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Diffstat (limited to 'src/queue/PlaylistControl.cxx')
-rw-r--r-- | src/queue/PlaylistControl.cxx | 272 |
1 files changed, 272 insertions, 0 deletions
diff --git a/src/queue/PlaylistControl.cxx b/src/queue/PlaylistControl.cxx new file mode 100644 index 000000000..f7e80dc46 --- /dev/null +++ b/src/queue/PlaylistControl.cxx @@ -0,0 +1,272 @@ +/* + * 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. + */ + +/* + * Functions for controlling playback on the playlist level. + * + */ + +#include "config.h" +#include "Playlist.hxx" +#include "PlaylistError.hxx" +#include "PlayerControl.hxx" +#include "DetachedSong.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::SeekSongOrder(PlayerControl &pc, unsigned i, SongTime seek_time) +{ + assert(queue.IsValidOrder(i)); + + const DetachedSong *queued_song = GetQueuedSong(); + + 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; + } + + if (!pc.Seek(new DetachedSong(queue.GetOrder(i)), seek_time)) { + UpdateQueuedSong(pc, queued_song); + + return PlaylistResult::NOT_PLAYING; + } + + queued = -1; + UpdateQueuedSong(pc, nullptr); + + return PlaylistResult::SUCCESS; +} + +PlaylistResult +playlist::SeekSongPosition(PlayerControl &pc, unsigned song, + SongTime seek_time) +{ + if (!queue.IsValidPosition(song)) + return PlaylistResult::BAD_RANGE; + + unsigned i = queue.random + ? queue.PositionToOrder(song) + : song; + + return SeekSongOrder(pc, i, seek_time); +} + +PlaylistResult +playlist::SeekSongId(PlayerControl &pc, unsigned id, SongTime 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, + SignedSongTime 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 += status.elapsed_time; + if (seek_time.IsNegative()) + seek_time = SignedSongTime::zero(); + } + + if (seek_time.IsNegative()) + seek_time = SignedSongTime::zero(); + + return SeekSongOrder(pc, current, SongTime(seek_time)); +} |