add support for consume mode
info about this feature can be found in mpd docs.
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@@ -165,6 +165,7 @@ void Connection::UpdateStatus()
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itsChanges.Random = 1;
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itsChanges.Repeat = 1;
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itsChanges.Single = 1;
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itsChanges.Consume = 1;
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itsChanges.PlayerState = 1;
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itsChanges.StatusFlags = 1;
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}
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@@ -180,8 +181,9 @@ void Connection::UpdateStatus()
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itsChanges.Random = itsOldStatus->random != itsCurrentStatus->random;
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itsChanges.Repeat = itsOldStatus->repeat != itsCurrentStatus->repeat;
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itsChanges.Single = itsOldStatus->single != itsCurrentStatus->single;
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itsChanges.Consume = itsOldStatus->consume != itsCurrentStatus->consume;
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itsChanges.PlayerState = itsOldStatus->state != itsCurrentStatus->state;
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itsChanges.StatusFlags = itsChanges.Repeat || itsChanges.Random || itsChanges.Single || itsChanges.Crossfade || itsChanges.DBUpdating;
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itsChanges.StatusFlags = itsChanges.Repeat || itsChanges.Random || itsChanges.Single || itsChanges.Consume || itsChanges.Crossfade || itsChanges.DBUpdating;
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}
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itsUpdater(this, itsChanges, itsErrorHandlerUserdata);
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}
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@@ -495,6 +497,16 @@ void Connection::SetSingle(bool mode) const
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}
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}
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void Connection::SetConsume(bool mode) const
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{
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if (isConnected)
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{
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mpd_sendConsumeCommand(itsConnection, mode);
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if (!isCommandsListEnabled)
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mpd_finishCommand(itsConnection);
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}
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}
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void Connection::SetVolume(int vol)
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{
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if (isConnected)
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