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mirror of https://github.com/TeamNewPipe/NewPipe synced 2025-01-21 14:37:00 +00:00

PlayerUIList: transform to kotlin

And simplify the code a little
This commit is contained in:
Profpatsch 2024-12-26 11:58:27 +01:00
parent fbafdeb2ca
commit 6830890f98
2 changed files with 92 additions and 90 deletions

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@ -1,90 +0,0 @@
package org.schabi.newpipe.player.ui;
import java.util.ArrayList;
import java.util.List;
import java.util.Optional;
import java.util.function.Consumer;
public final class PlayerUiList {
final List<PlayerUi> playerUis = new ArrayList<>();
/**
* Creates a {@link PlayerUiList} starting with the provided player uis. The provided player uis
* will not be prepared like those passed to {@link #addAndPrepare(PlayerUi)}, because when
* the {@link PlayerUiList} constructor is called, the player is still not running and it
* wouldn't make sense to initialize uis then. Instead the player will initialize them by doing
* proper calls to {@link #call(Consumer)}.
*
* @param initialPlayerUis the player uis this list should start with; the order will be kept
*/
public PlayerUiList(final PlayerUi... initialPlayerUis) {
playerUis.addAll(List.of(initialPlayerUis));
}
/**
* Adds the provided player ui to the list and calls on it the initialization functions that
* apply based on the current player state. The preparation step needs to be done since when UIs
* are removed and re-added, the player will not call e.g. initPlayer again since the exoplayer
* is already initialized, but we need to notify the newly built UI that the player is ready
* nonetheless.
* @param playerUi the player ui to prepare and add to the list; its {@link
* PlayerUi#getPlayer()} will be used to query information about the player
* state
*/
public void addAndPrepare(final PlayerUi playerUi) {
if (playerUi.getPlayer().getFragmentListener().isPresent()) {
// make sure UIs know whether a service is connected or not
playerUi.onFragmentListenerSet();
}
if (!playerUi.getPlayer().exoPlayerIsNull()) {
playerUi.initPlayer();
if (playerUi.getPlayer().getPlayQueue() != null) {
playerUi.initPlayback();
}
}
playerUis.add(playerUi);
}
/**
* Destroys all matching player UIs and removes them from the list.
* @param playerUiType the class of the player UI to destroy; the {@link
* Class#isInstance(Object)} method will be used, so even subclasses will be
* destroyed and removed
* @param <T> the class type parameter
*/
public <T> void destroyAll(final Class<T> playerUiType) {
playerUis.stream()
.filter(playerUiType::isInstance)
.forEach(playerUi -> {
playerUi.destroyPlayer();
playerUi.destroy();
});
playerUis.removeIf(playerUiType::isInstance);
}
/**
* @param playerUiType the class of the player UI to return; the {@link
* Class#isInstance(Object)} method will be used, so even subclasses could
* be returned
* @param <T> the class type parameter
* @return the first player UI of the required type found in the list, or an empty {@link
* Optional} otherwise
*/
public <T> Optional<T> get(final Class<T> playerUiType) {
return playerUis.stream()
.filter(playerUiType::isInstance)
.map(playerUiType::cast)
.findFirst();
}
/**
* Calls the provided consumer on all player UIs in the list, in order of addition.
* @param consumer the consumer to call with player UIs
*/
public void call(final Consumer<PlayerUi> consumer) {
//noinspection SimplifyStreamApiCallChains
playerUis.stream().forEachOrdered(consumer);
}
}

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@ -0,0 +1,92 @@
package org.schabi.newpipe.player.ui
import androidx.core.util.Consumer
import java.util.Optional
class PlayerUiList(vararg initialPlayerUis: PlayerUi) {
val playerUis = mutableListOf<PlayerUi>()
/**
* Creates a [PlayerUiList] starting with the provided player uis. The provided player uis
* will not be prepared like those passed to [.addAndPrepare], because when
* the [PlayerUiList] constructor is called, the player is still not running and it
* wouldn't make sense to initialize uis then. Instead the player will initialize them by doing
* proper calls to [.call].
*
* @param initialPlayerUis the player uis this list should start with; the order will be kept
*/
init {
playerUis.addAll(listOf(*initialPlayerUis))
}
/**
* Adds the provided player ui to the list and calls on it the initialization functions that
* apply based on the current player state. The preparation step needs to be done since when UIs
* are removed and re-added, the player will not call e.g. initPlayer again since the exoplayer
* is already initialized, but we need to notify the newly built UI that the player is ready
* nonetheless.
* @param playerUi the player ui to prepare and add to the list; its [PlayerUi.getPlayer]
* will be used to query information about the player state
*/
fun addAndPrepare(playerUi: PlayerUi) {
if (playerUi.getPlayer().fragmentListener.isPresent) {
// make sure UIs know whether a service is connected or not
playerUi.onFragmentListenerSet()
}
if (!playerUi.getPlayer().exoPlayerIsNull()) {
playerUi.initPlayer()
if (playerUi.getPlayer().playQueue != null) {
playerUi.initPlayback()
}
}
playerUis.add(playerUi)
}
/**
* Destroys all matching player UIs and removes them from the list.
* @param playerUiType the class of the player UI to destroy;
* the [Class.isInstance] method will be used, so even subclasses will be
* destroyed and removed
* @param T the class type parameter </T>
* */
fun <T> destroyAll(playerUiType: Class<T?>) {
for (ui in playerUis) {
if (playerUiType.isInstance(ui)) {
ui.destroyPlayer()
ui.destroy()
playerUis.remove(ui)
}
}
}
/**
* @param playerUiType the class of the player UI to return;
* the [Class.isInstance] method will be used, so even subclasses could be returned
* @param T the class type parameter
* @return the first player UI of the required type found in the list, or an empty
* [ ] otherwise
</T> */
fun <T> get(playerUiType: Class<T>): Optional<T & Any> {
for (ui in playerUis) {
if (playerUiType.isInstance(ui)) {
when (val r = playerUiType.cast(ui)) {
null -> continue
else -> return Optional.of(r)
}
}
}
return Optional.empty()
}
/**
* Calls the provided consumer on all player UIs in the list, in order of addition.
* @param consumer the consumer to call with player UIs
*/
fun call(consumer: java.util.function.Consumer<PlayerUi>) {
for (ui in playerUis) {
consumer.accept(ui)
}
}
}