annotate dep/animone/include/animone.h @ 258:862d0d8619f6

*: HUUUGE changes animia has been renamed to animone, so instead of thinking of a health condition, you think of a beautiful flower :) I've also edited some of the code for animone, but I have no idea if it even works or not because I don't have a mac or windows machine lying around. whoops! ... anyway, all of the changes divergent from Anisthesia are now licensed under BSD. it's possible that I could even rewrite most of the code to where I don't even have to keep the MIT license, but that's thinking too far into the future I've been slacking off on implementing the anime seasons page, mostly out of laziness. I think I'd have to create another db file specifically for the seasons anyway, this code is being pushed *primarily* because the hard drive it's on is failing! yay :)
author Paper <paper@paper.us.eu.org>
date Mon, 01 Apr 2024 02:43:44 -0400
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1 #ifndef ANIMONE_ANIMONE_H_
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2 #define ANIMONE_ANIMONE_H_
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3
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4 #include "animone/media.h"
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5 #include "animone/player.h"
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6 #include "animone/types.h"
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7
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8 namespace animone {
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9
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10 enum class ResultType {
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11 Process,
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12 Window
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13 };
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15 struct Process {
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16 internal::pid_t pid = 0; /* pid_t == DWORD on Windows, from <sys/types.h> everywhere else */
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17 std::string name;
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18 };
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20 struct Window {
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21 unsigned int id = 0;
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22 std::string class_name;
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23 std::string text; /* title bar text */
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24 };
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25
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26 struct Result {
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27 Player player;
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28 Process process;
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29 Window window; /* has nothing under process mode */
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30 std::vector<Media> media;
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31 };
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33 bool GetResults(const std::vector<Player>& players, std::vector<Result>& results);
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34
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35 } // namespace animone
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36
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37 #endif // ANIMONE_ANIMONE_H_