public MediaKeyModule(SpotifyInstance instance)
        {
            _kh = new KeyboardHook("98");
            _kh.KeyDownEvent += args =>
            {
                switch (args.Key)
                {
                case Keys.MediaPlayPause:
                    //Spotify already handles Pause...but it still might be useful in case a rogue app is blocking the keys
                    //instance.TogglePlayState().Wait();

                    break;

                case Keys.MediaNextTrack:
                case Keys.MediaPreviousTrack:
                    // The underlying API uses SendKeys to implement this so we can't exactly use that in our KeyDownEvent!
                    break;

                case Keys.MediaStop:
                    instance.Pause().Wait();
                    break;
                }
            };

            //To ease development, don't bother enable this if started with the debugger attached.  Otherwise, it seems like using keyboard
            //   shortcuts to step around code confuse things
            if (!Debugger.IsAttached)
            {
                _kh.Enable();
            }
        }
Exemple #2
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        public SystemMenuUtilities(SpotifyInstance instance)
        {
            _proc             = new WinEventProc(HookHandler);
            _mainWindowHandle = instance.MainWindowHandle;
            User32.GetSystemMenu(_mainWindowHandle, bRevert: true);
            _systemMenuHandle = User32.GetSystemMenu(_mainWindowHandle, bRevert: false);

            int processId;
            var threadId = User32.GetWindowThreadProcessId(_mainWindowHandle, out processId);

            var handle = SetWinEventHook(User32.WindowsEventHookType.EVENT_OBJECT_INVOKED,
                                         User32.WindowsEventHookType.EVENT_OBJECT_INVOKED, IntPtr.Zero, _proc, processId, threadId,
                                         User32.WindowsEventHookFlags.WINEVENT_OUTOFCONTEXT);


            _windowHook = new User32.SafeEventHookHandle(handle);

            AddMenuItem("Hello!", () => MessageBox.Show("HI!"), precedeWithSeparator: true);
        }
 public LockDetector(SpotifyInstance instance)
 {
     _instance = instance;
     SystemEvents.SessionSwitch += SystemEvents_SessionSwitch;
 }
Exemple #4
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 public void InstanceClosed(SpotifyInstance oldInstance)
 {
     _ni.Icon  = _notRunning;
     _instance = null;
     _ni.Text  = "Spotify not running";
 }
Exemple #5
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 public void SpotifyAvailable(SpotifyInstance instance)
 {
     _instance = instance;
 }
Exemple #6
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        private void Tick()
        {
            //If we already have an instance, don't bother doing anything
            if (_currentInstance != null)
            {
                return;
            }

            //Look for a new instance
            var instance = SpotifyInstance.TryFind(out _currentInstance);

            //If we didn't find one, just bail and wait for the next tick of our timer
            if (instance == null)
            {
                return;
            }

            //No point in looking for more instances since we found it
            _timer.Enabled = false;

            //Setup the event for when Spotify exits
            var proc = instance.Process;

            proc.EnableRaisingEvents = true;
            proc.Exited += (sender, args) =>
            {
                //Notify all the modules
                foreach (var service in _runningModules.ToList())
                {
                    //Long running instances just get told of the closed instance but stick around
                    var longRunning = service as ILongRunningModule;
                    if (longRunning != null)
                    {
                        longRunning.InstanceClosed(instance);
                    }
                    else
                    {
                        //Transient ones are cleaned up and thrown away
                        service.Dispose();
                        _runningModules.Remove(service);
                    }
                }

                //Then finally cleanup the API object and restart our timer
                _currentInstance.Dispose();
                _currentInstance = null;
                _timer.Enabled   = true;
            };

            //Forward Play State Changed events to the relevant modules
            _currentInstance.OnPlayStateChange += (sender, args) =>
            {
                foreach (var service in _runningModules.OfType <IPlayStateChanged>())
                {
                    service.OnPlayStateChanged(args);
                }
            };

            //Forward Track Changed events to the relevant modules
            _currentInstance.OnTrackChange += (sender, args) =>
            {
                foreach (var service in _runningModules.OfType <ITrackChanged>())
                {
                    service.OnTrackChanged(args.NewTrack);
                }
            };

            //Notify the long running modules that a new instance has been found
            foreach (var service in _runningModules.Cast <ILongRunningModule>())
            {
                service.SpotifyAvailable(instance);
            }

            //Create new instances of the transient modules
            foreach (var type in _transientModuleTypes)
            {
                _runningModules.Add((ISimpleModule)Activator.CreateInstance(type, instance));
            }

            //Grab the current/initial status and pass that along to the modules
            var status = _currentInstance.GetStatus();

            foreach (var service in _runningModules.OfType <IPlayStateChanged>())
            {
                service.OnPlayStateChanged(new PlayStateEventArgs {
                    Playing = status?.Playing ?? false
                });
            }

            foreach (var service in _runningModules.OfType <ITrackChanged>())
            {
                service.OnTrackChanged(status?.Track);
            }
        }