Reduce direct dependency on Player even more
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@@ -40,6 +40,7 @@ type PlaybackManager struct {
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onSongChange []func(nowPlaying, justScrobbledIfAny *mediaprovider.Track)
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onPlayTimeUpdate []func(float64, float64)
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onLoopModeChange []func(string)
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}
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func NewPlaybackManager(
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@@ -128,6 +129,11 @@ func (p *PlaybackManager) OnPlayTimeUpdate(cb func(float64, float64)) {
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p.onPlayTimeUpdate = append(p.onPlayTimeUpdate, cb)
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}
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// Registers a callback that is notified whenever the loop mode changes.
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func (p *PlaybackManager) OnLoopModeChange(cb func(string)) {
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p.onLoopModeChange = append(p.onLoopModeChange, cb)
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}
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// Loads the specified album into the play queue.
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func (p *PlaybackManager) LoadAlbum(albumID string, appendToQueue bool, shuffle bool) error {
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album, err := p.sm.Server.GetAlbum(albumID)
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@@ -294,7 +300,17 @@ func (p *PlaybackManager) SetReplayGainOptions(config ReplayGainConfig) {
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// Changes the loop mode of the player to the next one.
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// Useful for toggling UI elements, to change modes without knowing the current player mode.
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func (p *PlaybackManager) SetNextLoopMode() error {
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return p.player.SetNextLoopMode()
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if err := p.player.SetNextLoopMode(); err != nil {
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return err
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}
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defer func() {
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for _, cb := range p.onLoopModeChange {
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cb(p.player.GetLoopMode().String())
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}
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}()
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return nil
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}
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// call BEFORE updating p.nowPlayingIdx
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+18
-21
@@ -116,12 +116,11 @@ type Player struct {
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bgCancel context.CancelFunc
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// callbacks
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onPaused []func()
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onStopped []func()
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onPlaying []func()
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onSeek []func()
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onLoopModeChanged []func(string)
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onTrackChange []func(int64)
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onPaused []func()
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onStopped []func()
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onPlaying []func()
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onSeek []func()
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onTrackChange []func(int64)
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}
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// Returns a new player.
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@@ -400,7 +399,12 @@ func (p *Player) PlayPause() error {
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}
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}
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// Sets the loop mode of the player.
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// Get the loop mode of the player.
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func (p *Player) GetLoopMode() LoopMode {
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return p.loopMode
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}
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// Set the loop mode of the player.
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func (p *Player) SetLoopMode(mode LoopMode) error {
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if !p.initialized {
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return ErrUnitialized
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@@ -413,22 +417,20 @@ func (p *Player) SetLoopMode(mode LoopMode) error {
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switch mode {
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case LoopNone:
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p.mpv.SetOptionString("loop-playlist", "no")
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if err := p.mpv.SetOptionString("loop-playlist", "no"); err != nil {
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return err
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}
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case LoopAll:
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p.mpv.SetOptionString("loop-playlist", "inf")
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if err := p.mpv.SetOptionString("loop-playlist", "inf"); err != nil {
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return err
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}
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}
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p.loopMode = mode
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defer func() {
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for _, cb := range p.onLoopModeChanged {
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cb(p.loopMode.String())
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}
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}()
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return nil
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}
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// Changes the loop mode of the player to the next one.
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// Change the loop mode of the player to the next one.
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// Useful for toggling UI elements, to change modes without knowing the current player mode.
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func (p *Player) SetNextLoopMode() error {
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switch p.loopMode {
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@@ -542,11 +544,6 @@ func (p *Player) OnSeek(cb func()) {
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p.onSeek = append(p.onSeek, cb)
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}
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// Registers a callback which is invoked when the player enables queue repeat.
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func (p *Player) OnLoopModeChanged(cb func(string)) {
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p.onLoopModeChanged = append(p.onLoopModeChanged, cb)
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}
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// Registers a callback which is invoked when the currently playing track changes,
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// or when playback begins at any time from the Stopped state.
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// Callback is invoked with the index of the currently playing track (zero-based).
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+1
-1
@@ -54,7 +54,7 @@ func NewBottomPanel(p *player.Player, pm *backend.PlaybackManager, contr *contro
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p.OnStopped(func() {
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bp.Controls.SetPlaying(false)
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})
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p.OnLoopModeChanged(func(mode string) {
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pm.OnLoopModeChange(func(mode string) {
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bp.Controls.SetLoopMode(mode)
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})
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