Qt::ShortcutContext HotkeyRegistry::GetShortcutContext(const QString& group,
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const QString& action) {
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return hotkey_groups[group][action].context;
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}
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ControllerShortcut::ControllerShortcut(Core::HID::EmulatedController* controller) {
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emulated_controller = controller;
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Core::HID::ControllerUpdateCallback engine_callback{
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.on_change = [this](Core::HID::ControllerTriggerType type) { ControllerUpdateEvent(type); },
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.is_npad_service = false,
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};
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callback_key = emulated_controller->SetCallback(engine_callback);
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is_enabled = true;
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}
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ControllerShortcut::~ControllerShortcut() {
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emulated_controller->DeleteCallback(callback_key);
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}
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void ControllerShortcut::SetKey(const ControllerButtonSequence& buttons) {
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button_sequence = buttons;
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}
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void ControllerShortcut::SetKey(const QString& buttons_shortcut) {
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ControllerButtonSequence sequence{};
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name = buttons_shortcut.toStdString();
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std::istringstream command_line(buttons_shortcut.toStdString());
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std::string line;
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while (std::getline(command_line, line, '+')) {
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if (line.empty()) {
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continue;
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}
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if (line == "A") {
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sequence.npad.a.Assign(1);
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}
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if (line == "B") {
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sequence.npad.b.Assign(1);
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}
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if (line == "X") {
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sequence.npad.x.Assign(1);
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}
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if (line == "Y") {
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sequence.npad.y.Assign(1);
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}
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if (line == "L") {
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sequence.npad.l.Assign(1);
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}
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if (line == "R") {
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sequence.npad.r.Assign(1);
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}
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if (line == "ZL") {
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sequence.npad.zl.Assign(1);
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}
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if (line == "ZR") {
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sequence.npad.zr.Assign(1);
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}
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if (line == "Dpad_Left") {
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sequence.npad.left.Assign(1);
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}
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if (line == "Dpad_Right") {
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sequence.npad.right.Assign(1);
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}
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if (line == "Dpad_Up") {
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sequence.npad.up.Assign(1);
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}
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if (line == "Dpad_Down") {
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sequence.npad.down.Assign(1);
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}
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if (line == "Left_Stick") {
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sequence.npad.stick_l.Assign(1);
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}
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if (line == "Right_Stick") {
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sequence.npad.stick_r.Assign(1);
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}
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if (line == "Minus") {
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sequence.npad.minus.Assign(1);
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}
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if (line == "Plus") {
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sequence.npad.plus.Assign(1);
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}
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if (line == "Home") {
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sequence.home.home.Assign(1);
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}
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if (line == "Screenshot") {
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sequence.capture.capture.Assign(1);
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}
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}
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button_sequence = sequence;
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}
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ControllerButtonSequence ControllerShortcut::ButtonSequence() const {
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return button_sequence;
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}
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void ControllerShortcut::SetEnabled(bool enable) {
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is_enabled = enable;
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}
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bool ControllerShortcut::IsEnabled() const {
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return is_enabled;
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}
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void ControllerShortcut::ControllerUpdateEvent(Core::HID::ControllerTriggerType type) {
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if (!is_enabled) {
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return;
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}
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if (type != Core::HID::ControllerTriggerType::Button) {
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return;
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}
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if (!Settings::values.controller_navigation) {
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return;
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}
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if (button_sequence.npad.raw == Core::HID::NpadButton::None &&
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button_sequence.capture.raw == 0 && button_sequence.home.raw == 0) {
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return;
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}
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const auto player_npad_buttons =
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emulated_controller->GetNpadButtons().raw & button_sequence.npad.raw;
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const u64 player_capture_buttons =
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emulated_controller->GetCaptureButtons().raw & button_sequence.capture.raw;
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const u64 player_home_buttons =
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emulated_controller->GetHomeButtons().raw & button_sequence.home.raw;
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if (player_npad_buttons == button_sequence.npad.raw &&
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player_capture_buttons == button_sequence.capture.raw &&
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player_home_buttons == button_sequence.home.raw && !active) {
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// Force user to press the home or capture button again
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active = true;
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emit Activated();
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return;
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}
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active = false;
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}
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