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 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-05-14 19:06:02 -05:00
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// SPDX-FileCopyrightText: 2017 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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2017-01-21 03:53:03 -06:00
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#pragma once
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2017-12-05 22:26:29 -06:00
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#include <memory>
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2017-01-21 03:53:03 -06:00
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#include <string>
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#include <unordered_map>
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#include <vector>
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namespace Common {
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class ParamPackage;
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}
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2017-01-21 03:53:03 -06:00
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namespace Common::Input {
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enum class ButtonNames;
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}
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2020-08-28 18:15:06 -05:00
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namespace Settings::NativeAnalog {
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enum Values : int;
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}
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namespace Settings::NativeButton {
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enum Values : int;
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}
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2020-09-04 21:48:03 -05:00
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namespace Settings::NativeMotion {
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enum Values : int;
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}
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namespace InputCommon {
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class Camera;
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class Keyboard;
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class Mouse;
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class TouchScreen;
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class VirtualAmiibo;
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class VirtualGamepad;
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struct MappingData;
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} // namespace InputCommon
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namespace InputCommon::TasInput {
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class Tas;
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} // namespace InputCommon::TasInput
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namespace InputCommon {
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namespace Polling {
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/// Type of input desired for mapping purposes
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enum class InputType { None, Button, Stick, Motion, Touch };
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} // namespace Polling
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/**
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* Given a ParamPackage for a Device returned from `GetInputDevices`, attempt to get the default
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* mapping for the device.
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*/
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using AnalogMapping = std::unordered_map<Settings::NativeAnalog::Values, Common::ParamPackage>;
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using ButtonMapping = std::unordered_map<Settings::NativeButton::Values, Common::ParamPackage>;
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using MotionMapping = std::unordered_map<Settings::NativeMotion::Values, Common::ParamPackage>;
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class InputSubsystem {
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public:
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explicit InputSubsystem();
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~InputSubsystem();
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InputSubsystem(const InputSubsystem&) = delete;
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InputSubsystem& operator=(const InputSubsystem&) = delete;
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InputSubsystem(InputSubsystem&&) = delete;
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InputSubsystem& operator=(InputSubsystem&&) = delete;
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/// Initializes and registers all built-in input device factories.
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void Initialize();
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/// Unregisters all built-in input device factories and shuts them down.
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void Shutdown();
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/// Retrieves the underlying keyboard device.
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[[nodiscard]] Keyboard* GetKeyboard();
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/// Retrieves the underlying keyboard device.
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[[nodiscard]] const Keyboard* GetKeyboard() const;
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/// Retrieves the underlying mouse device.
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[[nodiscard]] Mouse* GetMouse();
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/// Retrieves the underlying mouse device.
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[[nodiscard]] const Mouse* GetMouse() const;
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/// Retrieves the underlying touch screen device.
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[[nodiscard]] TouchScreen* GetTouchScreen();
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/// Retrieves the underlying touch screen device.
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[[nodiscard]] const TouchScreen* GetTouchScreen() const;
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/// Retrieves the underlying tas input device.
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[[nodiscard]] TasInput::Tas* GetTas();
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/// Retrieves the underlying tas input device.
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[[nodiscard]] const TasInput::Tas* GetTas() const;
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/// Retrieves the underlying camera input device.
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[[nodiscard]] Camera* GetCamera();
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/// Retrieves the underlying camera input device.
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[[nodiscard]] const Camera* GetCamera() const;
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/// Retrieves the underlying virtual amiibo input device.
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[[nodiscard]] VirtualAmiibo* GetVirtualAmiibo();
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/// Retrieves the underlying virtual amiibo input device.
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[[nodiscard]] const VirtualAmiibo* GetVirtualAmiibo() const;
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/// Retrieves the underlying virtual gamepad input device.
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[[nodiscard]] VirtualGamepad* GetVirtualGamepad();
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/// Retrieves the underlying virtual gamepad input device.
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[[nodiscard]] const VirtualGamepad* GetVirtualGamepad() const;
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2020-08-27 14:16:47 -05:00
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/**
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* Returns all available input devices that this Factory can create a new device with.
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* Each returned ParamPackage should have a `display` field used for display, a `engine` field
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* for backends to determine if this backend is meant to service the request and any other
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* information needed to identify this in the backend later.
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*/
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[[nodiscard]] std::vector<Common::ParamPackage> GetInputDevices() const;
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/// Retrieves the analog mappings for the given device.
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[[nodiscard]] AnalogMapping GetAnalogMappingForDevice(const Common::ParamPackage& device) const;
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/// Retrieves the button mappings for the given device.
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[[nodiscard]] ButtonMapping GetButtonMappingForDevice(const Common::ParamPackage& device) const;
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/// Retrieves the motion mappings for the given device.
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[[nodiscard]] MotionMapping GetMotionMappingForDevice(const Common::ParamPackage& device) const;
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/// Returns an enum containing the name to be displayed from the input engine.
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[[nodiscard]] Common::Input::ButtonNames GetButtonName(
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const Common::ParamPackage& params) const;
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/// Returns true if device is a controller.
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[[nodiscard]] bool IsController(const Common::ParamPackage& params) const;
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2022-03-04 11:47:13 -06:00
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/// Returns true if axis of a stick aren't mapped in the correct direction
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[[nodiscard]] bool IsStickInverted(const Common::ParamPackage& device) const;
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/// Reloads the input devices.
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void ReloadInputDevices();
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/// Start polling from all backends for a desired input type.
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void BeginMapping(Polling::InputType type);
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/// Returns an input event with mapping information.
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[[nodiscard]] Common::ParamPackage GetNextInput() const;
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/// Stop polling from all backends.
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void StopMapping() const;
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/// Signals SDL driver for new input events
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void PumpEvents() const;
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private:
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struct Impl;
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std::unique_ptr<Impl> impl;
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};
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/// Generates a serialized param package for creating a keyboard button device.
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std::string GenerateKeyboardParam(int key_code);
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/// Generates a serialized param package for creating an analog device taking input from keyboard.
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std::string GenerateAnalogParamFromKeys(int key_up, int key_down, int key_left, int key_right,
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int key_modifier, float modifier_scale);
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} // namespace InputCommon
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