i should sleep

This commit is contained in:
Mars 2024-06-01 06:59:01 -04:00
parent 791e237470
commit b366a7ee63
Signed by: pupbrained
GPG key ID: 874E22DF2F9DFCB5
10 changed files with 341 additions and 109 deletions

View file

@ -7,7 +7,7 @@
using std::string;
uint64_t parse_line_as_number(const string& input) {
uint64_t ParseLineAsNumber(const string& input) {
// Find the first number
string::size_type start = 0;
@ -26,62 +26,62 @@ uint64_t parse_line_as_number(const string& input) {
return std::stoul(input.substr(start, end - start));
}
uint64_t meminfo_parse(std::ifstream is) {
uint64_t MeminfoParse(std::ifstream input) {
string line;
// Skip every line before the one that starts with "MemTotal"
while (std::getline(is, line) && !line.starts_with("MemTotal"))
while (std::getline(input, line) && !line.starts_with("MemTotal"))
;
// Parse the number from the line
const uint64_t num = parse_line_as_number(line);
const uint64_t num = ParseLineAsNumber(line);
return num;
}
uint64_t get_meminfo() {
return meminfo_parse(std::ifstream("/proc/meminfo")) * 1024;
uint64_t GetMemInfo() {
return MeminfoParse(std::ifstream("/proc/meminfo")) * 1024;
}
PlayerctlPlayer* init_playerctl() {
PlayerctlPlayer* InitPlayerctl() {
// Create a player manager
PlayerctlPlayerManager* const player_manager =
playerctl_player_manager_new(nullptr);
PlayerctlPlayerManager* playerManager = playerctl_player_manager_new(nullptr);
// Create an empty player list
GList* available_players = nullptr;
GList* availablePlayers = nullptr;
// Get the list of available players and put it in the player list
g_object_get(player_manager, "player-names", &available_players, nullptr);
g_object_get(playerManager, "player-names", &availablePlayers, nullptr);
// If no players are available, return nullptr
if (!available_players)
if (!availablePlayers)
return nullptr;
// Get the first player
PlayerctlPlayerName* player_name =
static_cast<PlayerctlPlayerName*>(available_players->data);
PlayerctlPlayerName* playerName =
static_cast<PlayerctlPlayerName*>(availablePlayers->data);
// Create the player
PlayerctlPlayer* const current_player =
playerctl_player_new_from_name(player_name, nullptr);
PlayerctlPlayer* const currentPlayer =
playerctl_player_new_from_name(playerName, nullptr);
// If no player is available, return nullptr
if (!current_player)
if (!currentPlayer)
return nullptr;
// Manage the player
playerctl_player_manager_manage_player(player_manager, current_player);
playerctl_player_manager_manage_player(playerManager, currentPlayer);
// Unref the player
g_object_unref(current_player);
g_object_unref(currentPlayer);
return current_player;
return currentPlayer;
}
string get_nowplaying() {
if (PlayerctlPlayer* current_player = init_playerctl())
return playerctl_player_get_title(current_player, nullptr);
string GetNowPlaying() {
if (PlayerctlPlayer* currentPlayer = InitPlayerctl())
return playerctl_player_get_title(currentPlayer, nullptr);
return "Could not get now playing info";
}