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+/*
+ * Copyright (C) 2003-2014 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/Queue.hxx"
+#include "PlaylistError.hxx"
+
+enum TagType : uint8_t;
+struct PlayerControl;
+class DetachedSong;
+class Database;
+class Error;
+class SongLoader;
+
+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 DetachedSong *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 DetachedSong *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(DetachedSong &&song);
+
+#ifdef ENABLE_DATABASE
+ /**
+ * The database has been modified. Pull all updates.
+ */
+ void DatabaseModified(const Database &db);
+#endif
+
+ /**
+ * @return the new song id or 0 on error
+ */
+ unsigned AppendSong(PlayerControl &pc,
+ DetachedSong &&song,
+ Error &error);
+
+ /**
+ * @return the new song id or 0 on error
+ */
+ unsigned AppendURI(PlayerControl &pc,
+ const SongLoader &loader,
+ const char *uri_utf8,
+ Error &error);
+
+protected:
+ void DeleteInternal(PlayerControl &pc,
+ unsigned song, const DetachedSong **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 char *uri);
+
+ 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);
+
+ /**
+ * Sets the start_ms and end_ms attributes on the song
+ * with the specified id.
+ */
+ bool SetSongIdRange(PlayerControl &pc, unsigned id,
+ unsigned start_ms, unsigned end_ms,
+ Error &error);
+
+ bool AddSongIdTag(unsigned id, TagType tag_type, const char *value,
+ Error &error);
+ bool ClearSongIdTag(unsigned id, TagType tag_type, Error &error);
+
+ 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