261 lines
5.7 KiB
C++
261 lines
5.7 KiB
C++
/*
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* Copyright (C) 2003-2014 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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/*
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* Functions for controlling playback on the playlist level.
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*
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*/
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#include "config.h"
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#include "Playlist.hxx"
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#include "PlaylistError.hxx"
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#include "PlayerControl.hxx"
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#include "DetachedSong.hxx"
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#include "Log.hxx"
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void
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playlist::Stop(PlayerControl &pc)
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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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FormatDebug(playlist_domain, "stop");
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pc.Stop();
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queued = -1;
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playing = false;
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if (queue.random) {
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/* shuffle the playlist, so the next playback will
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result in a new random order */
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unsigned current_position = queue.OrderToPosition(current);
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queue.ShuffleOrder();
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/* make sure that "current" stays valid, and the next
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"play" command plays the same song again */
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current = queue.PositionToOrder(current_position);
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}
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}
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PlaylistResult
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playlist::PlayPosition(PlayerControl &pc, int song)
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{
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pc.ClearError();
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unsigned i = song;
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if (song == -1) {
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/* play any song ("current" song, or the first song */
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if (queue.IsEmpty())
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return PlaylistResult::SUCCESS;
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if (playing) {
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/* already playing: unpause playback, just in
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case it was paused, and return */
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pc.SetPause(false);
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return PlaylistResult::SUCCESS;
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}
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/* select a song: "current" song, or the first one */
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i = current >= 0
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? current
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: 0;
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} else if (!queue.IsValidPosition(song))
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return PlaylistResult::BAD_RANGE;
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if (queue.random) {
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if (song >= 0)
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/* "i" is currently the song position (which
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would be equal to the order number in
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no-random mode); convert it to a order
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number, because random mode is enabled */
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i = queue.PositionToOrder(song);
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if (!playing)
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current = 0;
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/* swap the new song with the previous "current" one,
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so playback continues as planned */
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queue.SwapOrders(i, current);
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i = current;
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}
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stop_on_error = false;
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error_count = 0;
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PlayOrder(pc, i);
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return PlaylistResult::SUCCESS;
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}
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PlaylistResult
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playlist::PlayId(PlayerControl &pc, int id)
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{
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if (id == -1)
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return PlayPosition(pc, id);
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int song = queue.IdToPosition(id);
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if (song < 0)
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return PlaylistResult::NO_SUCH_SONG;
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return PlayPosition(pc, song);
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}
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void
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playlist::PlayNext(PlayerControl &pc)
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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(queue.IsValidOrder(current));
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const int old_current = current;
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stop_on_error = false;
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/* determine the next song from the queue's order list */
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const int next_order = queue.GetNextOrder(current);
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if (next_order < 0) {
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/* no song after this one: stop playback */
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Stop(pc);
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/* reset "current song" */
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current = -1;
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}
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else
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{
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if (next_order == 0 && queue.random) {
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/* The queue told us that the next song is the first
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song. This means we are in repeat mode. Shuffle
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the queue order, so this time, the user hears the
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songs in a different than before */
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assert(queue.repeat);
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queue.ShuffleOrder();
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/* note that current and queued are
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now invalid, but playlist_play_order() will
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discard them anyway */
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}
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PlayOrder(pc, next_order);
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}
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/* Consume mode removes each played songs. */
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if (queue.consume)
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DeleteOrder(pc, old_current);
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}
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void
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playlist::PlayPrevious(PlayerControl &pc)
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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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int order;
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if (current > 0) {
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/* play the preceding song */
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order = current - 1;
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} else if (queue.repeat) {
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/* play the last song in "repeat" mode */
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order = queue.GetLength() - 1;
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} else {
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/* re-start playing the current song if it's
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the first one */
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order = current;
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}
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PlayOrder(pc, order);
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}
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PlaylistResult
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playlist::SeekSongPosition(PlayerControl &pc, unsigned song, float seek_time)
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{
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if (!queue.IsValidPosition(song))
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return PlaylistResult::BAD_RANGE;
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const DetachedSong *queued_song = GetQueuedSong();
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unsigned i = queue.random
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? queue.PositionToOrder(song)
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: song;
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pc.ClearError();
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stop_on_error = true;
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error_count = 0;
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if (!playing || (unsigned)current != i) {
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/* seeking is not within the current song - prepare
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song change */
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playing = true;
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current = i;
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queued_song = nullptr;
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}
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if (!pc.Seek(new DetachedSong(queue.GetOrder(i)), seek_time)) {
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UpdateQueuedSong(pc, queued_song);
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return PlaylistResult::NOT_PLAYING;
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}
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queued = -1;
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UpdateQueuedSong(pc, nullptr);
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return PlaylistResult::SUCCESS;
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}
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PlaylistResult
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playlist::SeekSongId(PlayerControl &pc, unsigned id, float seek_time)
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{
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int song = queue.IdToPosition(id);
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if (song < 0)
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return PlaylistResult::NO_SUCH_SONG;
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return SeekSongPosition(pc, song, seek_time);
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}
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PlaylistResult
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playlist::SeekCurrent(PlayerControl &pc, float seek_time, bool relative)
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{
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if (!playing)
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return PlaylistResult::NOT_PLAYING;
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if (relative) {
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const auto status = pc.GetStatus();
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if (status.state != PlayerState::PLAY &&
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status.state != PlayerState::PAUSE)
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return PlaylistResult::NOT_PLAYING;
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seek_time += (int)status.elapsed_time;
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}
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if (seek_time < 0)
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seek_time = 0;
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return SeekSongPosition(pc, current, seek_time);
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}
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