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use std::time::{Duration, Instant}; use super::{DBusError, LoopStatus, PlaybackStatus, TrackList, TrackListError}; use crate::extensions::DurationExtensions; use crate::metadata::Metadata; use crate::player::Player; use crate::pooled_connection::MprisEvent; /// Struct containing information about current progress of a Player. /// /// It has access to the metadata of the current track, as well as information about the current /// position of the track. /// /// It is up to you to decide on how outdated information you want to rely on when implementing /// progress rendering. #[derive(Debug)] pub struct Progress { metadata: Metadata, playback_status: PlaybackStatus, shuffle: bool, loop_status: LoopStatus, /// When this Progress was constructed, in order to calculate how old it is. instant: Instant, position: Duration, rate: f64, current_volume: f64, } /// Controller for calculating `Progress` and maintaining a `TrackList` (if supported) for a given `Player`. /// /// Call the `tick` method to get the most current `Progress` data. #[derive(Debug)] pub struct ProgressTracker<'a> { player: &'a Player<'a>, track_list: Option<TrackList>, interval: Duration, last_tick: Instant, last_progress: Progress, } /// Return value of `ProgressTracker::tick`, which gives details about the latest refresh. #[derive(Debug)] pub struct ProgressTick<'a> { /// `true` if `Player` quit. This likely means that the player is no longer running. /// /// If the player is no longer running, then fetching new data will not be possible, /// so they will all be reused (`progress_changed` and `track_list_changed` should all be /// `false`). pub player_quit: bool, /// `true` if `Progress` data changed (beyond the calculated `position`) /// /// **Examples:** /// /// * Playback status changed /// * Metadata changed for the track /// * Volume was decreased pub progress_changed: bool, /// `true` if `TrackList` data changed. This will always be `false` if player does not support /// track lists. /// /// **Examples:** /// /// * Track was added /// * Track was removed /// * Metadata changed for a track pub track_list_changed: bool, /// The current `Progress` from the `ProgressTracker`. `progress_changed` tells you if this was /// reused from the last tick or if it's a new one. pub progress: &'a Progress, /// The current `TrackList` from the `ProgressTracker`. `track_list_changed` tells you if this was /// changed since the last tick. pub track_list: Option<&'a TrackList>, } /// Errors that can occur while refreshing progress. #[derive(Debug, Fail)] pub enum ProgressError { /// Something went wrong with the D-Bus communication. See the `DBusError` type. #[fail(display = "D-Bus communication failed")] DBusError(#[cause] DBusError), /// Something went wrong with the track list. See the `TrackListError` type. #[fail(display = "TrackList could not be refreshed")] TrackListError(#[cause] TrackListError), } impl<'a> ProgressTracker<'a> { /// Construct a new `ProgressTracker` for the provided `Player`. /// /// The `interval_ms` value is the desired time between ticks when calling the `tick` method. /// See `tick` for more information about that. /// /// You probably want to use `Player::track_progress` instead of this method. /// /// # Errors /// /// Returns an error in case Player metadata or state retrieval over DBus fails. pub fn new(player: &'a Player<'a>, interval_ms: u32) -> Result<Self, DBusError> { Ok(ProgressTracker { player, interval: Duration::from_millis(u64::from(interval_ms)), last_tick: Instant::now(), last_progress: Progress::from_player(player)?, track_list: player.checked_get_track_list()?, }) } /// Returns a `ProgressTick` at each interval, or as close to each interval as possible. /// /// The returned struct contains borrows of the current data along with booleans telling you if /// the underlying data changed or not. See `ProgressTick` for more information about that. /// /// If there is time left until the next interval window, then the tracker will process DBus /// events to determine if something changed (and potentially perform a full refresh of the /// data). If there is no time left, then the previous data will be reused. /// /// If refreshing failed for some reason the old data will be reused. /// /// It is recommended to call this inside a loop to maintain your progress display. /// /// ## On reusing data /// /// `Progress` can be reused until something about the player changes, like track or playback /// status. As long as nothing changes, `Progress` can accurately determine playback position /// from timing data. /// /// In addition, `TrackList` will maintain a cache of track metadata so as long as the list /// remains static if should be cheap to read from it. /// /// You can use the `bool`s in the `ProgressTick` to perform optimizations as they tell you if /// any data has changed. If all of them are `false` you don't have to treat any of the data as /// dirty. /// /// The calculated `Progress::position` might still change depending on the player state, so if /// you want to show the track position you might still want to refresh that part. /// /// # Examples /// /// Simple progress bar of track position: /// /// ```rust,no_run /// # use mpris::{PlayerFinder, Metadata, PlaybackStatus, Progress}; /// use mpris::ProgressTick; /// # use std::time::Duration; /// # fn update_progress_bar(_: Duration) { } /// # let player = PlayerFinder::new().unwrap().find_active().unwrap(); /// # /// // Re-render progress bar every 100ms /// let mut progress_tracker = player.track_progress(100).unwrap(); /// loop { /// let ProgressTick {progress, ..} = progress_tracker.tick(); /// update_progress_bar(progress.position()); /// } /// ``` /// /// Using the `progress_changed` `bool`: /// /// ```rust,no_run /// # use mpris::PlayerFinder; /// use mpris::ProgressTick; /// # use std::time::Duration; /// # fn update_progress_bar(_: Duration) { } /// # fn reset_progress_bar(_: Duration, _: Option<Duration>) { } /// # fn update_track_title(_: Option<&str>) { } /// # /// # let player = PlayerFinder::new().unwrap().find_active().unwrap(); /// # /// // Refresh every 100ms /// let mut progress_tracker = player.track_progress(100).unwrap(); /// loop { /// let ProgressTick {progress, progress_changed, ..} = progress_tracker.tick(); /// if progress_changed { /// update_track_title(progress.metadata().title()); /// reset_progress_bar(progress.position(), progress.length()); /// } else { /// update_progress_bar(progress.position()); /// } /// } /// ``` /// /// Showing only the track list until the player quits: /// /// ```rust,no_run /// # use mpris::{PlayerFinder, TrackList}; /// use mpris::ProgressTick; /// # fn render_track_list(_: &TrackList) { } /// # fn render_track_list_unavailable() { } /// # /// # let player = PlayerFinder::new().unwrap().find_active().unwrap(); /// # /// // Refresh every 10 seconds /// let mut progress_tracker = player.track_progress(10_000).unwrap(); /// loop { /// let ProgressTick {track_list, track_list_changed, player_quit, ..} = progress_tracker.tick(); /// if player_quit { /// break; /// } else if track_list_changed { /// if let Some(list) = track_list { /// render_track_list(list); /// } else { /// render_track_list_unavailable(); /// } /// } /// } /// ``` pub fn tick(&mut self) -> ProgressTick { let mut player_quit = false; let mut progress_changed = false; let mut track_list_changed = false; let old_shuffle = self.last_progress.shuffle; // Calculate time left until we're expected to return with new data. let time_left = self .interval .checked_sub(self.last_tick.elapsed()) .unwrap_or_else(|| Duration::from_millis(0)); // Refresh events if we're not late. if time_left > Duration::from_millis(0) { self.player .connection() .process_events_blocking_for(time_left); } // Process events that are queued up for us for event in self.player.pending_events().into_iter() { match event { MprisEvent::PlayerQuit => { player_quit = true; break; } MprisEvent::PlayerPropertiesChanged | MprisEvent::Seeked { .. } => { if !progress_changed { progress_changed |= self.refresh_player(); } } MprisEvent::TrackListPropertiesChanged => { track_list_changed |= self.refresh_track_list(); } MprisEvent::TrackListReplaced { ids } => { if let Some(ref mut list) = self.track_list { list.replace(ids.into_iter().collect()); } track_list_changed = true; } MprisEvent::TrackAdded { after_id, metadata } => { if let Some(ref mut list) = self.track_list { list.insert(&after_id, metadata); } track_list_changed = true; } MprisEvent::TrackRemoved { id } => { if let Some(ref mut list) = self.track_list { list.remove(&id); } track_list_changed = true; } MprisEvent::TrackMetadataChanged { old_id, metadata } => { if let Some(ref mut list) = self.track_list { list.replace_track_metadata(&old_id, metadata); } track_list_changed = true; } } } if old_shuffle != self.last_progress.shuffle { // Shuffle changed, which means that the tracklist is likely to have been changed too. // Do a reload, even if track_list_changed was true so the correct order is loaded even // if only a in-place change took place before. track_list_changed |= self.refresh_track_list(); } self.last_tick = Instant::now(); ProgressTick { progress: &self.last_progress, track_list: self.track_list.as_ref(), player_quit, progress_changed, track_list_changed, } } /// Force a refresh right now. /// /// This will ignore the interval and perform a refresh anyway. The new `Progress` will be /// saved, and the `TrackList` will be refreshed. /// /// # Errors /// /// Returns an error if the refresh failed. pub fn force_refresh(&mut self) -> Result<(), ProgressError> { self.last_progress = Progress::from_player(self.player)?; if let Some(ref mut list) = self.track_list { list.reload(&self.player)?; } Ok(()) } fn refresh_player(&mut self) -> bool { if let Ok(progress) = Progress::from_player(self.player) { self.last_progress = progress; return true; } false } fn refresh_track_list(&mut self) -> bool { match self.track_list { Some(ref mut list) => list.reload(&self.player).is_ok(), None => false, } } } impl Progress { pub(crate) fn from_player<'a>(player: &'a Player<'a>) -> Result<Progress, DBusError> { Ok(Progress { metadata: player.get_metadata()?, playback_status: player.get_playback_status()?, shuffle: player.get_shuffle()?, loop_status: player.get_loop_status()?, rate: player.get_playback_rate()?, position: player.get_position()?, current_volume: player.get_volume()?, instant: Instant::now(), }) } /// The track metadata at the point in time that this Progress was constructed. pub fn metadata(&self) -> &Metadata { &self.metadata } /// The playback status at the point in time that this Progress was constructed. pub fn playback_status(&self) -> PlaybackStatus { self.playback_status } /// The shuffle status at the point in time that this Progress was constructed. pub fn shuffle(&self) -> bool { self.shuffle } /// The loop status at the point in time that this Progress was constructed. pub fn loop_status(&self) -> LoopStatus { self.loop_status } /// The playback rate at the point in time that this Progress was constructed. pub fn playback_rate(&self) -> f64 { self.rate } /// Returns the length of the current track as a `Duration`. pub fn length(&self) -> Option<Duration> { self.metadata.length() } /// Returns the current position of the current track as a `Duration`. /// /// This method will calculate the expected position of the track at the instant of the /// invocation using the `initial_position` and knowledge of how long ago that position was /// determined. /// /// **Note:** Some players might not support this and will return a bad position. Spotify is /// one such example. There is no reliable way of detecting problematic players, so it will be /// up to your client to check for this. /// /// One way of doing this is to query the `initial_position` for two measures with the /// `Playing` `PlaybackStatus` and if both are `0`, then it is likely that this client does not /// support positions. pub fn position(&self) -> Duration { self.position + self.elapsed() } /// Returns the position that the current track was at when the `Progress` was created. /// /// This is the number that was returned for the `Position` property in the MPRIS2 interface. pub fn initial_position(&self) -> Duration { self.position } /// The instant where this `Progress` was recorded. /// /// See: `age`. pub fn created_at(&self) -> &Instant { &self.instant } /// Returns the age of the data as a `Duration`. /// /// If the `Progress` has a high age it is more likely to be out of date. pub fn age(&self) -> Duration { self.instant.elapsed() } /// Returns the player's volume as it was at the time of refresh. /// /// See: `Player::get_volume`. pub fn current_volume(&self) -> f64 { self.current_volume } fn elapsed(&self) -> Duration { let elapsed_ms = match self.playback_status { PlaybackStatus::Playing => { DurationExtensions::as_millis(&self.age()) as f64 * self.rate } _ => 0.0, }; Duration::from_millis(elapsed_ms as u64) } } impl From<TrackListError> for ProgressError { fn from(error: TrackListError) -> ProgressError { ProgressError::TrackListError(error) } } impl From<DBusError> for ProgressError { fn from(error: DBusError) -> ProgressError { ProgressError::DBusError(error) } } #[cfg(test)] mod test { use super::*; #[test] fn it_progresses_position_when_playing_at_microseconds() { let progress = Progress { metadata: Metadata::new(String::from("id")), playback_status: PlaybackStatus::Playing, shuffle: false, loop_status: LoopStatus::None, rate: 1.0, position: Duration::from_micros_ext(1), current_volume: 0.0, instant: Instant::now(), }; assert_eq!(progress.initial_position(), Duration::from_micros_ext(1)); assert!(progress.position() >= progress.initial_position()); } #[test] fn it_does_not_progress_when_paused() { let progress = Progress { metadata: Metadata::new(String::from("id")), playback_status: PlaybackStatus::Paused, shuffle: false, loop_status: LoopStatus::None, rate: 1.0, position: Duration::from_micros_ext(1336), current_volume: 0.0, instant: Instant::now() - Duration::from_millis(500), }; assert_eq!(progress.position(), progress.initial_position()); } }