private void OnSlotStateChanged(IPlayerSlotController slotController, PlayerSlotState slotState) { if (slotState == PlayerSlotState.Inactive) { Dispose(); } }
protected void InvokeSlotStateChanged(PlayerSlotState slotState) { SlotStateChangedDlgt dlgt = SlotStateChanged; if (dlgt != null) { dlgt(this, slotState); } }
protected void SetSlotState(PlayerSlotState slotState) { PlayerSlotState oldSlotState; lock (SyncObj) { if (slotState == _slotState) { return; } if (slotState == PlayerSlotState.Inactive) { _activationSequence++; } oldSlotState = _slotState; _slotState = slotState; } InvokeSlotStateChanged(slotState); // Outside the lock lock (SyncObj) { if (oldSlotState == PlayerSlotState.Inactive && slotState != PlayerSlotState.Inactive) { PlayerManagerMessaging.SendPlayerManagerPlayerMessage(PlayerManagerMessaging.MessageType.PlayerSlotActivated); } if (oldSlotState != PlayerSlotState.Inactive || slotState != PlayerSlotState.Stopped) { // Suppress "PlayerStopped" message if slot was activated switch (slotState) { case PlayerSlotState.Inactive: PlayerManagerMessaging.SendPlayerMessage(PlayerManagerMessaging.MessageType.PlayerSlotDeactivated, this); break; case PlayerSlotState.Playing: PlayerManagerMessaging.SendPlayerMessage(PlayerManagerMessaging.MessageType.PlayerSlotStarted, this); break; // Presentation.Players.PlayerSlotState.Stopped: // this is no extra message, as we sent the PlayerSlotActivated message above } } } }
private void OnSlotStateChanged(IPlayerSlotController slotController, PlayerSlotState slotState) { if (slotState == PlayerSlotState.Inactive) Dispose(); }
public static PlayerSlotState ConvertPlayerSlotState(int i) { return(PlayerSlotState.GetPlayerSlotState(i)); }
protected void InvokeSlotStateChanged(PlayerSlotState slotState) { SlotStateChangedDlgt dlgt = SlotStateChanged; if (dlgt != null) dlgt(this, slotState); }
protected void SetSlotState(PlayerSlotState slotState) { PlayerSlotState oldSlotState; lock (SyncObj) { if (slotState == _slotState) return; if (slotState == PlayerSlotState.Inactive) _activationSequence++; oldSlotState = _slotState; _slotState = slotState; } InvokeSlotStateChanged(slotState); // Outside the lock lock (SyncObj) { if (oldSlotState == PlayerSlotState.Inactive && slotState != PlayerSlotState.Inactive) PlayerManagerMessaging.SendPlayerManagerPlayerMessage(PlayerManagerMessaging.MessageType.PlayerSlotActivated); if (oldSlotState != PlayerSlotState.Inactive || slotState != PlayerSlotState.Stopped) // Suppress "PlayerStopped" message if slot was activated switch (slotState) { case PlayerSlotState.Inactive: PlayerManagerMessaging.SendPlayerMessage(PlayerManagerMessaging.MessageType.PlayerSlotDeactivated, this); break; case PlayerSlotState.Playing: PlayerManagerMessaging.SendPlayerMessage(PlayerManagerMessaging.MessageType.PlayerSlotStarted, this); break; // Presentation.Players.PlayerSlotState.Stopped: // this is no extra message, as we sent the PlayerSlotActivated message above } } }