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_