Mercurial > minori
view 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 |
parents | |
children | b1f625b0227c |
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#ifndef ANIMONE_ANIMONE_H_ #define ANIMONE_ANIMONE_H_ #include "animone/media.h" #include "animone/player.h" #include "animone/types.h" namespace animone { enum class ResultType { Process, Window }; struct Process { internal::pid_t pid = 0; /* pid_t == DWORD on Windows, from <sys/types.h> everywhere else */ std::string name; }; struct Window { unsigned int id = 0; std::string class_name; std::string text; /* title bar text */ }; struct Result { Player player; Process process; Window window; /* has nothing under process mode */ std::vector<Media> media; }; bool GetResults(const std::vector<Player>& players, std::vector<Result>& results); } // namespace animone #endif // ANIMONE_ANIMONE_H_