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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
91 lines
2.7 KiB
C++
91 lines
2.7 KiB
C++
// SPDX-FileCopyrightText: 2016 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 <utility>
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#include "core/frontend/emu_window.h"
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struct SDL_Window;
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namespace Core {
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class System;
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}
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namespace InputCommon {
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class InputSubsystem;
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enum class MouseButton;
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} // namespace InputCommon
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class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
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public:
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explicit EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_);
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~EmuWindow_SDL2();
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/// Whether the window is still open, and a close request hasn't yet been sent
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bool IsOpen() const;
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/// Returns if window is shown (not minimized)
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bool IsShown() const override;
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/// Wait for the next event on the main thread.
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void WaitEvent();
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// Sets the window icon from yuzu.bmp
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void SetWindowIcon();
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protected:
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/// Called by WaitEvent when a key is pressed or released.
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void OnKeyEvent(int key, u8 state);
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/// Called by WaitEvent when the mouse moves.
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void OnMouseMotion(s32 x, s32 y);
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/// Converts a SDL mouse button into MouseInput mouse button
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InputCommon::MouseButton SDLButtonToMouseButton(u32 button) const;
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/// Called by WaitEvent when a mouse button is pressed or released
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void OnMouseButton(u32 button, u8 state, s32 x, s32 y);
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/// Translates pixel position (0..1) to pixel positions
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std::pair<unsigned, unsigned> TouchToPixelPos(float touch_x, float touch_y) const;
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/// Called by WaitEvent when a finger starts touching the touchscreen
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void OnFingerDown(float x, float y, std::size_t id);
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/// Called by WaitEvent when a finger moves while touching the touchscreen
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void OnFingerMotion(float x, float y, std::size_t id);
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/// Called by WaitEvent when a finger stops touching the touchscreen
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void OnFingerUp();
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/// Called by WaitEvent when any event that may cause the window to be resized occurs
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void OnResize();
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/// Called when users want to hide the mouse cursor
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void ShowCursor(bool show_cursor);
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/// Called when user passes the fullscreen parameter flag
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void Fullscreen();
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/// Called when a configuration change affects the minimal size of the window
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void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override;
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/// Is the window still open?
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bool is_open = true;
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/// Is the window being shown?
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bool is_shown = true;
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/// Internal SDL2 render window
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SDL_Window* render_window{};
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/// Keeps track of how often to update the title bar during gameplay
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u32 last_time = 0;
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/// Input subsystem to use with this window.
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InputCommon::InputSubsystem* input_subsystem;
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/// yuzu core instance
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Core::System& system;
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};
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