/*
* 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_PLAYLIST_HXX
#define MPD_PLAYLIST_HXX
#include "Queue.hxx"
#include "PlaylistError.hxx"
struct PlayerControl;
struct Song;
struct playlist {
/**
* The song queue - it contains the "real" playlist.
*/
struct Queue queue;
/**
* This value is true if the player is currently playing (or
* should be playing).
*/
bool playing;
/**
* 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;
/**
* 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". 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;
/**
* The "next" song to be played, 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;
playlist(unsigned max_length)
:queue(max_length), playing(false),
bulk_edit(false),
current(-1), queued(-1) {
}
~playlist() {
}
uint32_t GetVersion() const {
return queue.version;
}
unsigned GetLength() const {
return queue.GetLength();
}
unsigned PositionToId(unsigned position) const {
return queue.PositionToId(position);
}
gcc_pure
int GetCurrentPosition() const;
gcc_pure
int GetNextPosition() const;
/**
* Returns the song object which is currently queued. Returns
* none if there is none (yet?) or if MPD isn't playing.
*/
gcc_pure
const Song *GetQueuedSong() const;
/**
* 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);
protected:
/**
* Called by all editing methods after a modification.
* Updates the queue version and emits #IDLE_PLAYLIST.
*/
void OnModified();
/**
* 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 Song *prev);
public:
void BeginBulk();
void CommitBulk(PlayerControl &pc);
void Clear(PlayerControl &pc);
/**
* 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(Song &&song);
/**
* The database has been modified. Pull all updates.
*/
void DatabaseModified();
PlaylistResult AppendSong(PlayerControl &pc,
Song *song,
unsigned *added_id=nullptr);
/**
* Appends a local file (outside the music database) to the
* playlist.
*
* Note: the caller is responsible for checking permissions.
*/
PlaylistResult AppendFile(PlayerControl &pc,
const char *path_utf8,
unsigned *added_id=nullptr);
PlaylistResult AppendURI(PlayerControl &pc,
const char *uri_utf8,
unsigned *added_id=nullptr);
protected:
void DeleteInternal(PlayerControl &pc,
unsigned song, const Song **queued_p);
public:
PlaylistResult DeletePosition(PlayerControl &pc,
unsigned position);
PlaylistResult DeleteOrder(PlayerControl &pc,
unsigned order) {
return DeletePosition(pc, queue.OrderToPosition(order));
}
PlaylistResult 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
*/
PlaylistResult DeleteRange(PlayerControl &pc,
unsigned start, unsigned end);
void DeleteSong(PlayerControl &pc, const Song &song);
void Shuffle(PlayerControl &pc, unsigned start, unsigned end);
PlaylistResult MoveRange(PlayerControl &pc,
unsigned start, unsigned end, int to);
PlaylistResult MoveId(PlayerControl &pc, unsigned id, int to);
PlaylistResult SwapPositions(PlayerControl &pc,
unsigned song1, unsigned song2);
PlaylistResult SwapIds(PlayerControl &pc,
unsigned id1, unsigned id2);
PlaylistResult SetPriorityRange(PlayerControl &pc,
unsigned start_position,
unsigned end_position,
uint8_t priority);
PlaylistResult SetPriorityId(PlayerControl &pc,
unsigned song_id, uint8_t priority);
void Stop(PlayerControl &pc);
PlaylistResult PlayPosition(PlayerControl &pc, int position);
void PlayOrder(PlayerControl &pc, int order);
PlaylistResult PlayId(PlayerControl &pc, int id);
void PlayNext(PlayerControl &pc);
void PlayPrevious(PlayerControl &pc);
PlaylistResult SeekSongPosition(PlayerControl &pc,
unsigned song_position,
float seek_time);
PlaylistResult SeekSongId(PlayerControl &pc,
unsigned song_id, float seek_time);
/**
* Seek within the current song. Fails if MPD is not currently
* playing.
*
* @param time the time in seconds
* @param relative if true, then the specified time is relative to the
* current position
*/
PlaylistResult SeekCurrent(PlayerControl &pc,
float seek_time, bool relative);
bool GetRepeat() const {
return queue.repeat;
}
void SetRepeat(PlayerControl &pc, bool new_value);
bool GetRandom() const {
return queue.random;
}
void SetRandom(PlayerControl &pc, bool new_value);
bool GetSingle() const {
return queue.single;
}
void SetSingle(PlayerControl &pc, bool new_value);
bool GetConsume() const {
return queue.consume;
}
void SetConsume(bool new_value);
};
#endif