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-rw-r--r--src/PlaylistControl.cxx261
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diff --git a/src/PlaylistControl.cxx b/src/PlaylistControl.cxx
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--- a/src/PlaylistControl.cxx
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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.
- */
-
-/*
- * Functions for controlling playback on the playlist level.
- *
- */
-
-#include "config.h"
-#include "Playlist.hxx"
-#include "PlaylistError.hxx"
-#include "PlayerControl.hxx"
-#include "Song.hxx"
-#include "Log.hxx"
-
-void
-playlist::Stop(PlayerControl &pc)
-{
- if (!playing)
- return;
-
- assert(current >= 0);
-
- FormatDebug(playlist_domain, "stop");
- pc.Stop();
- queued = -1;
- playing = false;
-
- if (queue.random) {
- /* shuffle the playlist, so the next playback will
- result in a new random order */
-
- unsigned current_position = queue.OrderToPosition(current);
-
- queue.ShuffleOrder();
-
- /* make sure that "current" stays valid, and the next
- "play" command plays the same song again */
- current = queue.PositionToOrder(current_position);
- }
-}
-
-PlaylistResult
-playlist::PlayPosition(PlayerControl &pc, int song)
-{
- pc.ClearError();
-
- unsigned i = song;
- if (song == -1) {
- /* play any song ("current" song, or the first song */
-
- if (queue.IsEmpty())
- return PlaylistResult::SUCCESS;
-
- if (playing) {
- /* already playing: unpause playback, just in
- case it was paused, and return */
- pc.SetPause(false);
- return PlaylistResult::SUCCESS;
- }
-
- /* select a song: "current" song, or the first one */
- i = current >= 0
- ? current
- : 0;
- } else if (!queue.IsValidPosition(song))
- return PlaylistResult::BAD_RANGE;
-
- if (queue.random) {
- if (song >= 0)
- /* "i" is currently the song position (which
- would be equal to the order number in
- no-random mode); convert it to a order
- number, because random mode is enabled */
- i = queue.PositionToOrder(song);
-
- if (!playing)
- current = 0;
-
- /* swap the new song with the previous "current" one,
- so playback continues as planned */
- queue.SwapOrders(i, current);
- i = current;
- }
-
- stop_on_error = false;
- error_count = 0;
-
- PlayOrder(pc, i);
- return PlaylistResult::SUCCESS;
-}
-
-PlaylistResult
-playlist::PlayId(PlayerControl &pc, int id)
-{
- if (id == -1)
- return PlayPosition(pc, id);
-
- int song = queue.IdToPosition(id);
- if (song < 0)
- return PlaylistResult::NO_SUCH_SONG;
-
- return PlayPosition(pc, song);
-}
-
-void
-playlist::PlayNext(PlayerControl &pc)
-{
- if (!playing)
- return;
-
- assert(!queue.IsEmpty());
- assert(queue.IsValidOrder(current));
-
- const int old_current = current;
- stop_on_error = false;
-
- /* determine the next song from the queue's order list */
-
- const int next_order = queue.GetNextOrder(current);
- if (next_order < 0) {
- /* no song after this one: stop playback */
- Stop(pc);
-
- /* reset "current song" */
- current = -1;
- }
- else
- {
- if (next_order == 0 && queue.random) {
- /* The queue told us that the next song is the first
- song. This means we are in repeat mode. Shuffle
- the queue order, so this time, the user hears the
- songs in a different than before */
- assert(queue.repeat);
-
- queue.ShuffleOrder();
-
- /* note that current and queued are
- now invalid, but PlayOrder() will
- discard them anyway */
- }
-
- PlayOrder(pc, next_order);
- }
-
- /* Consume mode removes each played songs. */
- if (queue.consume)
- DeleteOrder(pc, old_current);
-}
-
-void
-playlist::PlayPrevious(PlayerControl &pc)
-{
- if (!playing)
- return;
-
- assert(!queue.IsEmpty());
-
- int order;
- if (current > 0) {
- /* play the preceding song */
- order = current - 1;
- } else if (queue.repeat) {
- /* play the last song in "repeat" mode */
- order = queue.GetLength() - 1;
- } else {
- /* re-start playing the current song if it's
- the first one */
- order = current;
- }
-
- PlayOrder(pc, order);
-}
-
-PlaylistResult
-playlist::SeekSongPosition(PlayerControl &pc, unsigned song, float seek_time)
-{
- if (!queue.IsValidPosition(song))
- return PlaylistResult::BAD_RANGE;
-
- const Song *queued_song = GetQueuedSong();
-
- unsigned i = queue.random
- ? queue.PositionToOrder(song)
- : song;
-
- pc.ClearError();
- stop_on_error = true;
- error_count = 0;
-
- if (!playing || (unsigned)current != i) {
- /* seeking is not within the current song - prepare
- song change */
-
- playing = true;
- current = i;
-
- queued_song = nullptr;
- }
-
- Song *the_song = queue.GetOrder(i).DupDetached();
- if (!pc.Seek(the_song, seek_time)) {
- UpdateQueuedSong(pc, queued_song);
-
- return PlaylistResult::NOT_PLAYING;
- }
-
- queued = -1;
- UpdateQueuedSong(pc, nullptr);
-
- return PlaylistResult::SUCCESS;
-}
-
-PlaylistResult
-playlist::SeekSongId(PlayerControl &pc, unsigned id, float seek_time)
-{
- int song = queue.IdToPosition(id);
- if (song < 0)
- return PlaylistResult::NO_SUCH_SONG;
-
- return SeekSongPosition(pc, song, seek_time);
-}
-
-PlaylistResult
-playlist::SeekCurrent(PlayerControl &pc, float seek_time, bool relative)
-{
- if (!playing)
- return PlaylistResult::NOT_PLAYING;
-
- if (relative) {
- const auto status = pc.GetStatus();
-
- if (status.state != PlayerState::PLAY &&
- status.state != PlayerState::PAUSE)
- return PlaylistResult::NOT_PLAYING;
-
- seek_time += (int)status.elapsed_time;
- }
-
- if (seek_time < 0)
- seek_time = 0;
-
- return SeekSongPosition(pc, current, seek_time);
-}