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
2022-05-15 00:06:02 +00:00
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// SPDX-FileCopyrightText: 2014 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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2014-04-24 01:43:57 +00:00
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#pragma once
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namespace Common {
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extern const char g_scm_rev[];
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2014-04-24 02:04:33 +00:00
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extern const char g_scm_branch[];
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2014-04-24 01:43:57 +00:00
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extern const char g_scm_desc[];
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2017-01-15 18:43:22 +00:00
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extern const char g_build_name[];
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2017-08-01 23:54:24 +00:00
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extern const char g_build_date[];
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2018-08-29 11:33:55 +00:00
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extern const char g_build_fullname[];
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extern const char g_build_version[];
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2019-10-05 04:09:49 +00:00
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extern const char g_build_id[];
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extern const char g_title_bar_format_idle[];
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extern const char g_title_bar_format_running[];
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2019-01-14 04:58:46 +00:00
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extern const char g_shader_cache_version[];
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2014-04-24 01:43:57 +00:00
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2018-01-20 07:48:02 +00:00
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} // namespace Common
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