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+/*
+ * 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 player_control;
+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;
+
+ /**
+ * 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), 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(player_control &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(player_control &pc, const Song *prev);
+
+public:
+ void Clear(player_control &pc);
+
+ void TagChanged();
+
+ void FullIncrementVersions();
+
+ enum playlist_result AppendSong(player_control &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.
+ */
+ enum playlist_result AppendFile(player_control &pc,
+ const char *path_utf8,
+ unsigned *added_id=nullptr);
+
+ enum playlist_result AppendURI(player_control &pc,
+ const char *uri_utf8,
+ unsigned *added_id=nullptr);
+
+protected:
+ void DeleteInternal(player_control &pc,
+ unsigned song, const Song **queued_p);
+
+public:
+ enum playlist_result DeletePosition(player_control &pc,
+ unsigned position);
+
+ enum playlist_result DeleteOrder(player_control &pc,
+ unsigned order) {
+ return DeletePosition(pc, queue.OrderToPosition(order));
+ }
+
+ enum playlist_result DeleteId(player_control &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
+ */
+ enum playlist_result DeleteRange(player_control &pc,
+ unsigned start, unsigned end);
+
+ void DeleteSong(player_control &pc, const Song &song);
+
+ void Shuffle(player_control &pc, unsigned start, unsigned end);
+
+ enum playlist_result MoveRange(player_control &pc,
+ unsigned start, unsigned end, int to);
+
+ enum playlist_result MoveId(player_control &pc, unsigned id, int to);
+
+ enum playlist_result SwapPositions(player_control &pc,
+ unsigned song1, unsigned song2);
+
+ enum playlist_result SwapIds(player_control &pc,
+ unsigned id1, unsigned id2);
+
+ enum playlist_result SetPriorityRange(player_control &pc,
+ unsigned start_position,
+ unsigned end_position,
+ uint8_t priority);
+
+ enum playlist_result SetPriorityId(player_control &pc,
+ unsigned song_id, uint8_t priority);
+
+ void Stop(player_control &pc);
+
+ enum playlist_result PlayPosition(player_control &pc, int position);
+
+ void PlayOrder(player_control &pc, int order);
+
+ enum playlist_result PlayId(player_control &pc, int id);
+
+ void PlayNext(player_control &pc);
+
+ void PlayPrevious(player_control &pc);
+
+ enum playlist_result SeekSongPosition(player_control &pc,
+ unsigned song_position,
+ float seek_time);
+
+ enum playlist_result SeekSongId(player_control &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
+ */
+ enum playlist_result SeekCurrent(player_control &pc,
+ float seek_time, bool relative);
+
+ bool GetRepeat() const {
+ return queue.repeat;
+ }
+
+ void SetRepeat(player_control &pc, bool new_value);
+
+ bool GetRandom() const {
+ return queue.random;
+ }
+
+ void SetRandom(player_control &pc, bool new_value);
+
+ bool GetSingle() const {
+ return queue.single;
+ }
+
+ void SetSingle(player_control &pc, bool new_value);
+
+ bool GetConsume() const {
+ return queue.consume;
+ }
+
+ void SetConsume(bool new_value);
+};
+
+#endif