yuzu/src/core/frontend/emu_window.cpp
Andrea Pappacoda cdb240f3d4
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 01cf05bc75
2022-07-27 12:53:49 +02:00

47 lines
1.6 KiB
C++

// SPDX-FileCopyrightText: 2014 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <mutex>
#include "core/frontend/emu_window.h"
namespace Core::Frontend {
GraphicsContext::~GraphicsContext() = default;
EmuWindow::EmuWindow() {
// TODO: Find a better place to set this.
config.min_client_area_size =
std::make_pair(Layout::MinimumSize::Width, Layout::MinimumSize::Height);
active_config = config;
}
EmuWindow::~EmuWindow() {}
std::pair<f32, f32> EmuWindow::MapToTouchScreen(u32 framebuffer_x, u32 framebuffer_y) const {
std::tie(framebuffer_x, framebuffer_y) = ClipToTouchScreen(framebuffer_x, framebuffer_y);
const float x =
static_cast<float>(framebuffer_x - framebuffer_layout.screen.left) /
static_cast<float>(framebuffer_layout.screen.right - framebuffer_layout.screen.left);
const float y =
static_cast<float>(framebuffer_y - framebuffer_layout.screen.top) /
static_cast<float>(framebuffer_layout.screen.bottom - framebuffer_layout.screen.top);
return std::make_pair(x, y);
}
std::pair<u32, u32> EmuWindow::ClipToTouchScreen(u32 new_x, u32 new_y) const {
new_x = std::max(new_x, framebuffer_layout.screen.left);
new_x = std::min(new_x, framebuffer_layout.screen.right - 1);
new_y = std::max(new_y, framebuffer_layout.screen.top);
new_y = std::min(new_y, framebuffer_layout.screen.bottom - 1);
return std::make_pair(new_x, new_y);
}
void EmuWindow::UpdateCurrentFramebufferLayout(u32 width, u32 height) {
NotifyFramebufferLayoutChanged(Layout::DefaultFrameLayout(width, height));
}
} // namespace Core::Frontend