dango-music-player/src/lib.rs
2024-06-02 19:27:06 -04:00

415 lines
No EOL
12 KiB
Rust

use std::fmt::Debug;
use error::QueueError;
use traits::{Location, TrackGroup};
pub mod error;
pub mod traits;
#[derive(Debug, PartialEq, Clone, Copy)]
pub enum QueueState {
Played,
First,
AddHere,
NoState,
}
#[derive(Debug, Clone, PartialEq)]
#[non_exhaustive]
pub struct QueueItem<
T: Debug + Clone + PartialEq, // T: The Singular Item Type
U: Debug + PartialEq + Clone + TrackGroup, // U: The Multi-Item Type. Needs to be tracked as multiple items
L: Debug + PartialEq + Clone + Copy + Location // L: The Location Type. Optional but maybe useful
> {
pub(crate) item: QueueItemType<T, U>,
pub(crate) state: QueueState,
pub(crate) source: Option<L>,
pub(crate) by_human: bool,
}
#[derive(Debug, Clone, PartialEq)]
#[non_exhaustive]
pub enum QueueItemType<
T: Debug + Clone + PartialEq, // T: The Singular Item Type
U: Debug + PartialEq + Clone + TrackGroup, // U: The Multi-Item Type. Needs to be tracked as multiple items
> {
Single(T),
Multi(U)
}
impl<
T: Debug + Clone + PartialEq,
U: Debug + PartialEq + Clone + TrackGroup,
L: Debug + PartialEq + Clone + Copy + Location
>
QueueItem<T, U, L> {
pub fn from_item_type(item: QueueItemType<T, U>, source: Option<L>) -> Self {
QueueItem {
item,
state: QueueState::NoState,
source,
by_human: false,
}
}
}
#[derive(Debug, Default)]
pub struct Queue<
T: Debug + Clone + PartialEq, // T: The Singular Item Type
U: Debug + PartialEq + Clone + TrackGroup, // U: The Multi-Item Type. Needs to be tracked as multiple items
L: Debug + PartialEq + Clone + Copy + Location // L: The Location Type. Optional but maybe useful
> {
pub items: Vec<QueueItem<T, U, L>>,
pub played: Vec<QueueItem<T, U, L>>,
pub loop_: bool,
pub shuffle: Option<Vec<usize>>,
}
// TODO: HAndle the First QueueState[looping] and shuffle
impl<
T: Debug + Clone + PartialEq,
U: Debug + PartialEq + Clone + TrackGroup,
L: Debug + PartialEq + Clone + Copy + Location
> Queue<T, U, L> {
fn has_addhere(&self) -> bool {
for item in &self.items {
if item.state == QueueState::AddHere {
return true;
}
}
false
}
#[allow(unused)]
pub(crate) fn dbg_items(&self) {
dbg!(
self.items
.iter()
.map(|item| (&item.item, item.state))
.collect::<Vec<(&QueueItemType<T, U>, QueueState)>>(),
self.items.len()
);
}
pub fn set_items(&mut self, tracks: Vec<QueueItem<T, U, L>>) {
let mut tracks = tracks;
self.items.clear();
self.items.append(&mut tracks);
}
/// Inserts an item after the AddHere item
pub fn add_item(&mut self, item: QueueItemType<T, U>, source: Option<L>, by_human: bool) {
let mut i: usize = 0;
self.items = self
.items
.iter()
.enumerate()
.map(|(j, item_)| {
let mut item_ = item_.to_owned();
// get the index of the current AddHere item and give it to i
if item_.state == QueueState::AddHere {
i = j;
item_.state = QueueState::NoState;
}
item_
})
.collect::<Vec<QueueItem<T, U, L>>>();
self.items.insert(
i + if self.items.is_empty() { 0 } else { 1 },
QueueItem {
item,
state: QueueState::AddHere,
source,
by_human,
},
);
}
/// Inserts an item after the currently playing item
pub fn add_item_next(&mut self, item: QueueItemType<T, U>, source: Option<L>) {
use QueueState::*;
let empty = self.items.is_empty();
self.items.insert(
if empty { 0 } else { 1 },
QueueItem {
item,
state: if (self.items.get(1).is_none()
|| !self.has_addhere() && self.items.get(1).is_some())
|| empty
{
AddHere
} else {
NoState
},
source,
by_human: true,
},
)
}
pub fn add_multi(&mut self, items: Vec<QueueItemType<T, U>>, source: Option<L>, by_human: bool) {
let mut i: usize = 0;
self.items = self
.items
.iter()
.enumerate()
.map(|(j, item_)| {
let mut item_ = item_.to_owned();
// get the index of the current AddHere item and give it to i
if item_.state == QueueState::AddHere {
i = j;
item_.state = QueueState::NoState;
}
item_
})
.collect::<Vec<QueueItem<T, U, L>>>();
let empty = self.items.is_empty();
let len = items.len();
for item in items.into_iter().rev() {
self.items.insert(
i + if empty { 0 } else { 1 },
QueueItem {
item,
state: QueueState::NoState,
source,
by_human,
},
);
}
self.items[i + len - if empty { 1 } else { 0 }].state = QueueState::AddHere;
}
/// Add multiple Items after the currently playing Item
pub fn add_multi_next(&mut self, items: Vec<QueueItemType<T, U>>, source: Option<L>) {
use QueueState::*;
let empty = self.items.is_empty();
let add_here = (self.items.get(1).is_none()
|| !self.has_addhere() && self.items.get(1).is_some())
|| empty;
let len = items.len();
for item in items {
self.items.insert(
if empty { 0 } else { 1 },
QueueItem {
item,
state: NoState,
source,
by_human: true,
},
)
}
if add_here {
self.items[len - if empty { 1 } else { 0 }].state = QueueState::AddHere;
}
}
pub fn remove_item(&mut self, remove_index: usize) -> Result<QueueItem<T, U, L>, QueueError> {
// dbg!(/*&remove_index, self.current_index(), &index,*/ &self.items[remove_index]);
if remove_index < self.items.len() {
// update the state of the next item to replace the item being removed
if self.items.get(remove_index + 1).is_some() {
self.items[remove_index + 1].state = self.items[remove_index].state;
}
Ok(self.items.remove(remove_index))
} else {
Err(QueueError::EmptyQueue)
}
}
pub fn insert(
&mut self,
index: usize,
new_item: QueueItemType<T, U>,
source: Option<L>,
addhere: bool,
) -> Result<(), QueueError> {
if self.items.get_mut(index).is_none()
&& index > 0
&& self.items.get_mut(index - 1).is_none()
{
return Err(QueueError::OutOfBounds {
index,
len: self.items.len(),
});
}
if addhere {
let mut new_item = QueueItem::from_item_type(new_item, source);
for item in &mut self.items {
if item.state == QueueState::AddHere {
item.state = QueueState::NoState
}
}
new_item.state = QueueState::AddHere;
self.items.insert(index, new_item);
} else {
let new_item = QueueItem::from_item_type(new_item, source);
self.items.insert(index, new_item);
}
Ok(())
}
pub fn clear(&mut self) {
self.items.clear();
}
pub fn clear_except(&mut self, index: usize) -> Result<(), QueueError> {
use QueueState::*;
let empty = self.items.is_empty();
if !empty && index < self.items.len() {
let i = self.items[index].clone();
self.items.retain(|item| *item == i);
self.items[0].state = AddHere;
} else if empty {
return Err(QueueError::EmptyQueue);
} else {
return Err(QueueError::OutOfBounds {
index,
len: self.items.len(),
});
}
Ok(())
}
pub fn clear_played(&mut self) {
self.played.clear();
}
pub fn clear_all(&mut self) {
self.items.clear();
self.played.clear();
}
pub fn move_to(&mut self, index: usize) -> Result<(), QueueError> {
use QueueState::*;
let empty = self.items.is_empty();
let index = if !empty {
index
} else {
return Err(QueueError::EmptyQueue);
};
if !empty && dbg!(index < self.items.len()) {
let to_item = self.items[index].clone();
if let QueueItemType::Multi(_) = to_item.item {
unimplemented!(); //TODO: Add logic for multi items
}
loop {
let empty = self.items.is_empty();
let item = self.items[0].item.to_owned();
if item != to_item.item && !empty {
if self.items[0].state == AddHere && self.items.get(1).is_some() {
self.items[1].state = AddHere;
}
let item = self.items.remove(0);
self.played.push(item);
// dbg!(&to_item.item, &self.items[ind].item);
} else if empty {
return Err(QueueError::EmptyQueue);
} else {
break;
}
}
} else {
return Err(QueueError::EmptyQueue);
}
Ok(())
}
pub fn swap(&mut self, a: usize, b: usize) {
self.items.swap(a, b)
}
pub fn move_item(&mut self, from: usize, to: usize) {
let item = self.items[from].to_owned();
if from != to {
self.items.remove(from);
}
self.items.insert(to, item);
}
#[allow(clippy::should_implement_trait)]
pub fn next(&mut self) -> Result<&QueueItem<T, U, L>, QueueError> {
if self.items.is_empty() {
if self.loop_ {
unimplemented!() // TODO: add function to loop the queue
} else {
return Err(QueueError::EmptyQueue);
}
}
if self.items[0].state == QueueState::AddHere || !self.has_addhere() {
if let QueueItemType::Multi(_) = self.items[0].item {
unimplemented!(); // TODO: Handle Multi items here?
}
self.items[0].state = QueueState::NoState;
if self.items.get_mut(1).is_some() {
self.items[1].state = QueueState::AddHere;
}
}
let item = self.items.remove(0);
self.played.push(item);
if self.items.is_empty() {
Err(QueueError::NoNext)
} else {
Ok(&self.items[0])
}
}
pub fn prev(&mut self) -> Result<&QueueItem<T, U, L>, QueueError> {
if let Some(item) = self.played.pop() {
if item.state == QueueState::First && self.loop_ {
todo!()
}
if let QueueItemType::Multi(_) = self.items[0].item {
unimplemented!(); // TODO: Handle Multi items here?
} if let QueueItemType::Multi(_) = item.item {
unimplemented!(); // TODO: Handle Multi items here?
}
self.items.insert(0, item);
Ok(&self.items[0])
} else {
Err(QueueError::EmptyPlayed)
}
}
pub fn current(&self) -> Result<&QueueItem<T, U, L>, QueueError> {
if !self.items.is_empty() {
if let QueueItemType::Multi(_) = self.items[0].item {
unimplemented!(); // TODO: Handle Multi items here?
}
Ok(&self.items[0])
} else {
Err(QueueError::EmptyQueue)
}
}
pub fn check_played(&mut self, limit: usize) {
while self.played.len() > limit {
self.played.remove(0);
}
}
}