annotate dep/animone/src/animone.cc @ 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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children 1a6a5d3a94cd
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1 #include "animone.h"
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2 #include "animone/fd.h"
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3 #include "animone/strategies.h"
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4 #include "animone/types.h"
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5 #include "animone/util.h"
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6 #include "animone/win.h"
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7
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8 #include <set>
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9 #include <string>
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10 #include <vector>
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11
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12 namespace animone {
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13
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14 namespace internal {
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15
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16 static bool IsExecutableInList(const Player& player, const std::string& name) {
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17 std::string stem;
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18 #ifdef WIN32
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19 if (!util::Stem(name, stem))
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20 #endif
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21 stem = name;
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22
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23 for (const auto& pattern : player.executables)
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24 if (util::CheckPattern(pattern, stem))
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25 return true;
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26
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27 return false;
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28 }
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29
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30 static bool IsWindowInList(const Player& player, const Window& window) {
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31 for (const auto& pattern : player.windows)
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32 if (util::CheckPattern(pattern, window.class_name))
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33 return true;
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34
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35 return false;
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36 }
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37
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38 static bool PlayerHasStrategy(const Player& player, const Strategy& strategy) {
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39 for (const auto& pstrategy : player.strategies)
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40 if (pstrategy == strategy)
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41 return true;
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42
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43 return false;
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44 }
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45
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46 } // namespace internal
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47
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48 bool GetResults(const std::vector<Player>& players, std::vector<Result>& results) {
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49 auto window_proc = [&](const Process& process, const Window& window) -> bool {
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50 for (const auto& player : players) {
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51 if (internal::IsWindowInList(player, window))
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52 results.push_back({player, process, window, {}});
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53 }
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54
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55 return true;
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56 };
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57
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58 if (internal::EnumerateWindows(window_proc))
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59 return internal::ApplyStrategies(results);
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60
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61 /* fallback, enumerate over open processes instead */
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62 auto process_proc = [&](const Process& process) -> bool {
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63 for (const auto& player : players)
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64 if (internal::IsExecutableInList(player, process.name))
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65 results.push_back({player, process, {}, {}});
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66
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67 return true;
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68 };
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69
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70 if (internal::EnumerateOpenProcesses(process_proc))
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71 return internal::ApplyStrategies(results);
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72
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73 return false;
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74 }
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75
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76 } // namespace animone