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/*
* 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 "player/Control.hxx"
#include "util/UriUtil.hxx"
#include "util/Error.hxx"
#include "DetachedSong.hxx"
#include "SongLoader.hxx"
#include "Idle.hxx"
#include <stdlib.h>
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.LockStop();
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.LockCancel();
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;
}
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