344 lines
7.5 KiB
C++
344 lines
7.5 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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#include "config.h"
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#include "Playlist.hxx"
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#include "PlayerControl.hxx"
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#include "Song.hxx"
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#include "Idle.hxx"
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#include <glib.h>
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#include <assert.h>
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#undef G_LOG_DOMAIN
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#define G_LOG_DOMAIN "playlist"
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void
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playlist::FullIncrementVersions()
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{
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queue.ModifyAll();
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idle_add(IDLE_PLAYLIST);
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}
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void
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playlist::TagChanged()
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{
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if (!playing)
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return;
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assert(current >= 0);
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queue.ModifyAtOrder(current);
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idle_add(IDLE_PLAYLIST);
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}
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/**
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* Queue a song, addressed by its order number.
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*/
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static void
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playlist_queue_song_order(struct playlist *playlist, struct player_control *pc,
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unsigned order)
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{
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char *uri;
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assert(playlist->queue.IsValidOrder(order));
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playlist->queued = order;
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Song *song = playlist->queue.GetOrder(order)->DupDetached();
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uri = song->GetURI();
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g_debug("queue song %i:\"%s\"", playlist->queued, uri);
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g_free(uri);
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pc->EnqueueSong(song);
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}
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/**
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* Called if the player thread has started playing the "queued" song.
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*/
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static void
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playlist_song_started(struct playlist *playlist, struct player_control *pc)
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{
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assert(pc->next_song == NULL);
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assert(playlist->queued >= -1);
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/* queued song has started: copy queued to current,
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and notify the clients */
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int current = playlist->current;
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playlist->current = playlist->queued;
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playlist->queued = -1;
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if(playlist->queue.consume)
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playlist->DeleteOrder(*pc, current);
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idle_add(IDLE_PLAYER);
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}
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const Song *
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playlist::GetQueuedSong() const
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{
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return playing && queued >= 0
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? queue.GetOrder(queued)
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: nullptr;
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}
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void
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playlist::UpdateQueuedSong(player_control &pc, const Song *prev)
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{
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if (!playing)
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return;
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assert(!queue.IsEmpty());
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assert((queued < 0) == (prev == NULL));
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const int next_order = current >= 0
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? queue.GetNextOrder(current)
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: 0;
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if (next_order == 0 && queue.random && !queue.single) {
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/* shuffle the song order again, so we get a different
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order each time the playlist is played
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completely */
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const unsigned current_position =
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queue.OrderToPosition(current);
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queue.ShuffleOrder();
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/* make sure that the current still points to
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the current song, after the song order has been
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shuffled */
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current = queue.PositionToOrder(current_position);
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}
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const Song *const next_song = next_order >= 0
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? queue.GetOrder(next_order)
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: nullptr;
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if (prev != NULL && next_song != prev) {
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/* clear the currently queued song */
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pc.Cancel();
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queued = -1;
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}
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if (next_order >= 0) {
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if (next_song != prev)
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playlist_queue_song_order(this, &pc, next_order);
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else
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queued = next_order;
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}
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}
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void
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playlist::PlayOrder(player_control &pc, int order)
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{
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playing = true;
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queued = -1;
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Song *song = queue.GetOrder(order)->DupDetached();
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char *uri = song->GetURI();
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g_debug("play %i:\"%s\"", order, uri);
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g_free(uri);
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pc.Play(song);
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current = order;
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}
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static void
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playlist_resume_playback(struct playlist *playlist, struct player_control *pc);
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void
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playlist::SyncWithPlayer(player_control &pc)
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{
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if (!playing)
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/* this event has reached us out of sync: we aren't
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playing anymore; ignore the event */
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return;
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pc.Lock();
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const player_state pc_state = pc.GetState();
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const Song *pc_next_song = pc.next_song;
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pc.Unlock();
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if (pc_state == PLAYER_STATE_STOP)
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/* the player thread has stopped: check if playback
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should be restarted with the next song. That can
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happen if the playlist isn't filling the queue fast
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enough */
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playlist_resume_playback(this, &pc);
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else {
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/* check if the player thread has already started
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playing the queued song */
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if (pc_next_song == nullptr && queued != -1)
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playlist_song_started(this, &pc);
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pc.Lock();
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pc_next_song = pc.next_song;
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pc.Unlock();
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/* make sure the queued song is always set (if
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possible) */
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if (pc_next_song == nullptr && queued < 0)
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UpdateQueuedSong(pc, nullptr);
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}
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}
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/**
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* The player has stopped for some reason. Check the error, and
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* decide whether to re-start playback
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*/
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static void
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playlist_resume_playback(struct playlist *playlist, struct player_control *pc)
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{
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assert(playlist->playing);
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assert(pc->GetState() == PLAYER_STATE_STOP);
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const auto error = pc->GetErrorType();
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if (error == PLAYER_ERROR_NONE)
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playlist->error_count = 0;
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else
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++playlist->error_count;
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if ((playlist->stop_on_error && error != PLAYER_ERROR_NONE) ||
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error == PLAYER_ERROR_OUTPUT ||
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playlist->error_count >= playlist->queue.GetLength())
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/* too many errors, or critical error: stop
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playback */
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playlist->Stop(*pc);
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else
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/* continue playback at the next song */
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playlist->PlayNext(*pc);
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}
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void
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playlist::SetRepeat(player_control &pc, bool status)
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{
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if (status == queue.repeat)
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return;
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queue.repeat = status;
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pc.SetBorderPause(queue.single && !queue.repeat);
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/* if the last song is currently being played, the "next song"
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might change when repeat mode is toggled */
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UpdateQueuedSong(pc, GetQueuedSong());
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idle_add(IDLE_OPTIONS);
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}
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static void
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playlist_order(struct playlist *playlist)
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{
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if (playlist->current >= 0)
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/* update playlist.current, order==position now */
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playlist->current = playlist->queue.OrderToPosition(playlist->current);
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playlist->queue.RestoreOrder();
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}
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void
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playlist::SetSingle(player_control &pc, bool status)
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{
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if (status == queue.single)
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return;
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queue.single = status;
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pc.SetBorderPause(queue.single && !queue.repeat);
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/* if the last song is currently being played, the "next song"
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might change when single mode is toggled */
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UpdateQueuedSong(pc, GetQueuedSong());
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idle_add(IDLE_OPTIONS);
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}
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void
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playlist::SetConsume(bool status)
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{
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if (status == queue.consume)
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return;
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queue.consume = status;
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idle_add(IDLE_OPTIONS);
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}
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void
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playlist::SetRandom(player_control &pc, bool status)
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{
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if (status == queue.random)
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return;
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const Song *const queued_song = GetQueuedSong();
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queue.random = status;
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if (queue.random) {
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/* shuffle the queue order, but preserve current */
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const int current_position = GetCurrentPosition();
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queue.ShuffleOrder();
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if (current_position >= 0) {
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/* make sure the current song is the first in
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the order list, so the whole rest of the
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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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current = 0;
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} else
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current = -1;
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} else
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playlist_order(this);
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UpdateQueuedSong(pc, queued_song);
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idle_add(IDLE_OPTIONS);
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}
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int
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playlist::GetCurrentPosition() const
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{
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return current >= 0
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? queue.OrderToPosition(current)
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: -1;
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}
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int
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playlist::GetNextPosition() const
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{
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if (current < 0)
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return -1;
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if (queue.single && queue.repeat)
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return queue.OrderToPosition(current);
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else if (queue.IsValidOrder(current + 1))
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return queue.OrderToPosition(current + 1);
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else if (queue.repeat)
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return queue.OrderToPosition(0);
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return -1;
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}
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