285 lines
6.9 KiB
C++
285 lines
6.9 KiB
C++
/*
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* Copyright (C) 2003-2013 The Music Player Daemon Project
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* http://www.musicpd.org
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef MPD_PLAYLIST_HXX
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#define MPD_PLAYLIST_HXX
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#include "Queue.hxx"
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#include "PlaylistError.hxx"
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struct PlayerControl;
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struct Song;
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struct playlist {
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/**
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* The song queue - it contains the "real" playlist.
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*/
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struct Queue queue;
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/**
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* This value is true if the player is currently playing (or
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* should be playing).
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*/
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bool playing;
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/**
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* If true, then any error is fatal; if false, MPD will
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* attempt to play the next song on non-fatal errors. During
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* seeking, this flag is set.
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*/
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bool stop_on_error;
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/**
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* If true, then a bulk edit has been initiated by
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* BeginBulk(), and UpdateQueuedSong() and OnModified() will
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* be postponed until CommitBulk()
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*/
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bool bulk_edit;
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/**
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* Has the queue been modified during bulk edit mode?
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*/
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bool bulk_modified;
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/**
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* Number of errors since playback was started. If this
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* number exceeds the length of the playlist, MPD gives up,
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* because all songs have been tried.
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*/
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unsigned error_count;
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/**
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* The "current song pointer". This is the song which is
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* played when we get the "play" command. It is also the song
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* which is currently being played.
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*/
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int current;
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/**
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* The "next" song to be played, when the current one
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* finishes. The decoder thread may start decoding and
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* buffering it, while the "current" song is still playing.
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*
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* This variable is only valid if #playing is true.
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*/
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int queued;
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playlist(unsigned max_length)
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:queue(max_length), playing(false),
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bulk_edit(false),
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current(-1), queued(-1) {
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}
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~playlist() {
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}
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uint32_t GetVersion() const {
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return queue.version;
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}
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unsigned GetLength() const {
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return queue.GetLength();
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}
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unsigned PositionToId(unsigned position) const {
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return queue.PositionToId(position);
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}
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gcc_pure
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int GetCurrentPosition() const;
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gcc_pure
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int GetNextPosition() const;
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/**
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* Returns the song object which is currently queued. Returns
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* none if there is none (yet?) or if MPD isn't playing.
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*/
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gcc_pure
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const Song *GetQueuedSong() const;
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/**
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* This is the "PLAYLIST" event handler. It is invoked by the
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* player thread whenever it requests a new queued song, or
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* when it exits.
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*/
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void SyncWithPlayer(PlayerControl &pc);
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protected:
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/**
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* Called by all editing methods after a modification.
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* Updates the queue version and emits #IDLE_PLAYLIST.
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*/
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void OnModified();
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/**
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* Updates the "queued song". Calculates the next song
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* according to the current one (if MPD isn't playing, it
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* takes the first song), and queues this song. Clears the
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* old queued song if there was one.
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*
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* @param prev the song which was previously queued, as
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* determined by playlist_get_queued_song()
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*/
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void UpdateQueuedSong(PlayerControl &pc, const Song *prev);
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public:
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void BeginBulk();
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void CommitBulk(PlayerControl &pc);
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void Clear(PlayerControl &pc);
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/**
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* A tag in the play queue has been modified by the player
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* thread. Apply the given song's tag to the current song if
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* the song matches.
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*/
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void TagModified(Song &&song);
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/**
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* The database has been modified. Pull all updates.
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*/
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void DatabaseModified();
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PlaylistResult AppendSong(PlayerControl &pc,
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Song *song,
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unsigned *added_id=nullptr);
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/**
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* Appends a local file (outside the music database) to the
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* playlist.
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*
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* Note: the caller is responsible for checking permissions.
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*/
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PlaylistResult AppendFile(PlayerControl &pc,
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const char *path_utf8,
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unsigned *added_id=nullptr);
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PlaylistResult AppendURI(PlayerControl &pc,
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const char *uri_utf8,
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unsigned *added_id=nullptr);
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protected:
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void DeleteInternal(PlayerControl &pc,
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unsigned song, const Song **queued_p);
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public:
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PlaylistResult DeletePosition(PlayerControl &pc,
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unsigned position);
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PlaylistResult DeleteOrder(PlayerControl &pc,
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unsigned order) {
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return DeletePosition(pc, queue.OrderToPosition(order));
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}
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PlaylistResult DeleteId(PlayerControl &pc, unsigned id);
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/**
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* Deletes a range of songs from the playlist.
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*
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* @param start the position of the first song to delete
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* @param end the position after the last song to delete
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*/
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PlaylistResult DeleteRange(PlayerControl &pc,
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unsigned start, unsigned end);
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void DeleteSong(PlayerControl &pc, const Song &song);
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void Shuffle(PlayerControl &pc, unsigned start, unsigned end);
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PlaylistResult MoveRange(PlayerControl &pc,
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unsigned start, unsigned end, int to);
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PlaylistResult MoveId(PlayerControl &pc, unsigned id, int to);
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PlaylistResult SwapPositions(PlayerControl &pc,
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unsigned song1, unsigned song2);
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PlaylistResult SwapIds(PlayerControl &pc,
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unsigned id1, unsigned id2);
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PlaylistResult SetPriorityRange(PlayerControl &pc,
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unsigned start_position,
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unsigned end_position,
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uint8_t priority);
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PlaylistResult SetPriorityId(PlayerControl &pc,
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unsigned song_id, uint8_t priority);
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void Stop(PlayerControl &pc);
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PlaylistResult PlayPosition(PlayerControl &pc, int position);
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void PlayOrder(PlayerControl &pc, int order);
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PlaylistResult PlayId(PlayerControl &pc, int id);
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void PlayNext(PlayerControl &pc);
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void PlayPrevious(PlayerControl &pc);
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PlaylistResult SeekSongOrder(PlayerControl &pc,
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unsigned song_order,
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float seek_time);
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PlaylistResult SeekSongPosition(PlayerControl &pc,
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unsigned song_position,
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float seek_time);
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PlaylistResult SeekSongId(PlayerControl &pc,
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unsigned song_id, float seek_time);
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/**
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* Seek within the current song. Fails if MPD is not currently
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* playing.
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*
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* @param time the time in seconds
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* @param relative if true, then the specified time is relative to the
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* current position
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*/
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PlaylistResult SeekCurrent(PlayerControl &pc,
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float seek_time, bool relative);
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bool GetRepeat() const {
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return queue.repeat;
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}
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void SetRepeat(PlayerControl &pc, bool new_value);
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bool GetRandom() const {
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return queue.random;
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}
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void SetRandom(PlayerControl &pc, bool new_value);
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bool GetSingle() const {
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return queue.single;
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}
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void SetSingle(PlayerControl &pc, bool new_value);
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bool GetConsume() const {
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return queue.consume;
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}
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void SetConsume(bool new_value);
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};
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#endif
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