/* * Copyright (C) 2003-2011 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_H #define MPD_PLAYER_H #include "AudioFormat.hxx" #include "thread/Mutex.hxx" #include "thread/Cond.hxx" #include "util/Error.hxx" #include #include struct decoder_control; struct Song; enum player_state { PLAYER_STATE_STOP = 0, PLAYER_STATE_PAUSE, PLAYER_STATE_PLAY }; enum player_command { PLAYER_COMMAND_NONE = 0, PLAYER_COMMAND_EXIT, PLAYER_COMMAND_STOP, PLAYER_COMMAND_PAUSE, PLAYER_COMMAND_SEEK, PLAYER_COMMAND_CLOSE_AUDIO, /** * At least one audio_output.enabled flag has been modified; * commit those changes to the output threads. */ PLAYER_COMMAND_UPDATE_AUDIO, /** player_control.next_song has been updated */ PLAYER_COMMAND_QUEUE, /** * cancel pre-decoding player_control.next_song; if the player * has already started playing this song, it will completely * stop */ PLAYER_COMMAND_CANCEL, /** * Refresh status information in the #player_control struct, * e.g. elapsed_time. */ PLAYER_COMMAND_REFRESH, }; enum player_error { PLAYER_ERROR_NONE = 0, /** * The decoder has failed to decode the song. */ PLAYER_ERROR_DECODER, /** * The audio output has failed. */ PLAYER_ERROR_OUTPUT, }; struct player_status { enum player_state state; uint16_t bit_rate; AudioFormat audio_format; float total_time; float elapsed_time; }; struct player_control { unsigned buffer_chunks; unsigned int buffered_before_play; /** the handle of the player thread, or NULL if the player thread isn't running */ GThread *thread; /** * This lock protects #command, #state, #error. */ 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; enum player_command command; enum player_state state; enum player_error error_type; /** * The error that occurred in the player thread. This * attribute is only valid if #error is not * #PLAYER_ERROR_NONE. The object must be freed when this * object transitions back to #PLAYER_ERROR_NONE. */ Error error; uint16_t bit_rate; AudioFormat audio_format; float total_time; float elapsed_time; /** * The next queued song. * * This is a duplicate, and must be freed when this attribute * is cleared. */ Song *next_song; double seek_where; float cross_fade_seconds; float mixramp_db; float mixramp_delay_seconds; 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; player_control(unsigned buffer_chunks, unsigned buffered_before_play); ~player_control(); /** * 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 == g_thread_self()); cond.wait(mutex); } /** * Wake up the client waiting for command completion. * * Caller must lock the object. */ void ClientSignal() { assert(thread == g_thread_self()); client_cond.signal(); } /** * The client calls this method to wait for command * completion. * * Caller must lock the object. */ void ClientWait() { assert(thread != g_thread_self()); 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 != PLAYER_COMMAND_NONE); command = PLAYER_COMMAND_NONE; ClientSignal(); } /** * @param song the song to be queued; the given instance will * be owned and freed by the player */ void Play(Song *song); /** * see PLAYER_COMMAND_CANCEL */ void Cancel(); void SetPause(bool pause_flag); void Pause(); /** * Set the player's #border_pause flag. */ void SetBorderPause(bool border_pause); void Kill(); gcc_pure player_status GetStatus(); player_state 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 #PLAYER_ERROR_NONE * @param error detailed error information; must be defined. */ void SetError(player_error type, Error &&error); void ClearError(); /** * Returns the human-readable message describing the last * error during playback, NULL if no error occurred. The * caller has to free the returned string. */ char *GetErrorMessage() const; player_error GetErrorType() const { return error_type; } void Stop(); void UpdateAudio(); /** * @param song the song to be queued; the given instance will be owned * and freed by the player */ void EnqueueSong(Song *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(Song *song, float seek_time); void SetCrossFade(float cross_fade_seconds); float GetCrossFade() const { return cross_fade_seconds; } void SetMixRampDb(float mixramp_db); float GetMixRampDb() const { return mixramp_db; } void SetMixRampDelay(float mixramp_delay_seconds); float GetMixRampDelay() const { return mixramp_delay_seconds; } double GetTotalPlayTime() const { return total_play_time; } }; #endif