Fix for priority order bug if reordering in SetRandom()
Fix for the problem where order with priorities gets out of whack in case it's reordered by SetRandom() while another song is currently playing. What happens is, if some song is already playing and you have set some priorities before switching on the random mode, and then turn the mode on, the original code swaps position of the first song in the order (i.e., the highest priority song) with current, so that current is 0 (which it should be). The problem is, the "original" first song then goes to the place "current" song was after reordering, wherever that is, instead of going after the "current" song. This patch fixes the issue. Also the fix makes MoveOrder() public, because why shouldn't it be, anyway. It certainly makes more sense than just having SwapOrders() public for some reason. Signed-off-by: Eugene Baklanov <miltenfiremage@gmail.com>
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@ -310,7 +310,7 @@ playlist::SetRandom(PlayerControl &pc, bool status)
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playlist is played after that */
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unsigned current_order =
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queue.PositionToOrder(current_position);
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queue.SwapOrders(0, current_order);
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queue.MoveOrder(current_order, 0);
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current = 0;
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} else
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current = -1;
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@ -282,6 +282,11 @@ struct Queue {
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std::swap(order[order1], order[order2]);
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}
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/**
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* Moves a song to a new position in the "order" list.
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*/
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void MoveOrder(unsigned from_order, unsigned to_order);
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/**
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* Moves a song to a new position.
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*/
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@ -350,11 +355,6 @@ struct Queue {
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uint8_t priority, int after_order);
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private:
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/**
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* Moves a song to a new position in the "order" list.
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*/
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void MoveOrder(unsigned from_order, unsigned to_order);
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void MoveItemTo(unsigned from, unsigned to) {
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unsigned from_id = items[from].id;
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