/* * Copyright 2003-2016 The Music Player Daemon Project * http://www.musicpd.org * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ /* * Functions for controlling playback on the playlist level. * */ #include "config.h" #include "Playlist.hxx" #include "PlaylistError.hxx" #include "player/Control.hxx" #include "DetachedSong.hxx" #include "Log.hxx" void playlist::Stop(PlayerControl &pc) { if (!playing) return; assert(current >= 0); FormatDebug(playlist_domain, "stop"); pc.LockStop(); queued = -1; playing = false; if (queue.random) { /* shuffle the playlist, so the next playback will result in a new random order */ unsigned current_position = queue.OrderToPosition(current); queue.ShuffleOrder(); /* make sure that "current" stays valid, and the next "play" command plays the same song again */ current = queue.PositionToOrder(current_position); } } void playlist::PlayPosition(PlayerControl &pc, int song) { pc.LockClearError(); unsigned i = song; if (song == -1) { /* play any song ("current" song, or the first song */ if (queue.IsEmpty()) return; if (playing) { /* already playing: unpause playback, just in case it was paused, and return */ pc.LockSetPause(false); return; } /* select a song: "current" song, or the first one */ i = current >= 0 ? current : 0; } else if (!queue.IsValidPosition(song)) throw PlaylistError::BadRange(); if (queue.random) { if (song >= 0) /* "i" is currently the song position (which would be equal to the order number in no-random mode); convert it to a order number, because random mode is enabled */ i = queue.PositionToOrder(song); if (!playing) current = 0; /* swap the new song with the previous "current" one, so playback continues as planned */ queue.SwapOrders(i, current); i = current; } stop_on_error = false; error_count = 0; PlayOrder(pc, i); } void playlist::PlayId(PlayerControl &pc, int id) { if (id == -1) { PlayPosition(pc, id); return; } int song = queue.IdToPosition(id); if (song < 0) throw PlaylistError::NoSuchSong(); return PlayPosition(pc, song); } void playlist::PlayNext(PlayerControl &pc) { if (!playing) return; assert(!queue.IsEmpty()); assert(queue.IsValidOrder(current)); const int old_current = current; stop_on_error = false; /* determine the next song from the queue's order list */ const int next_order = queue.GetNextOrder(current); if (next_order < 0) { /* no song after this one: stop playback */ Stop(pc); /* reset "current song" */ current = -1; } else { if (next_order == 0 && queue.random) { /* The queue told us that the next song is the first song. This means we are in repeat mode. Shuffle the queue order, so this time, the user hears the songs in a different than before */ assert(queue.repeat); queue.ShuffleOrder(); /* note that current and queued are now invalid, but PlayOrder() will discard them anyway */ } PlayOrder(pc, next_order); } /* Consume mode removes each played songs. */ if (queue.consume) DeleteOrder(pc, old_current); } void playlist::PlayPrevious(PlayerControl &pc) { if (!playing) return; assert(!queue.IsEmpty()); int order; if (current > 0) { /* play the preceding song */ order = current - 1; } else if (queue.repeat) { /* play the last song in "repeat" mode */ order = queue.GetLength() - 1; } else { /* re-start playing the current song if it's the first one */ order = current; } PlayOrder(pc, order); } bool playlist::SeekSongOrder(PlayerControl &pc, unsigned i, SongTime seek_time, Error &error) { assert(queue.IsValidOrder(i)); const DetachedSong *queued_song = GetQueuedSong(); pc.LockClearError(); stop_on_error = true; error_count = 0; if (!playing || (unsigned)current != i) { /* seeking is not within the current song - prepare song change */ playing = true; current = i; queued_song = nullptr; } if (!pc.LockSeek(new DetachedSong(queue.GetOrder(i)), seek_time, error)) { UpdateQueuedSong(pc, queued_song); return false; } queued = -1; UpdateQueuedSong(pc, nullptr); return true; } bool playlist::SeekSongPosition(PlayerControl &pc, unsigned song, SongTime seek_time, Error &error) { if (!queue.IsValidPosition(song)) { error.Set(playlist_domain, int(PlaylistResult::BAD_RANGE), "Bad range"); return false; } unsigned i = queue.random ? queue.PositionToOrder(song) : song; return SeekSongOrder(pc, i, seek_time, error); } bool playlist::SeekSongId(PlayerControl &pc, unsigned id, SongTime seek_time, Error &error) { int song = queue.IdToPosition(id); if (song < 0) { error.Set(playlist_domain, int(PlaylistResult::NO_SUCH_SONG), "No such song"); return false; } return SeekSongPosition(pc, song, seek_time, error); } bool playlist::SeekCurrent(PlayerControl &pc, SignedSongTime seek_time, bool relative, Error &error) { if (!playing) throw PlaylistError::NotPlaying(); if (relative) { const auto status = pc.LockGetStatus(); if (status.state != PlayerState::PLAY && status.state != PlayerState::PAUSE) throw PlaylistError::NotPlaying(); seek_time += status.elapsed_time; if (seek_time.IsNegative()) seek_time = SignedSongTime::zero(); } if (seek_time.IsNegative()) seek_time = SignedSongTime::zero(); return SeekSongOrder(pc, current, SongTime(seek_time), error); }