/*
* 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.
*/
#include "config.h"
#include "PlaylistInternal.hxx"
#include "PlayerControl.hxx"
#include "song.h"
extern "C" {
#include "idle.h"
}
#include <glib.h>
#include <assert.h>
#undef G_LOG_DOMAIN
#define G_LOG_DOMAIN "playlist"
void
playlist_increment_version_all(struct playlist *playlist)
{
playlist->queue.ModifyAll();
idle_add(IDLE_PLAYLIST);
}
void
playlist_tag_changed(struct playlist *playlist)
{
if (!playlist->playing)
return;
assert(playlist->current >= 0);
playlist->queue.ModifyAtOrder(playlist->current);
idle_add(IDLE_PLAYLIST);
}
/**
* Queue a song, addressed by its order number.
*/
static void
playlist_queue_song_order(struct playlist *playlist, struct player_control *pc,
unsigned order)
{
char *uri;
assert(playlist->queue.IsValidOrder(order));
playlist->queued = order;
struct song *song =
song_dup_detached(playlist->queue.GetOrder(order));
uri = song_get_uri(song);
g_debug("queue song %i:\"%s\"", playlist->queued, uri);
g_free(uri);
pc_enqueue_song(pc, song);
}
/**
* Called if the player thread has started playing the "queued" song.
*/
static void
playlist_song_started(struct playlist *playlist, struct player_control *pc)
{
assert(pc->next_song == NULL);
assert(playlist->queued >= -1);
/* queued song has started: copy queued to current,
and notify the clients */
int current = playlist->current;
playlist->current = playlist->queued;
playlist->queued = -1;
if(playlist->queue.consume)
playlist_delete(playlist, pc,
playlist->queue.OrderToPosition(current));
idle_add(IDLE_PLAYER);
}
const struct song *
playlist_get_queued_song(struct playlist *playlist)
{
if (!playlist->playing || playlist->queued < 0)
return NULL;
return playlist->queue.GetOrder(playlist->queued);
}
void
playlist_update_queued_song(struct playlist *playlist,
struct player_control *pc,
const struct song *prev)
{
int next_order;
const struct song *next_song;
if (!playlist->playing)
return;
assert(!playlist->queue.IsEmpty());
assert((playlist->queued < 0) == (prev == NULL));
next_order = playlist->current >= 0
? playlist->queue.GetNextOrder(playlist->current)
: 0;
if (next_order == 0 && playlist->queue.random &&
!playlist->queue.single) {
/* shuffle the song order again, so we get a different
order each time the playlist is played
completely */
unsigned current_position =
playlist->queue.OrderToPosition(playlist->current);
playlist->queue.ShuffleOrder();
/* make sure that the playlist->current still points to
the current song, after the song order has been
shuffled */
playlist->current =
playlist->queue.PositionToOrder(current_position);
}
if (next_order >= 0)
next_song = playlist->queue.GetOrder(next_order);
else
next_song = NULL;
if (prev != NULL && next_song != prev) {
/* clear the currently queued song */
pc_cancel(pc);
playlist->queued = -1;
}
if (next_order >= 0) {
if (next_song != prev)
playlist_queue_song_order(playlist, pc, next_order);
else
playlist->queued = next_order;
}
}
void
playlist_play_order(struct playlist *playlist, struct player_control *pc,
int orderNum)
{
char *uri;
playlist->playing = true;
playlist->queued = -1;
struct song *song =
song_dup_detached(playlist->queue.GetOrder(orderNum));
uri = song_get_uri(song);
g_debug("play %i:\"%s\"", orderNum, uri);
g_free(uri);
pc_play(pc, song);
playlist->current = orderNum;
}
static void
playlist_resume_playback(struct playlist *playlist, struct player_control *pc);
/**
* 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
playlist_sync(struct playlist *playlist, struct player_control *pc)
{
if (!playlist->playing)
/* this event has reached us out of sync: we aren't
playing anymore; ignore the event */
return;
player_lock(pc);
enum player_state pc_state = pc_get_state(pc);
const struct song *pc_next_song = pc->next_song;
player_unlock(pc);
if (pc_state == PLAYER_STATE_STOP)
/* the player thread has stopped: check if playback
should be restarted with the next song. That can
happen if the playlist isn't filling the queue fast
enough */
playlist_resume_playback(playlist, pc);
else {
/* check if the player thread has already started
playing the queued song */
if (pc_next_song == NULL && playlist->queued != -1)
playlist_song_started(playlist, pc);
player_lock(pc);
pc_next_song = pc->next_song;
player_unlock(pc);
/* make sure the queued song is always set (if
possible) */
if (pc_next_song == NULL && playlist->queued < 0)
playlist_update_queued_song(playlist, pc, NULL);
}
}
/**
* The player has stopped for some reason. Check the error, and
* decide whether to re-start playback
*/
static void
playlist_resume_playback(struct playlist *playlist, struct player_control *pc)
{
enum player_error error;
assert(playlist->playing);
assert(pc_get_state(pc) == PLAYER_STATE_STOP);
error = pc_get_error_type(pc);
if (error == PLAYER_ERROR_NONE)
playlist->error_count = 0;
else
++playlist->error_count;
if ((playlist->stop_on_error && error != PLAYER_ERROR_NONE) ||
error == PLAYER_ERROR_OUTPUT ||
playlist->error_count >= playlist->queue.GetLength())
/* too many errors, or critical error: stop
playback */
playlist_stop(playlist, pc);
else
/* continue playback at the next song */
playlist_next(playlist, pc);
}
bool
playlist_get_repeat(const struct playlist *playlist)
{
return playlist->queue.repeat;
}
bool
playlist_get_random(const struct playlist *playlist)
{
return playlist->queue.random;
}
bool
playlist_get_single(const struct playlist *playlist)
{
return playlist->queue.single;
}
bool
playlist_get_consume(const struct playlist *playlist)
{
return playlist->queue.consume;
}
void
playlist_set_repeat(struct playlist *playlist, struct player_control *pc,
bool status)
{
if (status == playlist->queue.repeat)
return;
struct queue *queue = &playlist->queue;
queue->repeat = status;
pc_set_border_pause(pc, queue->single && !queue->repeat);
/* if the last song is currently being played, the "next song"
might change when repeat mode is toggled */
playlist_update_queued_song(playlist, pc,
playlist_get_queued_song(playlist));
idle_add(IDLE_OPTIONS);
}
static void
playlist_order(struct playlist *playlist)
{
if (playlist->current >= 0)
/* update playlist.current, order==position now */
playlist->current = playlist->queue.OrderToPosition(playlist->current);
playlist->queue.RestoreOrder();
}
void
playlist_set_single(struct playlist *playlist, struct player_control *pc,
bool status)
{
if (status == playlist->queue.single)
return;
struct queue *queue = &playlist->queue;
queue->single = status;
pc_set_border_pause(pc, queue->single && !queue->repeat);
/* if the last song is currently being played, the "next song"
might change when single mode is toggled */
playlist_update_queued_song(playlist, pc,
playlist_get_queued_song(playlist));
idle_add(IDLE_OPTIONS);
}
void
playlist_set_consume(struct playlist *playlist, bool status)
{
if (status == playlist->queue.consume)
return;
playlist->queue.consume = status;
idle_add(IDLE_OPTIONS);
}
void
playlist_set_random(struct playlist *playlist, struct player_control *pc,
bool status)
{
const struct song *queued;
if (status == playlist->queue.random)
return;
queued = playlist_get_queued_song(playlist);
playlist->queue.random = status;
if (playlist->queue.random) {
/* shuffle the queue order, but preserve
playlist->current */
int current_position =
playlist->playing && playlist->current >= 0
? (int)playlist->queue.OrderToPosition(playlist->current)
: -1;
playlist->queue.ShuffleOrder();
if (current_position >= 0) {
/* make sure the current song is the first in
the order list, so the whole rest of the
playlist is played after that */
unsigned current_order =
playlist->queue.PositionToOrder(current_position);
playlist->queue.SwapOrders(0, current_order);
playlist->current = 0;
} else
playlist->current = -1;
} else
playlist_order(playlist);
playlist_update_queued_song(playlist, pc, queued);
idle_add(IDLE_OPTIONS);
}
int
playlist_get_current_song(const struct playlist *playlist)
{
if (playlist->current >= 0)
return playlist->queue.OrderToPosition(playlist->current);
return -1;
}
int
playlist_get_next_song(const struct playlist *playlist)
{
if (playlist->current >= 0)
{
if (playlist->queue.single == 1 && playlist->queue.repeat == 1)
return playlist->queue.OrderToPosition(playlist->current);
else if (playlist->current + 1 < (int)playlist->queue.GetLength())
return playlist->queue.OrderToPosition(playlist->current + 1);
else if (playlist->queue.repeat == 1)
return playlist->queue.OrderToPosition(0);
}
return -1;
}
unsigned long
playlist_get_version(const struct playlist *playlist)
{
return playlist->queue.version;
}
int
playlist_get_length(const struct playlist *playlist)
{
return playlist->queue.GetLength();
}
unsigned
playlist_get_song_id(const struct playlist *playlist, unsigned song)
{
return playlist->queue.PositionToId(song);
}