/* * 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. */ /* * Functions for controlling playback on the playlist level. * */ #include "config.h" #include "Playlist.hxx" #include "PlaylistError.hxx" #include "player/Control.hxx" #include "DetachedSong.hxx" #include "Log.hxx" void playlist::Stop(PlayerControl &pc) { if (!playing) return; assert(current >= 0); FormatDebug(playlist_domain, "stop"); pc.LockStop(); queued = -1; playing = false; if (queue.random) { /* shuffle the playlist, so the next playback will result in a new random order */ unsigned current_position = queue.OrderToPosition(current); queue.ShuffleOrder(); /* make sure that "current" stays valid, and the next "play" command plays the same song again */ current = queue.PositionToOrder(current_position); } } unsigned playlist::MoveOrderToCurrent(unsigned old_order) { if (!queue.random) /* no-op because there is no order list */ return old_order; if (playing) { /* already playing: move the specified song after the current one (because the current one has already been playing and shall not be played again) */ return queue.MoveOrderAfter(old_order, current); } else if (current >= 0) { /* not playing: move the specified song before the current one, so it will be played eventually */ return queue.MoveOrderBefore(old_order, current); } else { /* not playing anything: move the specified song to the front */ queue.SwapOrders(old_order, 0); return 0; } } void playlist::PlayPosition(PlayerControl &pc, int song) { pc.LockClearError(); unsigned i = song; if (song == -1) { /* play any song ("current" song, or the first song */ if (queue.IsEmpty()) return; if (playing) { /* already playing: unpause playback, just in case it was paused, and return */ pc.LockSetPause(false); return; } /* select a song: "current" song, or the first one */ i = current >= 0 ? current : 0; } else if (!queue.IsValidPosition(song)) throw PlaylistError::BadRange(); if (queue.random) { if (song >= 0) /* "i" is currently the song position (which would be equal to the order number in no-random mode); convert it to a order number, because random mode is enabled */ i = queue.PositionToOrder(song); i = MoveOrderToCurrent(i); } stop_on_error = false; error_count = 0; PlayOrder(pc, i); } void playlist::PlayId(PlayerControl &pc, int id) { if (id == -1) { PlayPosition(pc, id); return; } int song = queue.IdToPosition(id); if (song < 0) throw PlaylistError::NoSuchSong(); PlayPosition(pc, song); } void playlist::PlayNext(PlayerControl &pc) { if (!playing) throw PlaylistError::NotPlaying(); assert(!queue.IsEmpty()); assert(queue.IsValidOrder(current)); const int old_current = current; stop_on_error = false; /* determine the next song from the queue's order list */ const int next_order = queue.GetNextOrder(current); if (next_order < 0) { /* no song after this one: stop playback */ Stop(pc); /* reset "current song" */ current = -1; } else { if (next_order == 0 && queue.random) { /* The queue told us that the next song is the first song. This means we are in repeat mode. Shuffle the queue order, so this time, the user hears the songs in a different than before */ assert(queue.repeat); queue.ShuffleOrder(); /* note that current and queued are now invalid, but PlayOrder() will discard them anyway */ } PlayOrder(pc, next_order); } /* Consume mode removes each played songs. */ if (queue.consume) DeleteOrder(pc, old_current); } void playlist::PlayPrevious(PlayerControl &pc) { if (!playing) throw PlaylistError::NotPlaying(); assert(!queue.IsEmpty()); int order; if (current > 0) { /* play the preceding song */ order = current - 1; } else if (queue.repeat) { /* play the last song in "repeat" mode */ order = queue.GetLength() - 1; } else { /* re-start playing the current song if it's the first one */ order = current; } PlayOrder(pc, order); } void playlist::SeekSongOrder(PlayerControl &pc, unsigned i, SongTime seek_time) { assert(queue.IsValidOrder(i)); const DetachedSong *queued_song = GetQueuedSong(); pc.LockClearError(); stop_on_error = true; error_count = 0; if (!playing || (unsigned)current != i) { /* seeking is not within the current song - prepare song change */ i = MoveOrderToCurrent(i); playing = true; current = i; queued_song = nullptr; } queued = -1; try { pc.LockSeek(new DetachedSong(queue.GetOrder(i)), seek_time); } catch (...) { UpdateQueuedSong(pc, queued_song); throw; } UpdateQueuedSong(pc, nullptr); } void playlist::SeekSongPosition(PlayerControl &pc, unsigned song, SongTime seek_time) { if (!queue.IsValidPosition(song)) throw PlaylistError::BadRange(); unsigned i = queue.random ? queue.PositionToOrder(song) : song; SeekSongOrder(pc, i, seek_time); } void playlist::SeekSongId(PlayerControl &pc, unsigned id, SongTime seek_time) { int song = queue.IdToPosition(id); if (song < 0) throw PlaylistError::NoSuchSong(); SeekSongPosition(pc, song, seek_time); } void playlist::SeekCurrent(PlayerControl &pc, SignedSongTime seek_time, bool relative) { if (!playing) throw PlaylistError::NotPlaying(); if (relative) { const auto status = pc.LockGetStatus(); if (status.state != PlayerState::PLAY && status.state != PlayerState::PAUSE) throw PlaylistError::NotPlaying(); seek_time += status.elapsed_time; if (seek_time.IsNegative()) seek_time = SignedSongTime::zero(); } if (seek_time.IsNegative()) seek_time = SignedSongTime::zero(); SeekSongOrder(pc, current, SongTime(seek_time)); }