/* * Copyright 2003-2017 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_PLAYLIST_HXX #define MPD_PLAYLIST_HXX #include "queue/Queue.hxx" enum TagType : uint8_t; struct PlayerControl; class DetachedSong; class Database; class SongLoader; class SongTime; class SignedSongTime; class QueueListener; struct playlist { /** * The song queue - it contains the "real" playlist. */ Queue queue; QueueListener &listener; /** * This value is true if the player is currently playing (or * should be playing). */ bool playing; /** * If true, then any error is fatal; if false, MPD will * attempt to play the next song on non-fatal errors. During * seeking, this flag is set. */ bool stop_on_error; /** * If true, then a bulk edit has been initiated by * BeginBulk(), and UpdateQueuedSong() and OnModified() will * be postponed until CommitBulk() */ bool bulk_edit; /** * Has the queue been modified during bulk edit mode? */ bool bulk_modified; /** * Number of errors since playback was started. If this * number exceeds the length of the playlist, MPD gives up, * because all songs have been tried. */ unsigned error_count; /** * The "current song pointer" (the order number). This is the * song which is played when we get the "play" command. It is * also the song which is currently being played. */ int current; /** * The "next" song to be played (the order number), when the * current one finishes. The decoder thread may start * decoding and buffering it, while the "current" song is * still playing. * * This variable is only valid if #playing is true. */ int queued; playlist(unsigned max_length, QueueListener &_listener) :queue(max_length), listener(_listener), playing(false), bulk_edit(false), current(-1), queued(-1) { } ~playlist() { } uint32_t GetVersion() const { return queue.version; } unsigned GetLength() const { return queue.GetLength(); } unsigned PositionToId(unsigned position) const { return queue.PositionToId(position); } gcc_pure int GetCurrentPosition() const; gcc_pure int GetNextPosition() const; /** * Returns the song object which is currently queued. Returns * none if there is none (yet?) or if MPD isn't playing. */ gcc_pure const DetachedSong *GetQueuedSong() const; /** * This is the "PLAYLIST" event handler. It is invoked by the * player thread whenever it requests a new queued song, or * when it exits. */ void SyncWithPlayer(PlayerControl &pc); protected: /** * Called by all editing methods after a modification. * Updates the queue version and invokes * QueueListener::OnQueueModified(). */ void OnModified(); /** * Called when playback of a new song starts. Unlike * QueuedSongStarted(), this also gets called when the user * manually switches to another song. It may be used for * playlist fixups. * * The song being started is specified by the #current * attribute. */ void SongStarted(); /** * Updates the "queued song". Calculates the next song * according to the current one (if MPD isn't playing, it * takes the first song), and queues this song. Clears the * old queued song if there was one. * * @param prev the song which was previously queued, as * determined by playlist_get_queued_song() */ void UpdateQueuedSong(PlayerControl &pc, const DetachedSong *prev); /** * Queue a song, addressed by its order number. */ void QueueSongOrder(PlayerControl &pc, unsigned order); /** * Called when the player thread has started playing the * "queued" song, i.e. it has switched from one song to the * next automatically. */ void QueuedSongStarted(PlayerControl &pc); /** * The player has stopped for some reason. Check the error, * and decide whether to re-start playback. */ void ResumePlayback(PlayerControl &pc); public: void BeginBulk(); void CommitBulk(PlayerControl &pc); void Clear(PlayerControl &pc); /** * A tag in the play queue has been modified by the player * thread. Apply the given song's tag to the current song if * the song matches. */ void TagModified(DetachedSong &&song); #ifdef ENABLE_DATABASE /** * The database has been modified. Pull all updates. */ void DatabaseModified(const Database &db); #endif /** * Throws PlaylistError if the queue would be too large. * * @return the new song id */ unsigned AppendSong(PlayerControl &pc, DetachedSong &&song); /** * Throws #std::runtime_error on error. * * @return the new song id */ unsigned AppendURI(PlayerControl &pc, const SongLoader &loader, const char *uri_utf8); protected: void DeleteInternal(PlayerControl &pc, unsigned song, const DetachedSong **queued_p); public: void DeletePosition(PlayerControl &pc, unsigned position); void DeleteOrder(PlayerControl &pc, unsigned order) { DeletePosition(pc, queue.OrderToPosition(order)); } void DeleteId(PlayerControl &pc, unsigned id); /** * Deletes a range of songs from the playlist. * * @param start the position of the first song to delete * @param end the position after the last song to delete */ void DeleteRange(PlayerControl &pc, unsigned start, unsigned end); /** * Mark the given song as "stale", i.e. as not being available * anymore. This gets called when a song is removed from the * database. The method attempts to remove all instances of * this song from the queue. */ void StaleSong(PlayerControl &pc, const char *uri); void Shuffle(PlayerControl &pc, unsigned start, unsigned end); void MoveRange(PlayerControl &pc, unsigned start, unsigned end, int to); void MoveId(PlayerControl &pc, unsigned id, int to); void SwapPositions(PlayerControl &pc, unsigned song1, unsigned song2); void SwapIds(PlayerControl &pc, unsigned id1, unsigned id2); void SetPriorityRange(PlayerControl &pc, unsigned start_position, unsigned end_position, uint8_t priority); void SetPriorityId(PlayerControl &pc, unsigned song_id, uint8_t priority); /** * Sets the start_time and end_time attributes on the song * with the specified id. */ void SetSongIdRange(PlayerControl &pc, unsigned id, SongTime start, SongTime end); void AddSongIdTag(unsigned id, TagType tag_type, const char *value); void ClearSongIdTag(unsigned id, TagType tag_type); void Stop(PlayerControl &pc); /** * Throws std::runtime_error or #Error on error. */ void PlayPosition(PlayerControl &pc, int position); /** * Throws std::runtime_error or #Error on error. */ void PlayOrder(PlayerControl &pc, unsigned order); /** * Throws std::runtime_error or #Error on error. */ void PlayId(PlayerControl &pc, int id); /** * Throws std::runtime_error or #Error on error. */ void PlayNext(PlayerControl &pc); /** * Throws std::runtime_error or #Error on error. */ void PlayPrevious(PlayerControl &pc); /** * Throws std::runtime_error or #Error on error. */ void SeekSongOrder(PlayerControl &pc, unsigned song_order, SongTime seek_time); /** * Throws std::runtime_error or #Error on error. */ void SeekSongPosition(PlayerControl &pc, unsigned sonag_position, SongTime seek_time); /** * Throws std::runtime_error or #Error on error. */ void SeekSongId(PlayerControl &pc, unsigned song_id, SongTime seek_time); /** * Seek within the current song. Fails if MPD is not currently * playing. * * Throws std::runtime_error or #Error on error. * * @param seek_time the time * @param relative if true, then the specified time is relative to the * current position */ void SeekCurrent(PlayerControl &pc, SignedSongTime seek_time, bool relative); bool GetRepeat() const { return queue.repeat; } void SetRepeat(PlayerControl &pc, bool new_value); bool GetRandom() const { return queue.random; } void SetRandom(PlayerControl &pc, bool new_value); bool GetSingle() const { return queue.single; } void SetSingle(PlayerControl &pc, bool new_value); bool GetConsume() const { return queue.consume; } void SetConsume(bool new_value); }; #endif