mpd/src/queue/Playlist.hxx
2023-03-06 16:14:15 +01:00

377 lines
8.9 KiB
C++

// SPDX-License-Identifier: GPL-2.0-or-later
// Copyright The Music Player Daemon Project
#ifndef MPD_PLAYLIST_HXX
#define MPD_PLAYLIST_HXX
#include "SingleMode.hxx"
#include "ConsumeMode.hxx"
#include "queue/Queue.hxx"
#include "config.h"
enum TagType : uint8_t;
struct Tag;
struct RangeArg;
class PlayerControl;
class DetachedSong;
class Database;
class SongLoader;
class SongTime;
class SignedSongTime;
class QueueListener;
struct playlist {
/**
* The song queue - it contains the "real" playlist.
*/
Queue queue;
QueueListener &listener;
/**
* This value is true if the player is currently playing (or
* should be playing).
*/
bool playing = false;
/**
* If true, then any error is fatal; if false, MPD will
* attempt to play the next song on non-fatal errors. During
* seeking, this flag is set.
*/
bool stop_on_error;
/**
* If true, then a bulk edit has been initiated by
* BeginBulk(), and UpdateQueuedSong() and OnModified() will
* be postponed until CommitBulk()
*/
bool bulk_edit = false;
/**
* Has the queue been modified during bulk edit mode?
*/
bool bulk_modified;
/**
* Number of errors since playback was started. If this
* number exceeds the length of the playlist, MPD gives up,
* because all songs have been tried.
*/
unsigned error_count;
/**
* The "current song pointer" (the order number). This is the
* song which is played when we get the "play" command. It is
* also the song which is currently being played.
*/
int current = -1;
/**
* The "next" song to be played (the order number), when the
* current one finishes. The decoder thread may start
* decoding and buffering it, while the "current" song is
* still playing.
*
* This variable is only valid if #playing is true.
*/
int queued = -1;
playlist(unsigned max_length,
QueueListener &_listener) noexcept
:queue(max_length),
listener(_listener)
{
}
uint32_t GetVersion() const noexcept {
return queue.version;
}
unsigned GetLength() const noexcept {
return queue.GetLength();
}
unsigned PositionToId(unsigned position) const noexcept {
return queue.PositionToId(position);
}
[[gnu::pure]]
int GetCurrentPosition() const noexcept;
[[gnu::pure]]
int GetNextPosition() const noexcept;
/**
* Returns the song object which is currently queued. Returns
* none if there is none (yet?) or if MPD isn't playing.
*/
[[gnu::pure]]
const DetachedSong *GetQueuedSong() const noexcept;
/**
* This is the "PLAYLIST" event handler. It is invoked by the
* player thread whenever it requests a new queued song, or
* when it exits.
*/
void SyncWithPlayer(PlayerControl &pc) noexcept;
/**
* This is the "BORDER_PAUSE" event handler. It is invoked by
* the player thread whenever playback goes into border pause.
*/
void BorderPause(PlayerControl &pc) noexcept;
protected:
/**
* Called by all editing methods after a modification.
* Updates the queue version and invokes
* QueueListener::OnQueueModified().
*/
void OnModified() noexcept;
/**
* Called when playback of a new song starts. Unlike
* QueuedSongStarted(), this also gets called when the user
* manually switches to another song. It may be used for
* playlist fixups.
*
* The song being started is specified by the #current
* attribute.
*/
void SongStarted() noexcept;
/**
* Updates the "queued song". Calculates the next song
* according to the current one (if MPD isn't playing, it
* takes the first song), and queues this song. Clears the
* old queued song if there was one.
*
* @param prev the song which was previously queued, as
* determined by playlist_get_queued_song()
*/
void UpdateQueuedSong(PlayerControl &pc, const DetachedSong *prev) noexcept;
/**
* Queue a song, addressed by its order number.
*/
void QueueSongOrder(PlayerControl &pc, unsigned order) noexcept;
/**
* Called when the player thread has started playing the
* "queued" song, i.e. it has switched from one song to the
* next automatically.
*/
void QueuedSongStarted(PlayerControl &pc) noexcept;
/**
* The player has stopped for some reason. Check the error,
* and decide whether to re-start playback.
*/
void ResumePlayback(PlayerControl &pc) noexcept;
public:
void BeginBulk() noexcept;
void CommitBulk(PlayerControl &pc) noexcept;
void Clear(PlayerControl &pc) noexcept;
/**
* A tag in the play queue has been modified by the player
* thread. Apply the given song's tag to the current song if
* the song matches.
*/
void TagModified(DetachedSong &&song) noexcept;
/**
* @param real_uri the song's "real uri" (see
* DetachedSong::GetRealURI(), DetachedSong::IsRealURI())
*/
void TagModified(const char *real_uri, const Tag &tag) noexcept;
#ifdef ENABLE_DATABASE
/**
* The database has been modified. Pull all updates.
*/
void DatabaseModified(const Database &db);
#endif
/**
* Throws PlaylistError if the queue would be too large.
*
* @return the new song id
*/
unsigned AppendSong(PlayerControl &pc, DetachedSong &&song);
/**
* Throws #std::runtime_error on error.
*
* @return the new song id
*/
unsigned AppendURI(PlayerControl &pc,
const SongLoader &loader,
const char *uri_utf8);
protected:
void DeleteInternal(PlayerControl &pc,
unsigned song, const DetachedSong **queued_p) noexcept;
public:
void DeletePosition(PlayerControl &pc, unsigned position);
void DeleteOrder(PlayerControl &pc, unsigned order) {
DeletePosition(pc, queue.OrderToPosition(order));
}
void DeleteId(PlayerControl &pc, unsigned id);
/**
* Deletes a range of songs from the playlist.
*
* @param start the position of the first song to delete
* @param end the position after the last song to delete
*/
void DeleteRange(PlayerControl &pc, RangeArg range);
/**
* Mark the given song as "stale", i.e. as not being available
* anymore. This gets called when a song is removed from the
* database. The method attempts to remove all instances of
* this song from the queue.
*/
void StaleSong(PlayerControl &pc, const char *uri) noexcept;
void Shuffle(PlayerControl &pc, RangeArg range);
void MoveRange(PlayerControl &pc, RangeArg range, unsigned to);
void SwapPositions(PlayerControl &pc, unsigned song1, unsigned song2);
void SwapIds(PlayerControl &pc, unsigned id1, unsigned id2);
void SetPriorityRange(PlayerControl &pc,
RangeArg position_range,
uint8_t priority);
void SetPriorityId(PlayerControl &pc,
unsigned song_id, uint8_t priority);
/**
* Sets the start_time and end_time attributes on the song
* with the specified id.
*
* Throws on error.
*/
void SetSongIdRange(PlayerControl &pc, unsigned id,
SongTime start, SongTime end);
/**
* Throws on error.
*/
void AddSongIdTag(unsigned id, TagType tag_type,
const char *value);
/**
* Throws on error.
*/
void ClearSongIdTag(unsigned id, TagType tag_type);
void Stop(PlayerControl &pc) noexcept;
/**
* Throws on error.
*/
void PlayPosition(PlayerControl &pc, int position);
/**
* Throws on error.
*/
void PlayOrder(PlayerControl &pc, unsigned order);
/**
* Throws on error.
*/
void PlayId(PlayerControl &pc, int id);
/**
* Throws on error.
*/
void PlayNext(PlayerControl &pc);
/**
* Throws on error.
*/
void PlayPrevious(PlayerControl &pc);
/**
* Throws on error.
*/
void SeekSongOrder(PlayerControl &pc,
unsigned song_order,
SongTime seek_time);
/**
* Throws on error.
*/
void SeekSongPosition(PlayerControl &pc,
unsigned sonag_position,
SongTime seek_time);
/**
* Throws on error.
*/
void SeekSongId(PlayerControl &pc,
unsigned song_id, SongTime seek_time);
/**
* Seek within the current song. Fails if MPD is not currently
* playing.
*
* Throws on error.
*
* @param seek_time the time
* @param relative if true, then the specified time is relative to the
* current position
*/
void SeekCurrent(PlayerControl &pc,
SignedSongTime seek_time, bool relative);
bool GetRepeat() const noexcept {
return queue.repeat;
}
void SetRepeat(PlayerControl &pc, bool new_value) noexcept;
bool GetRandom() const noexcept {
return queue.random;
}
void SetRandom(PlayerControl &pc, bool new_value) noexcept;
SingleMode GetSingle() const noexcept {
return queue.single;
}
void SetSingle(PlayerControl &pc, SingleMode new_value) noexcept;
ConsumeMode GetConsume() const noexcept {
return queue.consume;
}
void SetConsume(ConsumeMode new_value) noexcept;
private:
/**
* Prepare a manual song change: move the given song to the
* current playback order. This is done to avoid skipping
* upcoming songs in the order list. The newly selected song
* shall be inserted in the order list, and the rest shall be
* played after that as previously planned.
*
* @return the new order number of the given song
*/
unsigned MoveOrderToCurrent(unsigned old_order) noexcept;
};
#endif