Example #1
0
 private void OnSlotStateChanged(IPlayerSlotController slotController, PlayerSlotState slotState)
 {
     if (slotState == PlayerSlotState.Inactive)
     {
         Dispose();
     }
 }
Example #2
0
        protected void InvokeSlotStateChanged(PlayerSlotState slotState)
        {
            SlotStateChangedDlgt dlgt = SlotStateChanged;

            if (dlgt != null)
            {
                dlgt(this, slotState);
            }
        }
Example #3
0
        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
                    }
                }
            }
        }
Example #4
0
 private void OnSlotStateChanged(IPlayerSlotController slotController, PlayerSlotState slotState)
 {
   if (slotState == PlayerSlotState.Inactive)
     Dispose();
 }
Example #5
0
 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
       }
   }
 }