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use crossterm::event::{self, KeyCode};
use crate::error::Error;
use super::*;
impl App {
/// Handle queue page keys
pub(super) async fn handle_queue_key(&mut self, key: event::KeyEvent) -> Result<(), Error> {
let mut state = self.state.write().await;
match key.code {
KeyCode::Up | KeyCode::Char('k') => {
if let Some(sel) = state.queue_state.selected {
if sel > 0 {
state.queue_state.selected = Some(sel - 1);
}
} else if !state.queue.is_empty() {
state.queue_state.selected = Some(0);
}
}
KeyCode::Down | KeyCode::Char('j') => {
let max = state.queue.len().saturating_sub(1);
if let Some(sel) = state.queue_state.selected {
if sel < max {
state.queue_state.selected = Some(sel + 1);
}
} else if !state.queue.is_empty() {
state.queue_state.selected = Some(0);
}
}
KeyCode::Enter => {
// Play selected song
if let Some(idx) = state.queue_state.selected {
if idx < state.queue.len() {
drop(state);
return self.play_queue_position(idx).await;
}
}
}
KeyCode::Char('d') => {
// Remove selected song
if let Some(idx) = state.queue_state.selected {
if idx < state.queue.len() {
let song = state.queue.remove(idx);
state.notify(format!("Removed: {}", song.title));
// Adjust selection
if state.queue.is_empty() {
state.queue_state.selected = None;
} else if idx >= state.queue.len() {
state.queue_state.selected = Some(state.queue.len() - 1);
}
// Adjust queue position
if let Some(pos) = state.queue_position {
if idx < pos {
state.queue_position = Some(pos - 1);
} else if idx == pos {
state.queue_position = None;
}
}
}
}
}
KeyCode::Char('J') => {
// Move down
if let Some(idx) = state.queue_state.selected {
if idx < state.queue.len() - 1 {
state.queue.swap(idx, idx + 1);
state.queue_state.selected = Some(idx + 1);
// Adjust queue position if needed
if let Some(pos) = state.queue_position {
if pos == idx {
state.queue_position = Some(idx + 1);
} else if pos == idx + 1 {
state.queue_position = Some(idx);
}
}
}
}
}
KeyCode::Char('K') => {
// Move up
if let Some(idx) = state.queue_state.selected {
if idx > 0 {
state.queue.swap(idx, idx - 1);
state.queue_state.selected = Some(idx - 1);
// Adjust queue position if needed
if let Some(pos) = state.queue_position {
if pos == idx {
state.queue_position = Some(idx - 1);
} else if pos == idx - 1 {
state.queue_position = Some(idx);
}
}
}
}
}
KeyCode::Char('s') => {
// Shuffle queue
use rand::seq::SliceRandom;
let mut rng = rand::thread_rng();
if let Some(pos) = state.queue_position {
// Keep current song in place, shuffle the rest
if pos < state.queue.len() {
let current = state.queue.remove(pos);
state.queue.shuffle(&mut rng);
state.queue.insert(0, current);
state.queue_position = Some(0);
}
} else {
state.queue.shuffle(&mut rng);
}
state.notify("Queue shuffled");
}
KeyCode::Char('c') => {
// Clear history (remove all songs before current position)
if let Some(pos) = state.queue_position {
if pos > 0 {
let removed = pos;
state.queue.drain(0..pos);
state.queue_position = Some(0);
// Adjust selection
if let Some(sel) = state.queue_state.selected {
if sel < pos {
state.queue_state.selected = Some(0);
} else {
state.queue_state.selected = Some(sel - pos);
}
}
state.notify(format!("Cleared {} played songs", removed));
} else {
state.notify("No history to clear");
}
} else {
state.notify("No history to clear");
}
}
_ => {}
}
Ok(())
}
}