Playlist.hxx 6.57 KB
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/*
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 * Copyright (C) 2003-2014 The Music Player Daemon Project
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 * http://www.musicpd.org
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 *
 * 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.
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 *
 * 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.
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 */

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#ifndef MPD_PLAYLIST_HXX
#define MPD_PLAYLIST_HXX
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#include "queue/Queue.hxx"
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#include "PlaylistError.hxx"
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enum TagType : uint8_t;
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struct PlayerControl;
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class DetachedSong;
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class Database;
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class Error;
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class SongLoader;
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struct playlist {
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	/**
	 * The song queue - it contains the "real" playlist.
	 */
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	struct Queue queue;
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	/**
	 * This value is true if the player is currently playing (or
	 * should be playing).
	 */
	bool playing;

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	/**
	 * 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;

	/**
	 * 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;

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	/**
	 * The "current song pointer".  This is the song which is
	 * played when we get the "play" command.  It is also the song
	 * which is currently being played.
	 */
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	int current;
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	/**
	 * The "next" song to be played, when the current one
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	 * 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.
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	 */
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	int queued;

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	playlist(unsigned max_length)
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		:queue(max_length), playing(false), current(-1), queued(-1) {
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	}
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	~playlist() {
	}
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	uint32_t GetVersion() const {
		return queue.version;
	}
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	unsigned GetLength() const {
		return queue.GetLength();
	}
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	unsigned PositionToId(unsigned position) const {
		return queue.PositionToId(position);
	}
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	gcc_pure
	int GetCurrentPosition() const;
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	gcc_pure
	int GetNextPosition() const;
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	/**
	 * Returns the song object which is currently queued.  Returns
	 * none if there is none (yet?) or if MPD isn't playing.
	 */
	gcc_pure
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	const DetachedSong *GetQueuedSong() const;
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	/**
	 * This is the "PLAYLIST" event handler.  It is invoked by the
	 * player thread whenever it requests a new queued song, or
	 * when it exits.
	 */
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	void SyncWithPlayer(PlayerControl &pc);
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protected:
	/**
	 * Called by all editing methods after a modification.
	 * Updates the queue version and emits #IDLE_PLAYLIST.
	 */
	void OnModified();
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	/**
	 * 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()
	 */
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	void UpdateQueuedSong(PlayerControl &pc, const DetachedSong *prev);
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public:
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	void Clear(PlayerControl &pc);
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	/**
	 * 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.
	 */
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	void TagModified(DetachedSong &&song);
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#ifdef ENABLE_DATABASE
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	/**
	 * The database has been modified.  Pull all updates.
	 */
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	void DatabaseModified(const Database &db);
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#endif
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	PlaylistResult AppendSong(PlayerControl &pc,
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				  DetachedSong &&song,
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				  unsigned *added_id=nullptr);
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	PlaylistResult AppendURI(PlayerControl &pc,
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				 const SongLoader &loader,
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				 const char *uri_utf8,
				 unsigned *added_id=nullptr);
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protected:
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	void DeleteInternal(PlayerControl &pc,
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			    unsigned song, const DetachedSong **queued_p);
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public:
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	PlaylistResult DeletePosition(PlayerControl &pc,
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				      unsigned position);
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	PlaylistResult DeleteOrder(PlayerControl &pc,
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				   unsigned order) {
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		return DeletePosition(pc, queue.OrderToPosition(order));
	}
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	PlaylistResult DeleteId(PlayerControl &pc, unsigned id);
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	/**
	 * 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
	 */
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	PlaylistResult DeleteRange(PlayerControl &pc,
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				   unsigned start, unsigned end);
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	void DeleteSong(PlayerControl &pc, const char *uri);
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	void Shuffle(PlayerControl &pc, unsigned start, unsigned end);
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	PlaylistResult MoveRange(PlayerControl &pc,
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				 unsigned start, unsigned end, int to);
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	PlaylistResult MoveId(PlayerControl &pc, unsigned id, int to);
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	PlaylistResult SwapPositions(PlayerControl &pc,
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				     unsigned song1, unsigned song2);
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	PlaylistResult SwapIds(PlayerControl &pc,
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			       unsigned id1, unsigned id2);
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	PlaylistResult SetPriorityRange(PlayerControl &pc,
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					unsigned start_position,
					unsigned end_position,
					uint8_t priority);
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	PlaylistResult SetPriorityId(PlayerControl &pc,
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				     unsigned song_id, uint8_t priority);
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	bool AddSongIdTag(unsigned id, TagType tag_type, const char *value,
			  Error &error);
	bool ClearSongIdTag(unsigned id, TagType tag_type, Error &error);

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	void Stop(PlayerControl &pc);
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	PlaylistResult PlayPosition(PlayerControl &pc, int position);
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	void PlayOrder(PlayerControl &pc, int order);
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	PlaylistResult PlayId(PlayerControl &pc, int id);
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	void PlayNext(PlayerControl &pc);
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	void PlayPrevious(PlayerControl &pc);
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	PlaylistResult SeekSongPosition(PlayerControl &pc,
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					unsigned song_position,
					float seek_time);
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	PlaylistResult SeekSongId(PlayerControl &pc,
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				  unsigned song_id, float seek_time);
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	/**
	 * Seek within the current song.  Fails if MPD is not currently
	 * playing.
	 *
	 * @param time the time in seconds
	 * @param relative if true, then the specified time is relative to the
	 * current position
	 */
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	PlaylistResult SeekCurrent(PlayerControl &pc,
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				   float seek_time, bool relative);
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	bool GetRepeat() const {
		return queue.repeat;
	}
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	void SetRepeat(PlayerControl &pc, bool new_value);
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	bool GetRandom() const {
		return queue.random;
	}
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	void SetRandom(PlayerControl &pc, bool new_value);
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	bool GetSingle() const {
		return queue.single;
	}
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	void SetSingle(PlayerControl &pc, bool new_value);
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	bool GetConsume() const {
		return queue.consume;
	}

	void SetConsume(bool new_value);
};

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#endif