OutputAll: convert to class, move instance to class Partition

Another big chunk of code for multi-player support.
This commit is contained in:
Max Kellermann
2014-01-27 08:20:25 +01:00
parent 36bab6ef06
commit f5a923b9d1
26 changed files with 914 additions and 1007 deletions

View File

@@ -28,7 +28,7 @@
#include "system/FatalError.hxx"
#include "CrossFade.hxx"
#include "PlayerControl.hxx"
#include "output/OutputAll.hxx"
#include "output/MultipleOutputs.hxx"
#include "tag/Tag.hxx"
#include "Idle.hxx"
#include "GlobalEvents.hxx"
@@ -125,7 +125,7 @@ class Player {
/**
* The time stamp of the chunk most recently sent to the
* output thread. This attribute is only used if
* audio_output_all_get_elapsed_time() didn't return a usable
* MultipleOutputs::GetElapsedTime() didn't return a usable
* value; the output thread can estimate the elapsed time more
* precisely.
*/
@@ -228,8 +228,8 @@ private:
bool WaitForDecoder();
/**
* Wrapper for audio_output_all_open(). Upon failure, it pauses the
* player.
* Wrapper for MultipleOutputs::Open(). Upon failure, it
* pauses the player.
*
* @return true on success
*/
@@ -393,7 +393,7 @@ Player::OpenOutput()
pc.state == PlayerState::PAUSE);
Error error;
if (audio_output_all_open(play_audio_format, buffer, error)) {
if (pc.outputs.Open(play_audio_format, buffer, error)) {
output_open = true;
paused = false;
@@ -444,7 +444,7 @@ Player::CheckDecoderStartup()
pc.Unlock();
if (output_open &&
!audio_output_all_wait(pc, 1))
!pc.outputs.Wait(pc, 1))
/* the output devices havn't finished playing
all chunks yet - wait for that */
return true;
@@ -504,7 +504,7 @@ Player::SendSilence()
memset(chunk->data, 0, chunk->length);
Error error;
if (!audio_output_all_play(chunk, error)) {
if (!pc.outputs.Play(chunk, error)) {
LogError(error);
buffer.Return(chunk);
return false;
@@ -582,7 +582,7 @@ Player::SeekDecoder()
/* re-fill the buffer after seeking */
buffering = true;
audio_output_all_cancel();
pc.outputs.Cancel();
return true;
}
@@ -599,7 +599,7 @@ Player::ProcessCommand()
case PlayerCommand::UPDATE_AUDIO:
pc.Unlock();
audio_output_all_enable_disable();
pc.outputs.EnableDisable();
pc.Lock();
pc.CommandFinished();
break;
@@ -618,7 +618,7 @@ Player::ProcessCommand()
paused = !paused;
if (paused) {
audio_output_all_pause();
pc.outputs.Pause();
pc.Lock();
pc.state = PlayerState::PAUSE;
@@ -669,11 +669,11 @@ Player::ProcessCommand()
case PlayerCommand::REFRESH:
if (output_open && !paused) {
pc.Unlock();
audio_output_all_check();
pc.outputs.Check();
pc.Lock();
}
pc.elapsed_time = audio_output_all_get_elapsed_time();
pc.elapsed_time = pc.outputs.GetElapsedTime();
if (pc.elapsed_time < 0.0)
pc.elapsed_time = elapsed_time;
@@ -733,7 +733,7 @@ play_chunk(PlayerControl &pc,
/* send the chunk to the audio outputs */
if (!audio_output_all_play(chunk, error))
if (!pc.outputs.Play(chunk, error))
return false;
pc.total_play_time += (double)chunk->length /
@@ -744,7 +744,7 @@ play_chunk(PlayerControl &pc,
inline bool
Player::PlayNextChunk()
{
if (!audio_output_all_wait(pc, 64))
if (!pc.outputs.Wait(pc, 64))
/* the output pipe is still large enough, don't send
another chunk */
return true;
@@ -883,7 +883,7 @@ Player::SongBorder()
ReplacePipe(dc.pipe);
audio_output_all_song_border();
pc.outputs.SongBorder();
if (!WaitForDecoder())
return false;
@@ -933,7 +933,7 @@ Player::Run()
pc.command == PlayerCommand::EXIT ||
pc.command == PlayerCommand::CLOSE_AUDIO) {
pc.Unlock();
audio_output_all_cancel();
pc.outputs.Cancel();
break;
}
@@ -949,7 +949,7 @@ Player::Run()
/* not enough decoded buffer space yet */
if (!paused && output_open &&
audio_output_all_check() < 4 &&
pc.outputs.Check() < 4 &&
!SendSilence())
break;
@@ -1029,7 +1029,7 @@ Player::Run()
to the audio output */
PlayNextChunk();
} else if (audio_output_all_check() > 0) {
} else if (pc.outputs.Check() > 0) {
/* not enough data from decoder, but the
output thread is still busy, so it's
okay */
@@ -1054,7 +1054,7 @@ Player::Run()
if (pipe->IsEmpty()) {
/* wait for the hardware to finish
playback */
audio_output_all_drain();
pc.outputs.Drain();
break;
}
} else if (output_open) {
@@ -1130,7 +1130,7 @@ player_task(void *arg)
case PlayerCommand::STOP:
pc.Unlock();
audio_output_all_cancel();
pc.outputs.Cancel();
pc.Lock();
/* fall through */
@@ -1145,7 +1145,7 @@ player_task(void *arg)
case PlayerCommand::CLOSE_AUDIO:
pc.Unlock();
audio_output_all_release();
pc.outputs.Release();
pc.Lock();
pc.CommandFinished();
@@ -1156,7 +1156,7 @@ player_task(void *arg)
case PlayerCommand::UPDATE_AUDIO:
pc.Unlock();
audio_output_all_enable_disable();
pc.outputs.EnableDisable();
pc.Lock();
pc.CommandFinished();
break;
@@ -1166,7 +1166,7 @@ player_task(void *arg)
dc.Quit();
audio_output_all_close();
pc.outputs.Close();
player_command_finished(pc);
return;