mirror of
https://github.com/Goldenkrew3000/OSSP_OpenSource.git
synced 2025-12-19 00:04:44 +10:00
Added a basic play queue
This commit is contained in:
@@ -20,8 +20,10 @@
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extern configHandler_config_t* configObj;
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bool bLikedSongsShow = false;
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bool bAudioSettingsShow = false;
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bool bPlayQueueShow = false;
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void showLikedSongs();
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void showAudioSettings();
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void showPlayQueue();
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int gui_entry() {
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// Initialize SDL
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@@ -104,6 +106,12 @@ int gui_entry() {
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bAudioSettingsShow = true;
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}
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ImGui::SameLine();
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if (ImGui::Button("Play Queue")) {
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bPlayQueueShow = true;
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}
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ImGui::End();
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}
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@@ -115,6 +123,10 @@ int gui_entry() {
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showAudioSettings();
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}
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if (bPlayQueueShow) {
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showPlayQueue();
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}
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// Render
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ImGui::Render();
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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@@ -186,9 +198,10 @@ void showLikedSongs() {
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}
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if (selectedSong != -1) {
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printf("Song: %s (%s)\n", starredStruct->songs[selectedSong].title,
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starredStruct->songs[selectedSong].id);
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OSSPlayer_QueueAppend(starredStruct->songs[selectedSong].id);
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OSSPlayer_QueueAppend(starredStruct->songs[selectedSong].title,
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starredStruct->songs[selectedSong].artist,
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starredStruct->songs[selectedSong].id,
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starredStruct->songs[selectedSong].duration);
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selectedSong = -1;
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}
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@@ -231,3 +244,22 @@ void showAudioSettings() {
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ImGui::End();
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}
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// TODO: go through abstraction
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#include "../player/playQueue.hpp"
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void showPlayQueue() {
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ImGui::Begin("Play Queue");
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static int selectedSong = -1;
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if (ImGui::BeginChild("Play Queue", ImVec2(0, 200), ImGuiChildFlags_Border)) {
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for (int i = 0; i < internal_OSSPQ_GetItemCount(); i++) {
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if (ImGui::Selectable(internal_OSSPQ_GetTitleAtIndex(i), selectedSong == i)) {
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selectedSong = i;
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}
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}
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ImGui::EndChild();
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}
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ImGui::End();
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}
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@@ -5,29 +5,82 @@
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* Info: Gstreamer Queue Handler
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*/
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/*
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* Now you might ask why this even exists in this way, but I thought that it would be easier to jump to C++
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* to store a song queue with objects instead of some hacked together solution in C
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* And I was right.
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* Like yeah, you can store an array of structs easily in C, but to dynamically be able to move those around, no,
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* std::deque makes that MUCH simpler.
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*/
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#include <cstddef>
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#include <string.h>
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#include <string>
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#include <deque>
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#include "playQueue.hpp"
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// NOTE: Acronym is OpenSubsonicPlayerQueue
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std::deque<std::string> OSSPQ_Items;
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// C++ interface for storing song queue data (C interface is in the header)
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class SongObject {
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public:
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std::string title;
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std::string artist;
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std::string id;
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long duration;
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};
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int internal_OSSPQ_AppendToEnd(char* id) {
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// NOTE: Acronym is OpenSubsonicPlayerQueue
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std::deque<SongObject> OSSPQ_Items;
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int internal_OSSPQ_AppendToEnd(char* title, char* artist, char* id, long duration) {
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// Append a new song to the end of the queue
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printf("Title: %s\nArtist: %s\nID: %s\nDuration: %ld\n", title, artist, id, duration);
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// TODO: Find a neater way of converting a C string to a C++ string??
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std::string cpp_title(title);
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std::string cpp_artist(artist);
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std::string cpp_id(id);
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OSSPQ_Items.push_back(cpp_id);
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SongObject songObject;
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songObject.title = cpp_title;
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songObject.artist = cpp_artist;
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songObject.id = cpp_id;
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songObject.duration = duration;
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OSSPQ_Items.push_back(songObject);
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return 0;
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}
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char* internal_OSSPQ_PopFromFront() {
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OSSPQ_SongStruct* internal_OSSPQ_PopFromFront() {
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if (OSSPQ_Items.empty()) {
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// No items in play queue
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return NULL;
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}
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char* id = strdup(OSSPQ_Items.front().c_str()); // Heap allocate id
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// Pull the first song off the song queue
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SongObject songObject = OSSPQ_Items.front();
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OSSPQ_Items.pop_front();
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return id;
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// Move song data into a C readable format
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// NOTE: I am initializing the variables to a known value just in case there is missing information in songObject
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OSSPQ_SongStruct* playQueueObject = (OSSPQ_SongStruct*)malloc(sizeof(OSSPQ_SongStruct));
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playQueueObject->title = NULL;
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playQueueObject->artist = NULL;
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playQueueObject->id = NULL;
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playQueueObject->duration = 0;
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playQueueObject->title = strdup(songObject.title.c_str());
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playQueueObject->artist = strdup(songObject.artist.c_str());
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playQueueObject->id = strdup(songObject.id.c_str());
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playQueueObject->duration = songObject.duration;
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return playQueueObject;
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}
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void internal_OSSPQ_FreeSongObject(OSSPQ_SongStruct* songObject) {
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if (songObject->title != NULL) { free(songObject->title); }
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if (songObject->artist != NULL) { free(songObject->artist); }
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if (songObject->id != NULL) { free(songObject->id); }
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if (songObject != NULL) { free(songObject); }
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}
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char* internal_OSSPQ_GetTitleAtIndex(int idx) {
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return (char*)OSSPQ_Items[idx].title.c_str();
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}
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int internal_OSSPQ_GetItemCount() {
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@@ -11,8 +11,18 @@
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extern "C" {
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#endif // __cplusplus
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int internal_OSSPQ_AppendToEnd(char* id);
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char* internal_OSSPQ_PopFromFront();
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// C interface for sending song queue data (C++ interface is in the C++ file)
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typedef struct {
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char* title;
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char* artist;
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char* id;
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long duration;
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} OSSPQ_SongStruct;
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int internal_OSSPQ_AppendToEnd(char* title, char* artist, char* id, long duration);
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OSSPQ_SongStruct* internal_OSSPQ_PopFromFront();
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void internal_OSSPQ_FreeSongObject(OSSPQ_SongStruct* songObject);
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char* internal_OSSPQ_GetTitleAtIndex(int idx);
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int internal_OSSPQ_GetItemCount();
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#ifdef __cplusplus
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@@ -10,16 +10,14 @@
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#include <math.h>
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#include <stdbool.h>
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#include <pthread.h>
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#include <unistd.h>
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#include "../configHandler.h"
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#include "../discordrpc.h"
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#include "../libopensubsonic/logger.h"
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#include "../libopensubsonic/endpoint_getSong.h"
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#include "../libopensubsonic/httpclient.h"
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#include "playQueue.hpp"
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#include "player.h"
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#include <unistd.h> // For worse sleep TODO
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extern configHandler_config_t* configObj;
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static int rc = 0;
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GstElement *pipeline, *playbin, *filter_bin, *conv_in, *conv_out, *in_volume, *equalizer, *pitch, *reverb, *out_volume;
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@@ -118,12 +116,15 @@ void* OSSPlayer_ThrdInit(void*) {
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if (internal_OSSPQ_GetItemCount() != 0 && isPlaying == false) {
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printf("IS VALID\n");
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// Player is not playing and a song is in the song queue
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char* id = OSSPlayer_QueuePopFront();
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if (id == NULL) {
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OSSPQ_SongStruct* pq = OSSPlayer_QueuePopFront();
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if (pq == NULL) {
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printf("FUCK\n");
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// TODO: this
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}
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char* id = strdup(pq->id);
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//free(pq);
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// NOTE: Using a few strdup()'s because the cleanup/deinit functions perform free's and to avoid UAFs/Double frees
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// Fetch song information
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@@ -168,7 +169,7 @@ void* OSSPlayer_ThrdInit(void*) {
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isPlaying = true;
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gst_element_set_state(pipeline, GST_STATE_PLAYING);
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}
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usleep(200 * 1000); // Use futex and signals instead of this TODO
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usleep(200 * 1000);
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}
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}
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@@ -254,8 +255,6 @@ int OSSPlayer_GstInit() {
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// Initialize equalizer
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if (configObj->audio_equalizer_enable) {
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printf("Initializing %d equalizer bands...\n", configObj->audio_equalizer_graphCount);
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// Dynamically append settings to the equalizer to match the config file
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for (int i = 0; i < configObj->audio_equalizer_graphCount; i++) {
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char* ftl_name = NULL;
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@@ -335,20 +334,22 @@ int OSSPlayer_GstDeInit() {
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/*
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* Player Queue Control Functions
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*/
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int OSSPlayer_QueueAppend(char* id) {
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int OSSPlayer_QueueAppend(char* title, char* artist, char* id, long duration) {
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// Call to C++ function
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internal_OSSPQ_AppendToEnd(id);
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// Note: I would receive a song struct instead of individual elements, but it would significantly slow down the GUI
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internal_OSSPQ_AppendToEnd(title, artist, id, duration);
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}
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char* OSSPlayer_QueuePopFront() {
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OSSPQ_SongStruct* OSSPlayer_QueuePopFront() {
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// Call to C++ function
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// NOTE: 'id' is heap-allocated from C++
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char* id = internal_OSSPQ_PopFromFront();
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if (id == NULL) {
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OSSPQ_SongStruct* songObject = internal_OSSPQ_PopFromFront();
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if (songObject == NULL) {
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// Queue is empty TODO
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printf("FUCKFUCKFUCK\n");
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}
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return id;
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return songObject;
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}
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/*
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@@ -11,11 +11,13 @@
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extern "C" {
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#endif
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#include "playQueue.hpp"
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void* OSSPlayer_GMainLoop(void*);
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void* OSSPlayer_ThrdInit(void*);
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int OSSPlayer_GstInit();
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int OSSPlayer_QueueAppend(char* id);
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char* OSSPlayer_QueuePopFront();
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int OSSPlayer_QueueAppend(char* title, char* artist, char* id, long duration);
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OSSPQ_SongStruct* OSSPlayer_QueuePopFront();
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float OSSPlayer_GstECont_InVolume_Get();
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void OSSPlayer_GstECont_InVolume_set(float val);
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