340 lines
8.4 KiB
C++
340 lines
8.4 KiB
C++
/*
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* Copyright 2003-2016 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/Queue.hxx"
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enum TagType : uint8_t;
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struct PlayerControl;
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class DetachedSong;
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class Database;
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class Error;
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class SongLoader;
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class SongTime;
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class SignedSongTime;
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class QueueListener;
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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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Queue queue;
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QueueListener &listener;
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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" (the order number). This is the
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* song which is played when we get the "play" command. It is
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* also the song 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 (the order number), when the
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* current one finishes. The decoder thread may start
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* decoding and buffering it, while the "current" song is
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* 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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QueueListener &_listener)
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:queue(max_length),
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listener(_listener),
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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 DetachedSong *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 invokes
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* QueueListener::OnQueueModified().
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*/
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void OnModified();
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/**
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* Called when playback of a new song starts. Unlike
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* QueuedSongStarted(), this also gets called when the user
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* manually switches to another song. It may be used for
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* playlist fixups.
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*
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* The song being started is specified by the #current
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* attribute.
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*/
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void SongStarted();
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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 DetachedSong *prev);
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/**
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* Queue a song, addressed by its order number.
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*/
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void QueueSongOrder(PlayerControl &pc, unsigned order);
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/**
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* Called when the player thread has started playing the
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* "queued" song, i.e. it has switched from one song to the
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* next automatically.
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*/
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void QueuedSongStarted(PlayerControl &pc);
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/**
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* The player has stopped for some reason. Check the error,
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* and decide whether to re-start playback.
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*/
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void ResumePlayback(PlayerControl &pc);
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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(DetachedSong &&song);
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#ifdef ENABLE_DATABASE
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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(const Database &db);
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#endif
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/**
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* Throws PlaylistError if the queue would be too large.
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*
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* @return the new song id
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*/
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unsigned AppendSong(PlayerControl &pc, DetachedSong &&song);
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/**
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* @return the new song id or 0 on error
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*/
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unsigned AppendURI(PlayerControl &pc,
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const SongLoader &loader,
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const char *uri_utf8,
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Error &error);
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protected:
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void DeleteInternal(PlayerControl &pc,
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unsigned song, const DetachedSong **queued_p);
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public:
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void DeletePosition(PlayerControl &pc, unsigned position);
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void DeleteOrder(PlayerControl &pc, unsigned order) {
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DeletePosition(pc, queue.OrderToPosition(order));
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}
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void 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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void DeleteRange(PlayerControl &pc, unsigned start, unsigned end);
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/**
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* Mark the given song as "stale", i.e. as not being available
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* anymore. This gets called when a song is removed from the
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* database. The method attempts to remove all instances of
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* this song from the queue.
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*/
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void StaleSong(PlayerControl &pc, const char *uri);
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void Shuffle(PlayerControl &pc, unsigned start, unsigned end);
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void MoveRange(PlayerControl &pc, unsigned start,
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unsigned end, int to);
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void MoveId(PlayerControl &pc, unsigned id, int to);
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void SwapPositions(PlayerControl &pc, unsigned song1, unsigned song2);
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void SwapIds(PlayerControl &pc, unsigned id1, unsigned id2);
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void SetPriorityRange(PlayerControl &pc,
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unsigned start_position, unsigned end_position,
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uint8_t priority);
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void SetPriorityId(PlayerControl &pc,
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unsigned song_id, uint8_t priority);
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/**
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* Sets the start_time and end_time attributes on the song
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* with the specified id.
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*/
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void SetSongIdRange(PlayerControl &pc, unsigned id,
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SongTime start, SongTime end);
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void AddSongIdTag(unsigned id, TagType tag_type, const char *value);
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void ClearSongIdTag(unsigned id, TagType tag_type);
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void Stop(PlayerControl &pc);
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bool PlayPosition(PlayerControl &pc, int position, Error &error);
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bool PlayOrder(PlayerControl &pc, unsigned order, Error &error);
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bool PlayId(PlayerControl &pc, int id, Error &error);
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bool PlayNext(PlayerControl &pc, Error &error);
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bool PlayPrevious(PlayerControl &pc, Error &error);
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bool SeekSongOrder(PlayerControl &pc,
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unsigned song_order,
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SongTime seek_time,
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Error &error);
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bool SeekSongPosition(PlayerControl &pc,
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unsigned sonag_position,
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SongTime seek_time,
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Error &error);
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bool SeekSongId(PlayerControl &pc,
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unsigned song_id, SongTime seek_time,
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Error &error);
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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 seek_time the time
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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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bool SeekCurrent(PlayerControl &pc,
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SignedSongTime seek_time, bool relative,
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Error &error);
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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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