mpd/src/queue/PlaylistEdit.cxx
2023-03-06 14:59:48 +01:00

427 lines
9.0 KiB
C++

// SPDX-License-Identifier: GPL-2.0-or-later
// Copyright The Music Player Daemon Project
/*
* Functions for editing the playlist (adding, removing, reordering
* songs in the queue).
*
*/
#include "Playlist.hxx"
#include "Listener.hxx"
#include "PlaylistError.hxx"
#include "player/Control.hxx"
#include "protocol/RangeArg.hxx"
#include "song/DetachedSong.hxx"
#include "SongLoader.hxx"
#include <stdlib.h>
void
playlist::OnModified() noexcept
{
if (bulk_edit) {
/* postponed to CommitBulk() */
bulk_modified = true;
return;
}
queue.IncrementVersion();
listener.OnQueueModified();
}
void
playlist::Clear(PlayerControl &pc) noexcept
{
Stop(pc);
queue.Clear();
current = -1;
OnModified();
}
void
playlist::BeginBulk() noexcept
{
assert(!bulk_edit);
bulk_edit = true;
bulk_modified = false;
}
void
playlist::CommitBulk(PlayerControl &pc) noexcept
{
assert(bulk_edit);
bulk_edit = false;
if (!bulk_modified)
return;
if (queued < 0)
/* if no song was queued, UpdateQueuedSong() is being
ignored in "bulk" edit mode; now that we have
shuffled all new songs, we can pick a random one
(instead of always picking the first one that was
added) */
UpdateQueuedSong(pc, nullptr);
OnModified();
}
unsigned
playlist::AppendSong(PlayerControl &pc, DetachedSong &&song)
{
unsigned id;
if (queue.IsFull())
throw PlaylistError(PlaylistResult::TOO_LARGE,
"Playlist is too large");
const DetachedSong *const queued_song = GetQueuedSong();
id = queue.Append(std::move(song), 0);
if (queue.random) {
/* shuffle the new song into the list of remaining
songs to play */
unsigned start;
if (queued >= 0)
start = queued + 1;
else
start = current + 1;
if (start < queue.GetLength())
queue.ShuffleOrderLastWithPriority(start, queue.GetLength());
}
UpdateQueuedSong(pc, queued_song);
OnModified();
return id;
}
unsigned
playlist::AppendURI(PlayerControl &pc, const SongLoader &loader,
const char *uri)
{
return AppendSong(pc, loader.LoadSong(uri));
}
void
playlist::SwapPositions(PlayerControl &pc, unsigned song1, unsigned song2)
{
if (!queue.IsValidPosition(song1) || !queue.IsValidPosition(song2))
throw PlaylistError::BadRange();
const DetachedSong *const queued_song = GetQueuedSong();
queue.SwapPositions(song1, song2);
if (queue.random) {
/* update the queue order, so that current
still points to the current song order */
queue.SwapOrders(queue.PositionToOrder(song1),
queue.PositionToOrder(song2));
} else if (current >= 0){
/* correct the "current" song order */
if (unsigned(current) == song1)
current = song2;
else if (unsigned(current) == song2)
current = song1;
}
UpdateQueuedSong(pc, queued_song);
OnModified();
}
void
playlist::SwapIds(PlayerControl &pc, unsigned id1, unsigned id2)
{
int song1 = queue.IdToPosition(id1);
int song2 = queue.IdToPosition(id2);
if (song1 < 0 || song2 < 0)
throw PlaylistError::NoSuchSong();
SwapPositions(pc, song1, song2);
}
void
playlist::SetPriorityRange(PlayerControl &pc,
RangeArg range,
uint8_t priority)
{
if (!range.CheckClip(GetLength()))
throw PlaylistError::BadRange();
if (range.IsEmpty())
return;
/* remember "current" and "queued" */
const int current_position = GetCurrentPosition();
const DetachedSong *const queued_song = GetQueuedSong();
/* apply the priority changes */
queue.SetPriorityRange(range.start, range.end, priority, current);
/* restore "current" and choose a new "queued" */
if (current_position >= 0)
current = queue.PositionToOrder(current_position);
UpdateQueuedSong(pc, queued_song);
OnModified();
}
void
playlist::SetPriorityId(PlayerControl &pc,
unsigned song_id, uint8_t priority)
{
int song_position = queue.IdToPosition(song_id);
if (song_position < 0)
throw PlaylistError::NoSuchSong();
SetPriorityRange(pc, {unsigned(song_position), song_position + 1U}, priority);
}
void
playlist::DeleteInternal(PlayerControl &pc,
unsigned song, const DetachedSong **queued_p) noexcept
{
assert(song < GetLength());
unsigned songOrder = queue.PositionToOrder(song);
if (playing && current == (int)songOrder) {
const bool paused = pc.GetState() == PlayerState::PAUSE;
/* the current song is going to be deleted: see which
song is going to be played instead */
current = queue.GetNextOrder(current);
if (current == (int)songOrder)
current = -1;
if (current >= 0 && !paused)
/* play the song after the deleted one */
try {
PlayOrder(pc, current);
} catch (...) {
/* TODO: log error? */
}
else {
/* stop the player */
pc.LockStop();
playing = false;
}
*queued_p = nullptr;
} else if (current == (int)songOrder)
/* there's a "current song" but we're not playing
currently - clear "current" */
current = -1;
/* now do it: remove the song */
queue.DeletePosition(song);
/* update the "current" and "queued" variables */
if (current > (int)songOrder)
current--;
}
void
playlist::DeletePosition(PlayerControl &pc, unsigned song)
{
if (song >= queue.GetLength())
throw PlaylistError::BadRange();
const DetachedSong *queued_song = GetQueuedSong();
DeleteInternal(pc, song, &queued_song);
UpdateQueuedSong(pc, queued_song);
OnModified();
}
void
playlist::DeleteRange(PlayerControl &pc, RangeArg range)
{
if (!range.CheckClip(GetLength()))
throw PlaylistError::BadRange();
if (range.IsEmpty())
return;
const DetachedSong *queued_song = GetQueuedSong();
do {
DeleteInternal(pc, --range.end, &queued_song);
} while (range.end != range.start);
UpdateQueuedSong(pc, queued_song);
OnModified();
}
void
playlist::DeleteId(PlayerControl &pc, unsigned id)
{
int song = queue.IdToPosition(id);
if (song < 0)
throw PlaylistError::NoSuchSong();
DeletePosition(pc, song);
}
void
playlist::StaleSong(PlayerControl &pc, const char *uri) noexcept
{
/* don't remove the song if it's currently being played, to
avoid disrupting playback; a deleted file may still be
played if it's still open */
// TODO: mark the song as "stale" and postpone deletion
int current_position = playing
? GetCurrentPosition()
: -1;
for (int i = queue.GetLength() - 1; i >= 0; --i)
if (i != current_position && queue.Get(i).IsURI(uri))
DeletePosition(pc, i);
}
void
playlist::MoveRange(PlayerControl &pc, RangeArg range, unsigned to)
{
if (!queue.IsValidPosition(range.start) ||
!queue.IsValidPosition(range.end - 1))
throw PlaylistError::BadRange();
if (to + range.Count() - 1 >= GetLength())
throw PlaylistError::BadRange();
if (range.start == to)
/* nothing happens */
return;
const DetachedSong *const queued_song = GetQueuedSong();
queue.MoveRange(range.start, range.end, to);
if (!queue.random && current >= 0) {
/* update current */
if (range.Contains(current))
current += to - range.start;
else if (unsigned(current) >= range.end &&
unsigned(current) <= to)
current -= range.Count();
else if (unsigned(current) >= to &&
unsigned(current) < range.start)
current += range.Count();
}
UpdateQueuedSong(pc, queued_song);
OnModified();
}
void
playlist::Shuffle(PlayerControl &pc, RangeArg range)
{
if (!range.CheckClip(GetLength()))
throw PlaylistError::BadRange();
if (!range.HasAtLeast(2))
/* needs at least two entries. */
return;
const DetachedSong *const queued_song = GetQueuedSong();
if (playing && current >= 0) {
unsigned current_position = queue.OrderToPosition(current);
if (range.Contains(current_position)) {
/* put current playing song first */
queue.SwapPositions(range.start, current_position);
if (queue.random) {
current = queue.PositionToOrder(range.start);
} else
current = range.start;
/* start shuffle after the current song */
range.start++;
}
} else {
/* no playback currently: reset current */
current = -1;
}
queue.ShuffleRange(range.start, range.end);
UpdateQueuedSong(pc, queued_song);
OnModified();
}
void
playlist::SetSongIdRange(PlayerControl &pc, unsigned id,
SongTime start, SongTime end)
{
assert(end.IsZero() || start < end);
int position = queue.IdToPosition(id);
if (position < 0)
throw PlaylistError::NoSuchSong();
bool was_queued = false;
if (playing) {
if (position == current)
throw PlaylistError(PlaylistResult::DENIED,
"Cannot edit the current song");
if (position == queued) {
/* if we're manipulating the "queued" song,
the decoder thread may be decoding it
already; cancel that */
pc.LockCancel();
queued = -1;
/* schedule a call to UpdateQueuedSong() to
re-queue the song with its new range */
was_queued = true;
}
}
DetachedSong &song = queue.Get(position);
const auto duration = song.GetTag().duration;
if (!duration.IsNegative()) {
/* validate the offsets */
if (start > duration)
throw PlaylistError(PlaylistResult::BAD_RANGE,
"Invalid start offset");
if (end >= duration)
end = SongTime::zero();
}
/* edit it */
song.SetStartTime(start);
song.SetEndTime(end);
/* announce the change to all interested subsystems */
if (was_queued)
UpdateQueuedSong(pc, nullptr);
queue.ModifyAtPosition(position);
OnModified();
}