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+/*
+ * Copyright (C) 2003-2015 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_PLAYER_CONTROL_HXX
+#define MPD_PLAYER_CONTROL_HXX
+
+#include "AudioFormat.hxx"
+#include "thread/Mutex.hxx"
+#include "thread/Cond.hxx"
+#include "thread/Thread.hxx"
+#include "util/Error.hxx"
+#include "CrossFade.hxx"
+#include "Chrono.hxx"
+
+#include <stdint.h>
+
+class PlayerListener;
+class MultipleOutputs;
+class DetachedSong;
+
+enum class PlayerState : uint8_t {
+ STOP,
+ PAUSE,
+ PLAY
+};
+
+enum class PlayerCommand : uint8_t {
+ NONE,
+ EXIT,
+ STOP,
+ PAUSE,
+ SEEK,
+ CLOSE_AUDIO,
+
+ /**
+ * At least one AudioOutput.enabled flag has been modified;
+ * commit those changes to the output threads.
+ */
+ UPDATE_AUDIO,
+
+ /** PlayerControl.next_song has been updated */
+ QUEUE,
+
+ /**
+ * cancel pre-decoding PlayerControl.next_song; if the player
+ * has already started playing this song, it will completely
+ * stop
+ */
+ CANCEL,
+
+ /**
+ * Refresh status information in the #PlayerControl struct,
+ * e.g. elapsed_time.
+ */
+ REFRESH,
+};
+
+enum class PlayerError : uint8_t {
+ NONE,
+
+ /**
+ * The decoder has failed to decode the song.
+ */
+ DECODER,
+
+ /**
+ * The audio output has failed.
+ */
+ OUTPUT,
+};
+
+struct player_status {
+ PlayerState state;
+ uint16_t bit_rate;
+ AudioFormat audio_format;
+ SignedSongTime total_time;
+ SongTime elapsed_time;
+};
+
+struct PlayerControl {
+ PlayerListener &listener;
+
+ MultipleOutputs &outputs;
+
+ const unsigned buffer_chunks;
+
+ const unsigned buffered_before_play;
+
+ /**
+ * The handle of the player thread.
+ */
+ Thread thread;
+
+ /**
+ * This lock protects #command, #state, #error, #tagged_song.
+ */
+ mutable Mutex mutex;
+
+ /**
+ * Trigger this object after you have modified #command.
+ */
+ Cond cond;
+
+ /**
+ * This object gets signalled when the player thread has
+ * finished the #command. It wakes up the client that waits
+ * (i.e. the main thread).
+ */
+ Cond client_cond;
+
+ PlayerCommand command;
+ PlayerState state;
+
+ PlayerError error_type;
+
+ /**
+ * The error that occurred in the player thread. This
+ * attribute is only valid if #error is not
+ * #PlayerError::NONE. The object must be freed when this
+ * object transitions back to #PlayerError::NONE.
+ */
+ Error error;
+
+ /**
+ * A copy of the current #DetachedSong after its tags have
+ * been updated by the decoder (for example, a radio stream
+ * that has sent a new tag after switching to the next song).
+ * This shall be used by PlayerListener::OnPlayerTagModified()
+ * to update the current #DetachedSong in the queue.
+ *
+ * Protected by #mutex. Set by the PlayerThread and consumed
+ * by the main thread.
+ */
+ DetachedSong *tagged_song;
+
+ uint16_t bit_rate;
+ AudioFormat audio_format;
+ SignedSongTime total_time;
+ SongTime elapsed_time;
+
+ /**
+ * The next queued song.
+ *
+ * This is a duplicate, and must be freed when this attribute
+ * is cleared.
+ */
+ DetachedSong *next_song;
+
+ SongTime seek_time;
+
+ CrossFadeSettings cross_fade;
+
+ double total_play_time;
+
+ /**
+ * If this flag is set, then the player will be auto-paused at
+ * the end of the song, before the next song starts to play.
+ *
+ * This is a copy of the queue's "single" flag most of the
+ * time.
+ */
+ bool border_pause;
+
+ PlayerControl(PlayerListener &_listener,
+ MultipleOutputs &_outputs,
+ unsigned buffer_chunks,
+ unsigned buffered_before_play);
+ ~PlayerControl();
+
+ /**
+ * Locks the object.
+ */
+ void Lock() const {
+ mutex.lock();
+ }
+
+ /**
+ * Unlocks the object.
+ */
+ void Unlock() const {
+ mutex.unlock();
+ }
+
+ /**
+ * Signals the object. The object should be locked prior to
+ * calling this function.
+ */
+ void Signal() {
+ cond.signal();
+ }
+
+ /**
+ * Signals the object. The object is temporarily locked by
+ * this function.
+ */
+ void LockSignal() {
+ Lock();
+ Signal();
+ Unlock();
+ }
+
+ /**
+ * Waits for a signal on the object. This function is only
+ * valid in the player thread. The object must be locked
+ * prior to calling this function.
+ */
+ void Wait() {
+ assert(thread.IsInside());
+
+ cond.wait(mutex);
+ }
+
+ /**
+ * Wake up the client waiting for command completion.
+ *
+ * Caller must lock the object.
+ */
+ void ClientSignal() {
+ assert(thread.IsInside());
+
+ client_cond.signal();
+ }
+
+ /**
+ * The client calls this method to wait for command
+ * completion.
+ *
+ * Caller must lock the object.
+ */
+ void ClientWait() {
+ assert(!thread.IsInside());
+
+ client_cond.wait(mutex);
+ }
+
+ /**
+ * A command has been finished. This method clears the
+ * command and signals the client.
+ *
+ * To be called from the player thread. Caller must lock the
+ * object.
+ */
+ void CommandFinished() {
+ assert(command != PlayerCommand::NONE);
+
+ command = PlayerCommand::NONE;
+ ClientSignal();
+ }
+
+private:
+ /**
+ * Wait for the command to be finished by the player thread.
+ *
+ * To be called from the main thread. Caller must lock the
+ * object.
+ */
+ void WaitCommandLocked() {
+ while (command != PlayerCommand::NONE)
+ ClientWait();
+ }
+
+ /**
+ * Send a command to the player thread and synchronously wait
+ * for it to finish.
+ *
+ * To be called from the main thread. Caller must lock the
+ * object.
+ */
+ void SynchronousCommand(PlayerCommand cmd) {
+ assert(command == PlayerCommand::NONE);
+
+ command = cmd;
+ Signal();
+ WaitCommandLocked();
+ }
+
+ /**
+ * Send a command to the player thread and synchronously wait
+ * for it to finish.
+ *
+ * To be called from the main thread. This method locks the
+ * object.
+ */
+ void LockSynchronousCommand(PlayerCommand cmd) {
+ Lock();
+ SynchronousCommand(cmd);
+ Unlock();
+ }
+
+public:
+ /**
+ * @param song the song to be queued; the given instance will
+ * be owned and freed by the player
+ */
+ void Play(DetachedSong *song);
+
+ /**
+ * see PlayerCommand::CANCEL
+ */
+ void Cancel();
+
+ void SetPause(bool pause_flag);
+
+private:
+ void PauseLocked();
+
+public:
+ void Pause();
+
+ /**
+ * Set the player's #border_pause flag.
+ */
+ void SetBorderPause(bool border_pause);
+
+ void Kill();
+
+ gcc_pure
+ player_status GetStatus();
+
+ PlayerState GetState() const {
+ return state;
+ }
+
+ /**
+ * Set the error. Discards any previous error condition.
+ *
+ * Caller must lock the object.
+ *
+ * @param type the error type; must not be #PlayerError::NONE
+ * @param error detailed error information; must be defined.
+ */
+ void SetError(PlayerError type, Error &&error);
+
+ /**
+ * Checks whether an error has occurred, and if so, returns a
+ * copy of the #Error object.
+ *
+ * Caller must lock the object.
+ */
+ gcc_pure
+ Error GetError() const {
+ Error result;
+ if (error_type != PlayerError::NONE)
+ result.Set(error);
+ return result;
+ }
+
+ /**
+ * Like GetError(), but locks and unlocks the object.
+ */
+ gcc_pure
+ Error LockGetError() const {
+ Lock();
+ Error result = GetError();
+ Unlock();
+ return result;
+ }
+
+ void ClearError();
+
+ PlayerError GetErrorType() const {
+ return error_type;
+ }
+
+ /**
+ * Set the #tagged_song attribute to a newly allocated copy of
+ * the given #DetachedSong. Locks and unlocks the object.
+ */
+ void LockSetTaggedSong(const DetachedSong &song);
+
+ void ClearTaggedSong();
+
+ /**
+ * Read and clear the #tagged_song attribute.
+ *
+ * Caller must lock the object.
+ */
+ DetachedSong *ReadTaggedSong() {
+ DetachedSong *result = tagged_song;
+ tagged_song = nullptr;
+ return result;
+ }
+
+ /**
+ * Like ReadTaggedSong(), but locks and unlocks the object.
+ */
+ DetachedSong *LockReadTaggedSong() {
+ Lock();
+ DetachedSong *result = ReadTaggedSong();
+ Unlock();
+ return result;
+ }
+
+ void Stop();
+
+ void UpdateAudio();
+
+private:
+ void EnqueueSongLocked(DetachedSong *song) {
+ assert(song != nullptr);
+ assert(next_song == nullptr);
+
+ next_song = song;
+ SynchronousCommand(PlayerCommand::QUEUE);
+ }
+
+public:
+ /**
+ * @param song the song to be queued; the given instance will be owned
+ * and freed by the player
+ */
+ void EnqueueSong(DetachedSong *song);
+
+ /**
+ * Makes the player thread seek the specified song to a position.
+ *
+ * @param song the song to be queued; the given instance will be owned
+ * and freed by the player
+ * @return true on success, false on failure (e.g. if MPD isn't
+ * playing currently)
+ */
+ bool Seek(DetachedSong *song, SongTime t);
+
+ void SetCrossFade(float cross_fade_seconds);
+
+ float GetCrossFade() const {
+ return cross_fade.duration;
+ }
+
+ void SetMixRampDb(float mixramp_db);
+
+ float GetMixRampDb() const {
+ return cross_fade.mixramp_db;
+ }
+
+ void SetMixRampDelay(float mixramp_delay_seconds);
+
+ float GetMixRampDelay() const {
+ return cross_fade.mixramp_delay;
+ }
+
+ double GetTotalPlayTime() const {
+ return total_play_time;
+ }
+};
+
+#endif