PlayerThread: use Song references

This commit is contained in:
Max Kellermann 2014-01-08 00:36:59 +01:00
parent cbf57e7421
commit c152a88ff6

View File

@ -370,19 +370,17 @@ Player::WaitForDecoder()
* indicated by the decoder plugin.
*/
static double
real_song_duration(const Song *song, double decoder_duration)
real_song_duration(const Song &song, double decoder_duration)
{
assert(song != nullptr);
if (decoder_duration <= 0.0)
/* the decoder plugin didn't provide information; fall
back to Song::GetDuration() */
return song->GetDuration();
return song.GetDuration();
if (song->end_ms > 0 && song->end_ms / 1000.0 < decoder_duration)
return (song->end_ms - song->start_ms) / 1000.0;
if (song.end_ms > 0 && song.end_ms / 1000.0 < decoder_duration)
return (song.end_ms - song.start_ms) / 1000.0;
return decoder_duration - song->start_ms / 1000.0;
return decoder_duration - song.start_ms / 1000.0;
}
bool
@ -450,7 +448,7 @@ Player::CheckDecoderStartup()
return true;
pc.Lock();
pc.total_time = real_song_duration(dc.song, dc.total_time);
pc.total_time = real_song_duration(*dc.song, dc.total_time);
pc.audio_format = dc.in_audio_format;
pc.Unlock();
@ -683,19 +681,19 @@ Player::ProcessCommand()
}
static void
update_song_tag(PlayerControl &pc, Song *song, const Tag &new_tag)
update_song_tag(PlayerControl &pc, Song &song, const Tag &new_tag)
{
if (song->IsFile())
if (song.IsFile())
/* don't update tags of local files, only remote
streams may change tags dynamically */
return;
Tag *old_tag = song->tag;
song->tag = new Tag(new_tag);
Tag *old_tag = song.tag;
song.tag = new Tag(new_tag);
delete old_tag;
pc.LockSetTaggedSong(*song);
pc.LockSetTaggedSong(song);
/* the main thread will update the playlist version when he
receives this event */
@ -715,7 +713,7 @@ update_song_tag(PlayerControl &pc, Song *song, const Tag &new_tag)
*/
static bool
play_chunk(PlayerControl &pc,
Song *song, struct music_chunk *chunk,
Song &song, struct music_chunk *chunk,
MusicBuffer &buffer,
const AudioFormat format,
Error &error)
@ -838,7 +836,7 @@ Player::PlayNextChunk()
/* play the current chunk */
Error error;
if (!play_chunk(pc, song, chunk, buffer, play_audio_format, error)) {
if (!play_chunk(pc, *song, chunk, buffer, play_audio_format, error)) {
LogError(error);
buffer.Return(chunk);