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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 "audio_format.h"
#include <glib.h>
#include <stdint.h>
struct decoder_control;
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;
struct audio_format 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.
*/
GMutex *mutex;
/**
* Trigger this object after you have modified #command.
*/
GCond *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;
struct audio_format 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.
*/
struct song *next_song;
double seek_where;
float cross_fade_seconds;
float mixramp_db;
float mixramp_delay_seconds;
double total_play_time;
};
struct player_control *
pc_new(unsigned buffer_chunks, unsigned buffered_before_play);
void
pc_free(struct player_control *pc);
/**
* Locks the #player_control object.
*/
static inline void
player_lock(struct player_control *pc)
{
g_mutex_lock(pc->mutex);
}
/**
* Unlocks the #player_control object.
*/
static inline void
player_unlock(struct player_control *pc)
{
g_mutex_unlock(pc->mutex);
}
/**
* Waits for a signal on the #player_control object. This function is
* only valid in the player thread. The object must be locked prior
* to calling this function.
*/
static inline void
player_wait(struct player_control *pc)
{
g_cond_wait(pc->cond, pc->mutex);
}
/**
* Waits for a signal on the #player_control object. This function is
* only valid in the player thread. The #decoder_control object must
* be locked prior to calling this function.
*
* Note the small difference to the player_wait() function!
*/
void
player_wait_decoder(struct player_control *pc, struct decoder_control *dc);
/**
* Signals the #player_control object. The object should be locked
* prior to calling this function.
*/
static inline void
player_signal(struct player_control *pc)
{
g_cond_signal(pc->cond);
}
/**
* Signals the #player_control object. The object is temporarily
* locked by this function.
*/
static inline void
player_lock_signal(struct player_control *pc)
{
player_lock(pc);
player_signal(pc);
player_unlock(pc);
}
/**
* @param song the song to be queued; the given instance will be owned
* and freed by the player
*/
void
pc_play(struct player_control *pc, struct song *song);
/**
* see PLAYER_COMMAND_CANCEL
*/
void
pc_cancel(struct player_control *pc);
void
pc_set_pause(struct player_control *pc, bool pause_flag);
void
pc_pause(struct player_control *pc);
void
pc_kill(struct player_control *pc);
void
pc_get_status(struct player_control *pc, struct player_status *status);
static inline enum player_state
pc_get_state(struct player_control *pc)
{
return pc->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
pc_set_error(struct player_control *pc, enum player_error type,
GError *error);
void
pc_clear_error(struct player_control *pc);
/**
* 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 *
pc_get_error_message(struct player_control *pc);
static inline enum player_error
pc_get_error_type(struct player_control *pc)
{
return pc->error_type;
}
void
pc_stop(struct player_control *pc);
void
pc_update_audio(struct player_control *pc);
/**
* @param song the song to be queued; the given instance will be owned
* and freed by the player
*/
void
pc_enqueue_song(struct player_control *pc, struct 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
pc_seek(struct player_control *pc, struct song *song, float seek_time);
void
pc_set_cross_fade(struct player_control *pc, float cross_fade_seconds);
float
pc_get_cross_fade(const struct player_control *pc);
void
pc_set_mixramp_db(struct player_control *pc, float mixramp_db);
static inline float
pc_get_mixramp_db(const struct player_control *pc)
{
return pc->mixramp_db;
}
void
pc_set_mixramp_delay(struct player_control *pc, float mixramp_delay_seconds);
static inline float
pc_get_mixramp_delay(const struct player_control *pc)
{
return pc->mixramp_delay_seconds;
}
static inline double
pc_get_total_play_time(const struct player_control *pc)
{
return pc->total_play_time;
}
#endif
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