/* * 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_PARTITION_HXX #define MPD_PARTITION_HXX #include "Playlist.hxx" #include "output/MultipleOutputs.hxx" #include "PlayerControl.hxx" struct Instance; class MultipleOutputs; /** * A partition of the Music Player Daemon. It is a separate unit with * a playlist, a player, outputs etc. */ struct Partition { Instance &instance; struct playlist playlist; MultipleOutputs outputs; PlayerControl pc; Partition(Instance &_instance, unsigned max_length, unsigned buffer_chunks, unsigned buffered_before_play) :instance(_instance), playlist(max_length), pc(outputs, buffer_chunks, buffered_before_play) {} void ClearQueue() { playlist.Clear(pc); } PlaylistResult AppendFile(const char *path_utf8, unsigned *added_id=nullptr) { return playlist.AppendFile(pc, path_utf8, added_id); } PlaylistResult AppendURI(const char *uri_utf8, unsigned *added_id=nullptr) { return playlist.AppendURI(pc, uri_utf8, added_id); } PlaylistResult DeletePosition(unsigned position) { return playlist.DeletePosition(pc, position); } PlaylistResult DeleteId(unsigned id) { return playlist.DeleteId(pc, 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(unsigned start, unsigned end) { return playlist.DeleteRange(pc, start, end); } #ifdef ENABLE_DATABASE void DeleteSong(const char *uri) { playlist.DeleteSong(pc, uri); } #endif void Shuffle(unsigned start, unsigned end) { playlist.Shuffle(pc, start, end); } PlaylistResult MoveRange(unsigned start, unsigned end, int to) { return playlist.MoveRange(pc, start, end, to); } PlaylistResult MoveId(unsigned id, int to) { return playlist.MoveId(pc, id, to); } PlaylistResult SwapPositions(unsigned song1, unsigned song2) { return playlist.SwapPositions(pc, song1, song2); } PlaylistResult SwapIds(unsigned id1, unsigned id2) { return playlist.SwapIds(pc, id1, id2); } PlaylistResult SetPriorityRange(unsigned start_position, unsigned end_position, uint8_t priority) { return playlist.SetPriorityRange(pc, start_position, end_position, priority); } PlaylistResult SetPriorityId(unsigned song_id, uint8_t priority) { return playlist.SetPriorityId(pc, song_id, priority); } void Stop() { playlist.Stop(pc); } PlaylistResult PlayPosition(int position) { return playlist.PlayPosition(pc, position); } PlaylistResult PlayId(int id) { return playlist.PlayId(pc, id); } void PlayNext() { return playlist.PlayNext(pc); } void PlayPrevious() { return playlist.PlayPrevious(pc); } PlaylistResult SeekSongPosition(unsigned song_position, float seek_time) { return playlist.SeekSongPosition(pc, song_position, seek_time); } PlaylistResult SeekSongId(unsigned song_id, float seek_time) { return playlist.SeekSongId(pc, song_id, seek_time); } PlaylistResult SeekCurrent(float seek_time, bool relative) { return playlist.SeekCurrent(pc, seek_time, relative); } void SetRepeat(bool new_value) { playlist.SetRepeat(pc, new_value); } bool GetRandom() const { return playlist.GetRandom(); } void SetRandom(bool new_value) { playlist.SetRandom(pc, new_value); } void SetSingle(bool new_value) { playlist.SetSingle(pc, new_value); } void SetConsume(bool new_value) { playlist.SetConsume(new_value); } #ifdef ENABLE_DATABASE /** * The database has been modified. Propagate the change to * all subsystems. */ void DatabaseModified(const Database &db); #endif /** * A tag in the play queue has been modified by the player * thread. Propagate the change to all subsystems. */ void TagModified(); /** * Synchronize the player with the play queue. */ void SyncWithPlayer(); }; #endif