public void UpdatePlayPause( StreamPlayerState state ) { bool notPlay = (state == StreamPlayerState.Paused || state == StreamPlayerState.NotPlaying); _btnPlay.Image = notPlay ? Icons.Aqua_Play_icon : Icons.Aqua_Pause_icon; }
private void player_PlayStateChange(int NewState) { // We only care if one of our abstracted states has changed, not the underlying one if (State != _lastState) { if( StreamPlayerStateChanged != null ) { StreamPlayerStateChanged(this, _lastState, State); } } _lastState = State; }
void _player_StreamPlayerStateChanged(IStreamPlayer sender, StreamPlayerState oldState, StreamPlayerState newState) { if (PlayerStateChanged != null) { PlayerStateChanged(this, _player.State); } // This means if we stop playing, and the user didn't initiate it, progress the playlist if( oldState == StreamPlayerState.Playing && newState == StreamPlayerState.NotPlaying && !_userChanging ) { _userChanging = true; _playlist.MoveForwards(); _player.Play(_playlist.Current.StreamURL); _timer.Enabled = true; } else { _userChanging = false; } }
private void NewWMP() { _player = new WindowsMediaPlayer(); _player.PlayStateChange += new _WMPOCXEvents_PlayStateChangeEventHandler(player_PlayStateChange); _lastState = StreamPlayerState.NotPlaying; }
private void SetCurrentState(StreamPlayerState state) { currentState.OnNext(state); }