/*
* Copyright (C) 2003-2013 The Music Player Daemon Project
* http://www.musicpd.org
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef MPD_PARTITION_HXX
#define MPD_PARTITION_HXX
#include "Playlist.hxx"
#include "PlayerControl.hxx"
struct Instance;
/**
* A partition of the Music Player Daemon. It is a separate unit with
* a playlist, a player, outputs etc.
*/
struct Partition {
Instance &instance;
struct playlist playlist;
player_control pc;
Partition(Instance &_instance,
unsigned max_length,
unsigned buffer_chunks,
unsigned buffered_before_play)
:instance(_instance), playlist(max_length),
pc(buffer_chunks, buffered_before_play) {
}
void ClearQueue() {
playlist.Clear(pc);
}
PlaylistResult AppendFile(const char *path_utf8,
unsigned *added_id=nullptr) {
return playlist.AppendFile(pc, path_utf8, added_id);
}
PlaylistResult AppendURI(const char *uri_utf8,
unsigned *added_id=nullptr) {
return playlist.AppendURI(pc, uri_utf8, added_id);
}
PlaylistResult DeletePosition(unsigned position) {
return playlist.DeletePosition(pc, position);
}
PlaylistResult DeleteId(unsigned id) {
return playlist.DeleteId(pc, 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
*/
PlaylistResult DeleteRange(unsigned start, unsigned end) {
return playlist.DeleteRange(pc, start, end);
}
void DeleteSong(const Song &song) {
playlist.DeleteSong(pc, song);
}
void Shuffle(unsigned start, unsigned end) {
playlist.Shuffle(pc, start, end);
}
PlaylistResult MoveRange(unsigned start, unsigned end, int to) {
return playlist.MoveRange(pc, start, end, to);
}
PlaylistResult MoveId(unsigned id, int to) {
return playlist.MoveId(pc, id, to);
}
PlaylistResult SwapPositions(unsigned song1, unsigned song2) {
return playlist.SwapPositions(pc, song1, song2);
}
PlaylistResult SwapIds(unsigned id1, unsigned id2) {
return playlist.SwapIds(pc, id1, id2);
}
PlaylistResult SetPriorityRange(unsigned start_position,
unsigned end_position,
uint8_t priority) {
return playlist.SetPriorityRange(pc,
start_position, end_position,
priority);
}
PlaylistResult SetPriorityId(unsigned song_id,
uint8_t priority) {
return playlist.SetPriorityId(pc, song_id, priority);
}
void Stop() {
playlist.Stop(pc);
}
PlaylistResult PlayPosition(int position) {
return playlist.PlayPosition(pc, position);
}
PlaylistResult PlayId(int id) {
return playlist.PlayId(pc, id);
}
void PlayNext() {
return playlist.PlayNext(pc);
}
void PlayPrevious() {
return playlist.PlayPrevious(pc);
}
PlaylistResult SeekSongPosition(unsigned song_position,
float seek_time) {
return playlist.SeekSongPosition(pc, song_position, seek_time);
}
PlaylistResult SeekSongId(unsigned song_id, float seek_time) {
return playlist.SeekSongId(pc, song_id, seek_time);
}
PlaylistResult SeekCurrent(float seek_time, bool relative) {
return playlist.SeekCurrent(pc, seek_time, relative);
}
void SetRepeat(bool new_value) {
playlist.SetRepeat(pc, new_value);
}
bool GetRandom() const {
return playlist.GetRandom();
}
void SetRandom(bool new_value) {
playlist.SetRandom(pc, new_value);
}
void SetSingle(bool new_value) {
playlist.SetSingle(pc, new_value);
}
void SetConsume(bool new_value) {
playlist.SetConsume(new_value);
}
/**
* The database has been modified. Propagate the change to
* all subsystems.
*/
void DatabaseModified();
/**
* A tag in the play queue has been modified by the player
* thread. Propagate the change to all subsystems.
*/
void TagModified();
/**
* Synchronize the player with the play queue.
*/
void SyncWithPlayer();
};
#endif