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/*
* Copyright 2003-2016 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);
}
}
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);
if (!playing)
current = 0;
/* swap the new song with the previous "current" one,
so playback continues as planned */
queue.SwapOrders(i, current);
i = current;
}
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 */
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));
}
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