/* * Copyright (C) 2003-2011 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_PLAYER_H #define MPD_PLAYER_H #include "audio_format.h" #include "thread/Mutex.hxx" #include "thread/Cond.hxx" #include #include struct decoder_control; enum player_state { PLAYER_STATE_STOP = 0, PLAYER_STATE_PAUSE, PLAYER_STATE_PLAY }; enum player_command { PLAYER_COMMAND_NONE = 0, PLAYER_COMMAND_EXIT, PLAYER_COMMAND_STOP, PLAYER_COMMAND_PAUSE, PLAYER_COMMAND_SEEK, PLAYER_COMMAND_CLOSE_AUDIO, /** * At least one audio_output.enabled flag has been modified; * commit those changes to the output threads. */ PLAYER_COMMAND_UPDATE_AUDIO, /** player_control.next_song has been updated */ PLAYER_COMMAND_QUEUE, /** * cancel pre-decoding player_control.next_song; if the player * has already started playing this song, it will completely * stop */ PLAYER_COMMAND_CANCEL, /** * Refresh status information in the #player_control struct, * e.g. elapsed_time. */ PLAYER_COMMAND_REFRESH, }; enum player_error { PLAYER_ERROR_NONE = 0, /** * The decoder has failed to decode the song. */ PLAYER_ERROR_DECODER, /** * The audio output has failed. */ PLAYER_ERROR_OUTPUT, }; struct player_status { enum player_state state; uint16_t bit_rate; struct audio_format audio_format; float total_time; float elapsed_time; }; struct player_control { unsigned buffer_chunks; unsigned int buffered_before_play; /** the handle of the player thread, or NULL if the player thread isn't running */ GThread *thread; /** * This lock protects #command, #state, #error. */ Mutex mutex; /** * Trigger this object after you have modified #command. */ Cond cond; enum player_command command; enum player_state state; enum player_error error_type; /** * The error that occurred in the player thread. This * attribute is only valid if #error is not * #PLAYER_ERROR_NONE. The object must be freed when this * object transitions back to #PLAYER_ERROR_NONE. */ GError *error; uint16_t bit_rate; struct audio_format audio_format; float total_time; float elapsed_time; /** * The next queued song. * * This is a duplicate, and must be freed when this attribute * is cleared. */ struct song *next_song; double seek_where; float cross_fade_seconds; float mixramp_db; float mixramp_delay_seconds; double total_play_time; /** * If this flag is set, then the player will be auto-paused at * the end of the song, before the next song starts to play. * * This is a copy of the queue's "single" flag most of the * time. */ bool border_pause; player_control(unsigned buffer_chunks, unsigned buffered_before_play); ~player_control(); }; /** * Locks the #player_control object. */ static inline void player_lock(struct player_control *pc) { pc->mutex.lock(); } /** * Unlocks the #player_control object. */ static inline void player_unlock(struct player_control *pc) { pc->mutex.unlock(); } /** * Waits for a signal on the #player_control object. This function is * only valid in the player thread. The object must be locked prior * to calling this function. */ static inline void player_wait(struct player_control *pc) { pc->cond.wait(pc->mutex); } /** * Waits for a signal on the #player_control object. This function is * only valid in the player thread. The #decoder_control object must * be locked prior to calling this function. * * Note the small difference to the player_wait() function! */ void player_wait_decoder(struct player_control *pc, struct decoder_control *dc); /** * Signals the #player_control object. The object should be locked * prior to calling this function. */ static inline void player_signal(struct player_control *pc) { pc->cond.signal(); } /** * Signals the #player_control object. The object is temporarily * locked by this function. */ static inline void player_lock_signal(struct player_control *pc) { player_lock(pc); player_signal(pc); player_unlock(pc); } /** * @param song the song to be queued; the given instance will be owned * and freed by the player */ void pc_play(struct player_control *pc, struct song *song); /** * see PLAYER_COMMAND_CANCEL */ void pc_cancel(struct player_control *pc); void pc_set_pause(struct player_control *pc, bool pause_flag); void pc_pause(struct player_control *pc); /** * Set the player's #border_pause flag. */ void pc_set_border_pause(struct player_control *pc, bool border_pause); void pc_kill(struct player_control *pc); void pc_get_status(struct player_control *pc, struct player_status *status); static inline enum player_state pc_get_state(struct player_control *pc) { return pc->state; } /** * Set the error. Discards any previous error condition. * * Caller must lock the object. * * @param type the error type; must not be #PLAYER_ERROR_NONE * @param error detailed error information; must not be NULL; the * #player_control takes over ownership of this #GError instance */ void pc_set_error(struct player_control *pc, enum player_error type, GError *error); void pc_clear_error(struct player_control *pc); /** * Returns the human-readable message describing the last error during * playback, NULL if no error occurred. The caller has to free the * returned string. */ char * pc_get_error_message(struct player_control *pc); static inline enum player_error pc_get_error_type(struct player_control *pc) { return pc->error_type; } void pc_stop(struct player_control *pc); void pc_update_audio(struct player_control *pc); /** * @param song the song to be queued; the given instance will be owned * and freed by the player */ void pc_enqueue_song(struct player_control *pc, struct song *song); /** * Makes the player thread seek the specified song to a position. * * @param song the song to be queued; the given instance will be owned * and freed by the player * @return true on success, false on failure (e.g. if MPD isn't * playing currently) */ bool pc_seek(struct player_control *pc, struct song *song, float seek_time); void pc_set_cross_fade(struct player_control *pc, float cross_fade_seconds); float pc_get_cross_fade(const struct player_control *pc); void pc_set_mixramp_db(struct player_control *pc, float mixramp_db); static inline float pc_get_mixramp_db(const struct player_control *pc) { return pc->mixramp_db; } void pc_set_mixramp_delay(struct player_control *pc, float mixramp_delay_seconds); static inline float pc_get_mixramp_delay(const struct player_control *pc) { return pc->mixramp_delay_seconds; } static inline double pc_get_total_play_time(const struct player_control *pc) { return pc->total_play_time; } #endif