player_control.h: convert header to C++
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339
src/PlayerControl.hxx
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339
src/PlayerControl.hxx
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/*
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* Copyright (C) 2003-2011 The Music Player Daemon Project
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* http://www.musicpd.org
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef MPD_PLAYER_H
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#define MPD_PLAYER_H
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#include "audio_format.h"
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#include <glib.h>
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#include <stdint.h>
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struct decoder_control;
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enum player_state {
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PLAYER_STATE_STOP = 0,
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PLAYER_STATE_PAUSE,
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PLAYER_STATE_PLAY
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};
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enum player_command {
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PLAYER_COMMAND_NONE = 0,
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PLAYER_COMMAND_EXIT,
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PLAYER_COMMAND_STOP,
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PLAYER_COMMAND_PAUSE,
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PLAYER_COMMAND_SEEK,
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PLAYER_COMMAND_CLOSE_AUDIO,
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/**
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* At least one audio_output.enabled flag has been modified;
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* commit those changes to the output threads.
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*/
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PLAYER_COMMAND_UPDATE_AUDIO,
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/** player_control.next_song has been updated */
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PLAYER_COMMAND_QUEUE,
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/**
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* cancel pre-decoding player_control.next_song; if the player
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* has already started playing this song, it will completely
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* stop
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*/
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PLAYER_COMMAND_CANCEL,
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/**
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* Refresh status information in the #player_control struct,
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* e.g. elapsed_time.
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*/
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PLAYER_COMMAND_REFRESH,
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};
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enum player_error {
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PLAYER_ERROR_NONE = 0,
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/**
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* The decoder has failed to decode the song.
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*/
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PLAYER_ERROR_DECODER,
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/**
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* The audio output has failed.
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*/
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PLAYER_ERROR_OUTPUT,
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};
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struct player_status {
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enum player_state state;
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uint16_t bit_rate;
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struct audio_format audio_format;
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float total_time;
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float elapsed_time;
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};
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struct player_control {
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unsigned buffer_chunks;
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unsigned int buffered_before_play;
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/** the handle of the player thread, or NULL if the player
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thread isn't running */
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GThread *thread;
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/**
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* This lock protects #command, #state, #error.
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*/
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GMutex *mutex;
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/**
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* Trigger this object after you have modified #command.
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*/
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GCond *cond;
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enum player_command command;
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enum player_state state;
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enum player_error error_type;
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/**
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* The error that occurred in the player thread. This
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* attribute is only valid if #error is not
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* #PLAYER_ERROR_NONE. The object must be freed when this
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* object transitions back to #PLAYER_ERROR_NONE.
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*/
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GError *error;
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uint16_t bit_rate;
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struct audio_format audio_format;
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float total_time;
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float elapsed_time;
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/**
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* The next queued song.
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*
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* This is a duplicate, and must be freed when this attribute
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* is cleared.
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*/
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struct song *next_song;
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double seek_where;
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float cross_fade_seconds;
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float mixramp_db;
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float mixramp_delay_seconds;
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double total_play_time;
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/**
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* If this flag is set, then the player will be auto-paused at
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* the end of the song, before the next song starts to play.
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*
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* This is a copy of the queue's "single" flag most of the
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* time.
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*/
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bool border_pause;
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};
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struct player_control *
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pc_new(unsigned buffer_chunks, unsigned buffered_before_play);
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void
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pc_free(struct player_control *pc);
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/**
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* Locks the #player_control object.
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*/
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static inline void
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player_lock(struct player_control *pc)
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{
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g_mutex_lock(pc->mutex);
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}
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/**
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* Unlocks the #player_control object.
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*/
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static inline void
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player_unlock(struct player_control *pc)
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{
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g_mutex_unlock(pc->mutex);
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}
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/**
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* Waits for a signal on the #player_control object. This function is
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* only valid in the player thread. The object must be locked prior
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* to calling this function.
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*/
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static inline void
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player_wait(struct player_control *pc)
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{
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g_cond_wait(pc->cond, pc->mutex);
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}
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/**
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* Waits for a signal on the #player_control object. This function is
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* only valid in the player thread. The #decoder_control object must
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* be locked prior to calling this function.
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*
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* Note the small difference to the player_wait() function!
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*/
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void
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player_wait_decoder(struct player_control *pc, struct decoder_control *dc);
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/**
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* Signals the #player_control object. The object should be locked
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* prior to calling this function.
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*/
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static inline void
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player_signal(struct player_control *pc)
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{
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g_cond_signal(pc->cond);
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}
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/**
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* Signals the #player_control object. The object is temporarily
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* locked by this function.
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*/
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static inline void
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player_lock_signal(struct player_control *pc)
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{
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player_lock(pc);
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player_signal(pc);
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player_unlock(pc);
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}
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/**
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* @param song the song to be queued; the given instance will be owned
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* and freed by the player
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*/
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void
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pc_play(struct player_control *pc, struct song *song);
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/**
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* see PLAYER_COMMAND_CANCEL
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*/
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void
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pc_cancel(struct player_control *pc);
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void
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pc_set_pause(struct player_control *pc, bool pause_flag);
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void
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pc_pause(struct player_control *pc);
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/**
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* Set the player's #border_pause flag.
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*/
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void
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pc_set_border_pause(struct player_control *pc, bool border_pause);
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void
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pc_kill(struct player_control *pc);
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void
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pc_get_status(struct player_control *pc, struct player_status *status);
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static inline enum player_state
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pc_get_state(struct player_control *pc)
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{
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return pc->state;
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}
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/**
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* Set the error. Discards any previous error condition.
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*
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* Caller must lock the object.
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*
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* @param type the error type; must not be #PLAYER_ERROR_NONE
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* @param error detailed error information; must not be NULL; the
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* #player_control takes over ownership of this #GError instance
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*/
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void
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pc_set_error(struct player_control *pc, enum player_error type,
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GError *error);
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void
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pc_clear_error(struct player_control *pc);
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/**
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* Returns the human-readable message describing the last error during
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* playback, NULL if no error occurred. The caller has to free the
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* returned string.
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*/
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char *
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pc_get_error_message(struct player_control *pc);
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static inline enum player_error
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pc_get_error_type(struct player_control *pc)
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{
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return pc->error_type;
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}
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void
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pc_stop(struct player_control *pc);
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void
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pc_update_audio(struct player_control *pc);
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/**
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* @param song the song to be queued; the given instance will be owned
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* and freed by the player
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*/
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void
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pc_enqueue_song(struct player_control *pc, struct song *song);
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/**
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* Makes the player thread seek the specified song to a position.
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*
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* @param song the song to be queued; the given instance will be owned
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* and freed by the player
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* @return true on success, false on failure (e.g. if MPD isn't
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* playing currently)
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*/
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bool
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pc_seek(struct player_control *pc, struct song *song, float seek_time);
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void
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pc_set_cross_fade(struct player_control *pc, float cross_fade_seconds);
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float
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pc_get_cross_fade(const struct player_control *pc);
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void
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pc_set_mixramp_db(struct player_control *pc, float mixramp_db);
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static inline float
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pc_get_mixramp_db(const struct player_control *pc)
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{
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return pc->mixramp_db;
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}
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void
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pc_set_mixramp_delay(struct player_control *pc, float mixramp_delay_seconds);
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static inline float
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pc_get_mixramp_delay(const struct player_control *pc)
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{
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return pc->mixramp_delay_seconds;
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}
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static inline double
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pc_get_total_play_time(const struct player_control *pc)
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{
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return pc->total_play_time;
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}
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#endif
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