void Player::play_playlist_once()
{
- vector<ClipWithRow> clip_list;
+ vector<ClipWithID> clip_list;
bool clip_ready;
steady_clock::time_point before_sleep = steady_clock::now();
if (progress_callback != nullptr) {
// NOTE: None of this will take into account any snapping done below.
double clip_progress = calc_progress(clip, in_pts_for_progress);
- map<size_t, double> progress{ { clip_list[clip_idx].row, clip_progress } };
+ map<uint64_t, double> progress{ { clip_list[clip_idx].id, clip_progress } };
double time_remaining;
if (next_clip != nullptr && time_left_this_clip <= next_clip_fade_time) {
double next_clip_progress = calc_progress(*next_clip, in_pts_secondary_for_progress);
- progress[clip_list[clip_idx + 1].row] = next_clip_progress;
+ progress[clip_list[clip_idx + 1].id] = next_clip_progress;
time_remaining = compute_time_left(clip_list, clip_idx + 1, next_clip_progress);
} else {
time_remaining = compute_time_left(clip_list, clip_idx, clip_progress);
player_thread.join();
}
-void Player::play(const vector<Player::ClipWithRow> &clips)
+void Player::play(const vector<ClipWithID> &clips)
{
lock_guard<mutex> lock(queue_state_mu);
new_clip_ready = true;
new_clip_changed.notify_all();
}
-double compute_time_left(const vector<Player::ClipWithRow> &clips, size_t currently_playing_idx, double progress_currently_playing)
+double compute_time_left(const vector<ClipWithID> &clips, size_t currently_playing_idx, double progress_currently_playing)
{
// Look at the last clip and then start counting from there.
double remaining = 0.0;