decoder_control: store GCond object, not a player_control

Remove the decoder dependency on player_control.  All player_control
was needed for is to signal the player thread, and we can do that with
a simple GCond as well.
This commit is contained in:
Max Kellermann
2011-01-10 21:27:43 +01:00
parent 39c5af5dbc
commit a0ad96a787
7 changed files with 20 additions and 28 deletions

View File

@@ -19,7 +19,6 @@
#include "config.h"
#include "decoder_control.h"
#include "player_control.h"
#include "pipe.h"
#include <assert.h>
@@ -28,15 +27,15 @@
#define G_LOG_DOMAIN "decoder_control"
struct decoder_control *
dc_new(struct player_control *pc)
dc_new(GCond *client_cond)
{
struct decoder_control *dc = g_new(struct decoder_control, 1);
dc->player_control = pc;
dc->thread = NULL;
dc->mutex = g_mutex_new();
dc->cond = g_cond_new();
dc->client_cond = client_cond;
dc->state = DECODE_STATE_STOP;
dc->command = DECODE_COMMAND_NONE;
@@ -65,7 +64,7 @@ static void
dc_command_wait_locked(struct decoder_control *dc)
{
while (dc->command != DECODE_COMMAND_NONE)
player_wait_decoder(dc->player_control, dc);
g_cond_wait(dc->client_cond, dc->mutex);
}
static void