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/*
* 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 <glib.h>
#include <stdint.h>
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.
*/
GError *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);
}
/**
* @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 not be NULL; the
* #player_control takes over ownership of this #GError instance
*/
void SetError(player_error type, GError *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
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