converted PlayerControl.state to enum

Don't write CPP when you can express the same in C...  macros vs enum
is a good example for that.
This commit is contained in:
Max Kellermann 2008-08-26 08:27:08 +02:00
parent efde884a13
commit b1de50f994
2 changed files with 11 additions and 6 deletions

View File

@ -148,6 +148,9 @@ int playerPause(mpd_unused int fd)
int playerSetPause(int fd, int pause_flag) int playerSetPause(int fd, int pause_flag)
{ {
switch (pc.state) { switch (pc.state) {
case PLAYER_STATE_STOP:
break;
case PLAYER_STATE_PLAY: case PLAYER_STATE_PLAY:
if (pause_flag) if (pause_flag)
playerPause(fd); playerPause(fd);
@ -176,7 +179,7 @@ int getPlayerTotalTime(void)
return (int)(pc.totalTime + 0.5); return (int)(pc.totalTime + 0.5);
} }
int getPlayerState(void) enum player_state getPlayerState(void)
{ {
return pc.state; return pc.state;
} }

View File

@ -24,9 +24,11 @@
#include "song.h" #include "song.h"
#include "os_compat.h" #include "os_compat.h"
#define PLAYER_STATE_STOP 0 enum player_state {
#define PLAYER_STATE_PAUSE 1 PLAYER_STATE_STOP = 0,
#define PLAYER_STATE_PLAY 2 PLAYER_STATE_PAUSE,
PLAYER_STATE_PLAY
};
enum player_command { enum player_command {
PLAYER_COMMAND_NONE = 0, PLAYER_COMMAND_NONE = 0,
@ -62,7 +64,7 @@ enum player_command {
typedef struct _PlayerControl { typedef struct _PlayerControl {
Notify notify; Notify notify;
volatile enum player_command command; volatile enum player_command command;
volatile mpd_sint8 state; volatile enum player_state state;
volatile mpd_sint8 error; volatile mpd_sint8 error;
volatile mpd_uint16 bitRate; volatile mpd_uint16 bitRate;
volatile mpd_sint8 bits; volatile mpd_sint8 bits;
@ -99,7 +101,7 @@ int getPlayerElapsedTime(void);
unsigned long getPlayerBitRate(void); unsigned long getPlayerBitRate(void);
int getPlayerState(void); enum player_state getPlayerState(void);
void clearPlayerError(void); void clearPlayerError(void);