output/Thread: rename {Play,Pause}() to Internal{Play,Pause}()

This commit is contained in:
Max Kellermann 2017-05-23 10:59:16 +02:00
parent ebecee3d85
commit a50b2c3b85
2 changed files with 11 additions and 6 deletions

View File

@ -370,12 +370,17 @@ private:
* been reached (and no more chunks are queued), or until a
* command is received.
*
* Runs inside the OutputThread. Handles exceptions.
*
* @return true if at least one chunk has been available,
* false if the tail of the pipe was already reached
*/
bool Play() noexcept;
bool InternalPlay() noexcept;
void Pause() noexcept;
/**
* Runs inside the OutputThread. Handles exceptions.
*/
void InternalPause() noexcept;
/**
* The OutputThread.

View File

@ -340,7 +340,7 @@ AudioOutputControl::PlayChunk() noexcept
}
inline bool
AudioOutputControl::Play() noexcept
AudioOutputControl::InternalPlay() noexcept
{
if (!FillSourceOrClose())
/* no chunk available */
@ -411,7 +411,7 @@ AudioOutput::IteratePause() noexcept
}
inline void
AudioOutputControl::Pause() noexcept
AudioOutputControl::InternalPause() noexcept
{
output->BeginPause();
CommandFinished();
@ -488,7 +488,7 @@ AudioOutputControl::Task()
break;
}
Pause();
InternalPause();
/* don't "break" here: this might cause
Play() to be called when command==CLOSE
ends the paused state - "continue" checks
@ -522,7 +522,7 @@ AudioOutputControl::Task()
return;
}
if (output->open && allow_play && Play())
if (output->open && allow_play && InternalPlay())
/* don't wait for an event if there are more
chunks in the pipe */
continue;