view include/animone/player.h @ 21:973734ebd2be

dep/animone: REFACTOR ALL THE THINGS 1: animone now has its own syntax divergent from anisthesia, making different platforms actually have their own sections 2: process names in animone are now called `comm' (this will probably break things). this is what its called in bsd/linux so I'm just going to use it everywhere 3: the X11 code now checks for the existence of a UTF-8 window title and passes it if available 4: ANYTHING THATS NOT LINUX IS 100% UNTESTED AND CAN AND WILL BREAK! I still actually need to test the bsd code. to be honest I'm probably going to move all of the bsds into separate files because they're all essentially different operating systems at this point
author Paper <paper@paper.us.eu.org>
date Wed, 19 Jun 2024 12:51:15 -0400
parents 27b988a1048c
children 60ded877339b
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#ifndef ANIMONE_ANIMONE_PLAYER_H_
#define ANIMONE_ANIMONE_PLAYER_H_

#include <string>
#include <vector>
#include <map>

namespace animone {

enum class ExecutablePlatform {
	Posix,   // Posix platforms that aren't OS X
	Win32,   // Windows
	Xnu,     // OS X
	Unknown, // ...
};

enum class WindowPlatform {
	Quartz,  // OS X
	Win32,   // Windows
	X11,     // X11
	Unknown, // ...
};

enum class Strategy {
	WindowTitle,
	OpenFiles,
	UiAutomation // unused
};

enum class PlayerType {
	Default,
	WebBrowser // unused
};

struct Player {
	PlayerType type = PlayerType::Default;
	std::string name;
	std::string window_title_format;
	std::map<WindowPlatform, std::vector<std::string>> windows;
	std::map<ExecutablePlatform, std::vector<std::string>> executables;
	std::vector<Strategy> strategies;
};

bool ParsePlayersData(const std::string& data, std::vector<Player>& players);
bool ParsePlayersFile(const std::string& path, std::vector<Player>& players);

} // namespace animone

#endif // ANIMONE_ANIMONE_PLAYER_H_