/* * 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. */ /* * Functions for editing the playlist (adding, removing, reordering * songs in the queue). * */ #include "config.h" #include "Playlist.hxx" #include "PlaylistError.hxx" #include "PlayerControl.hxx" #include "util/UriUtil.hxx" #include "util/Error.hxx" #include "DetachedSong.hxx" #include "SongLoader.hxx" #include "Idle.hxx" #include void playlist::OnModified() { if (bulk_edit) { /* postponed to CommitBulk() */ bulk_modified = true; return; } queue.IncrementVersion(); idle_add(IDLE_PLAYLIST); } void playlist::Clear(PlayerControl &pc) { Stop(pc); queue.Clear(); current = -1; OnModified(); } void playlist::BeginBulk() { assert(!bulk_edit); bulk_edit = true; bulk_modified = false; } void playlist::CommitBulk(PlayerControl &pc) { assert(bulk_edit); bulk_edit = false; if (!bulk_modified) return; if (queued < 0) /* if no song was queued, UpdateQueuedSong() is being ignored in "bulk" edit mode; now that we have shuffled all new songs, we can pick a random one (instead of always picking the first one that was added) */ UpdateQueuedSong(pc, nullptr); OnModified(); } unsigned playlist::AppendSong(PlayerControl &pc, DetachedSong &&song, Error &error) { unsigned id; if (queue.IsFull()) { error.Set(playlist_domain, int(PlaylistResult::TOO_LARGE), "Playlist is too large"); return 0; } const DetachedSong *const queued_song = GetQueuedSong(); id = queue.Append(std::move(song), 0); if (queue.random) { /* shuffle the new song into the list of remaining songs to play */ unsigned start; if (queued >= 0) start = queued + 1; else start = current + 1; if (start < queue.GetLength()) queue.ShuffleOrderLast(start, queue.GetLength()); } UpdateQueuedSong(pc, queued_song); OnModified(); return id; } unsigned playlist::AppendURI(PlayerControl &pc, const SongLoader &loader, const char *uri, Error &error) { DetachedSong *song = loader.LoadSong(uri, error); if (song == nullptr) return 0; unsigned result = AppendSong(pc, std::move(*song), error); delete song; return result; } PlaylistResult playlist::SwapPositions(PlayerControl &pc, unsigned song1, unsigned song2) { if (!queue.IsValidPosition(song1) || !queue.IsValidPosition(song2)) return PlaylistResult::BAD_RANGE; const DetachedSong *const queued_song = GetQueuedSong(); queue.SwapPositions(song1, song2); if (queue.random) { /* update the queue order, so that current still points to the current song order */ queue.SwapOrders(queue.PositionToOrder(song1), queue.PositionToOrder(song2)); } else { /* correct the "current" song order */ if (current == (int)song1) current = song2; else if (current == (int)song2) current = song1; } UpdateQueuedSong(pc, queued_song); OnModified(); return PlaylistResult::SUCCESS; } PlaylistResult playlist::SwapIds(PlayerControl &pc, unsigned id1, unsigned id2) { int song1 = queue.IdToPosition(id1); int song2 = queue.IdToPosition(id2); if (song1 < 0 || song2 < 0) return PlaylistResult::NO_SUCH_SONG; return SwapPositions(pc, song1, song2); } PlaylistResult playlist::SetPriorityRange(PlayerControl &pc, unsigned start, unsigned end, uint8_t priority) { if (start >= GetLength()) return PlaylistResult::BAD_RANGE; if (end > GetLength()) end = GetLength(); if (start >= end) return PlaylistResult::SUCCESS; /* remember "current" and "queued" */ const int current_position = GetCurrentPosition(); const DetachedSong *const queued_song = GetQueuedSong(); /* apply the priority changes */ queue.SetPriorityRange(start, end, priority, current); /* restore "current" and choose a new "queued" */ if (current_position >= 0) current = queue.PositionToOrder(current_position); UpdateQueuedSong(pc, queued_song); OnModified(); return PlaylistResult::SUCCESS; } PlaylistResult playlist::SetPriorityId(PlayerControl &pc, unsigned song_id, uint8_t priority) { int song_position = queue.IdToPosition(song_id); if (song_position < 0) return PlaylistResult::NO_SUCH_SONG; return SetPriorityRange(pc, song_position, song_position + 1, priority); } void playlist::DeleteInternal(PlayerControl &pc, unsigned song, const DetachedSong **queued_p) { assert(song < GetLength()); unsigned songOrder = queue.PositionToOrder(song); if (playing && current == (int)songOrder) { const bool paused = pc.GetState() == PlayerState::PAUSE; /* the current song is going to be deleted: see which song is going to be played instead */ current = queue.GetNextOrder(current); if (current == (int)songOrder) current = -1; if (current >= 0 && !paused) /* play the song after the deleted one */ PlayOrder(pc, current); else { /* stop the player */ pc.Stop(); playing = false; } *queued_p = nullptr; } else if (current == (int)songOrder) /* there's a "current song" but we're not playing currently - clear "current" */ current = -1; /* now do it: remove the song */ queue.DeletePosition(song); /* update the "current" and "queued" variables */ if (current > (int)songOrder) current--; } PlaylistResult playlist::DeletePosition(PlayerControl &pc, unsigned song) { if (song >= queue.GetLength()) return PlaylistResult::BAD_RANGE; const DetachedSong *queued_song = GetQueuedSong(); DeleteInternal(pc, song, &queued_song); UpdateQueuedSong(pc, queued_song); OnModified(); return PlaylistResult::SUCCESS; } PlaylistResult playlist::DeleteRange(PlayerControl &pc, unsigned start, unsigned end) { if (start >= queue.GetLength()) return PlaylistResult::BAD_RANGE; if (end > queue.GetLength()) end = queue.GetLength(); if (start >= end) return PlaylistResult::SUCCESS; const DetachedSong *queued_song = GetQueuedSong(); do { DeleteInternal(pc, --end, &queued_song); } while (end != start); UpdateQueuedSong(pc, queued_song); OnModified(); return PlaylistResult::SUCCESS; } PlaylistResult playlist::DeleteId(PlayerControl &pc, unsigned id) { int song = queue.IdToPosition(id); if (song < 0) return PlaylistResult::NO_SUCH_SONG; return DeletePosition(pc, song); } void playlist::DeleteSong(PlayerControl &pc, const char *uri) { for (int i = queue.GetLength() - 1; i >= 0; --i) if (queue.Get(i).IsURI(uri)) DeletePosition(pc, i); } PlaylistResult playlist::MoveRange(PlayerControl &pc, unsigned start, unsigned end, int to) { if (!queue.IsValidPosition(start) || !queue.IsValidPosition(end - 1)) return PlaylistResult::BAD_RANGE; if ((to >= 0 && to + end - start - 1 >= GetLength()) || (to < 0 && unsigned(abs(to)) > GetLength())) return PlaylistResult::BAD_RANGE; if ((int)start == to) /* nothing happens */ return PlaylistResult::SUCCESS; const DetachedSong *const queued_song = GetQueuedSong(); /* * (to < 0) => move to offset from current song * (-playlist.length == to) => move to position BEFORE current song */ const int currentSong = GetCurrentPosition(); if (to < 0) { if (currentSong < 0) /* can't move relative to current song, because there is no current song */ return PlaylistResult::BAD_RANGE; if (start <= (unsigned)currentSong && (unsigned)currentSong < end) /* no-op, can't be moved to offset of itself */ return PlaylistResult::SUCCESS; to = (currentSong + abs(to)) % GetLength(); if (start < (unsigned)to) to--; } queue.MoveRange(start, end, to); if (!queue.random) { /* update current/queued */ if ((int)start <= current && (unsigned)current < end) current += to - start; else if (current >= (int)end && current <= to) current -= end - start; else if (current >= to && current < (int)start) current += end - start; } UpdateQueuedSong(pc, queued_song); OnModified(); return PlaylistResult::SUCCESS; } PlaylistResult playlist::MoveId(PlayerControl &pc, unsigned id1, int to) { int song = queue.IdToPosition(id1); if (song < 0) return PlaylistResult::NO_SUCH_SONG; return MoveRange(pc, song, song + 1, to); } void playlist::Shuffle(PlayerControl &pc, unsigned start, unsigned end) { if (end > GetLength()) /* correct the "end" offset */ end = GetLength(); if (start + 1 >= end) /* needs at least two entries. */ return; const DetachedSong *const queued_song = GetQueuedSong(); if (playing && current >= 0) { unsigned current_position = queue.OrderToPosition(current); if (current_position >= start && current_position < end) { /* put current playing song first */ queue.SwapPositions(start, current_position); if (queue.random) { current = queue.PositionToOrder(start); } else current = start; /* start shuffle after the current song */ start++; } } else { /* no playback currently: reset current */ current = -1; } queue.ShuffleRange(start, end); UpdateQueuedSong(pc, queued_song); OnModified(); } bool playlist::SetSongIdRange(PlayerControl &pc, unsigned id, SongTime start, SongTime end, Error &error) { assert(end.IsZero() || start < end); int position = queue.IdToPosition(id); if (position < 0) { error.Set(playlist_domain, int(PlaylistResult::NO_SUCH_SONG), "No such song"); return false; } if (playing) { if (position == current) { error.Set(playlist_domain, int(PlaylistResult::DENIED), "Cannot edit the current song"); return false; } if (position == queued) { /* if we're manipulating the "queued" song, the decoder thread may be decoding it already; cancel that */ pc.Cancel(); queued = -1; } } DetachedSong &song = queue.Get(position); const auto duration = song.GetTag().duration; if (!duration.IsNegative()) { /* validate the offsets */ if (start > duration) { error.Set(playlist_domain, int(PlaylistResult::BAD_RANGE), "Invalid start offset"); return false; } if (end >= duration) end = SongTime::zero(); } /* edit it */ song.SetStartTime(start); song.SetEndTime(end); /* announce the change to all interested subsystems */ UpdateQueuedSong(pc, nullptr); queue.ModifyAtPosition(position); OnModified(); return true; }