private void HandleStateChange(PlayerEventStateChangeArgs args) { if (args.Current == PlayerState.Loaded && CurrentTrack != null) { MetadataService.Instance.Lookup(CurrentTrack); } else if (args.Current == PlayerState.Ready) { // Enable our preferred equalizer if it exists and was enabled last time. if (SupportsEqualizer) { EqualizerManager.Instance.Select(); } if (pending_playback_for_not_ready != null) { OpenCheck(pending_playback_for_not_ready, pending_playback_for_not_ready_play); pending_playback_for_not_ready = null; pending_playback_for_not_ready_play = false; } } DBusPlayerStateHandler dbus_handler = dbus_state_changed; if (dbus_handler != null) { dbus_handler(args.Current.ToString().ToLower()); } }
private void HandleStateChange(PlayerEventStateChangeArgs args) { if (args.Current == PlayerState.Loaded && CurrentTrack != null) { active_engine.Volume = (ushort)VolumeSchema.Get(); MetadataService.Instance.Lookup(CurrentTrack); } else if (args.Current == PlayerState.Ready) { // Enable our preferred equalizer if it exists and was enabled last time. if (SupportsEqualizer && EqualizerSetting.EnabledSchema.Get()) { string name = EqualizerSetting.PresetSchema.Get(); if (!String.IsNullOrEmpty(name)) { // Don't use EqualizerManager.Instance - used by the eq dialog window. EqualizerManager manager = new EqualizerManager(EqualizerManager.Instance.Path); manager.Load(); EqualizerSetting equalizer = null; foreach (EqualizerSetting eq in manager) { if (eq.Name == name) { equalizer = eq; break; } } if (equalizer != null) { Log.DebugFormat("Enabling equalizer preset: {0}", equalizer.Name); manager.Enable(equalizer); } } } if (pending_playback_for_not_ready != null) { OpenCheck(pending_playback_for_not_ready, pending_playback_for_not_ready_play); pending_playback_for_not_ready = null; pending_playback_for_not_ready_play = false; } } DBusPlayerStateHandler dbus_handler = dbus_state_changed; if (dbus_handler != null) { dbus_handler(args.Current.ToString().ToLower()); } }
private void OnPlayerStateChange (PlayerEventStateChangeArgs args) { if (play_pause_action == null) { play_pause_action = Actions["Playback.PlayPauseAction"]; } switch (args.Current) { case PlayerState.Contacting: case PlayerState.Loading: case PlayerState.Loaded: case PlayerState.Playing: ShowStopAction (); break; case PlayerState.Paused: ShowPlay (); break; case PlayerState.Idle: ShowPlay (); break; default: break; } TrackInfo track = ServiceManager.PlayerEngine.CurrentTrack; if (track != null) { this["SeekToAction"].Sensitive = !track.IsLive; this["RestartSongAction"].Sensitive = !track.IsLive; this["RestartSongAction"].Label = track.RestartLabel; this["JumpToPlayingTrackAction"].Label = track.JumpToLabel; this["JumpToPlayingTrackAction"].Sensitive = true; } else { this["JumpToPlayingTrackAction"].Sensitive = false; this["RestartSongAction"].Sensitive = false; this["SeekToAction"].Sensitive = false; } // Disable all actions while NotReady Sensitive = args.Current != PlayerState.NotReady; }
/// <summary> /// Called when the playback state changes /// </summary> /// <param name='args'>Event arguments</param> private void OnPlayerStateChange(PlayerEventStateChangeArgs args) { switch (args.Current) { case PlayerState.Paused: OnStop(); break; case PlayerState.Playing: UpdateStatus(); break; } }
private void HandleStateChange(PlayerEventStateChangeArgs args) { if (args.Current == PlayerState.Loaded && CurrentTrack != null) { MetadataService.Instance.Lookup (CurrentTrack); } else if (args.Current == PlayerState.Ready) { // Enable our preferred equalizer if it exists and was enabled last time. if (SupportsEqualizer) { EqualizerManager.Instance.Select (); } if (pending_playback_for_not_ready != null) { OpenCheck (pending_playback_for_not_ready, pending_playback_for_not_ready_play); pending_playback_for_not_ready = null; pending_playback_for_not_ready_play = false; } } DBusPlayerStateHandler dbus_handler = dbus_state_changed; if (dbus_handler != null) { dbus_handler (args.Current.ToString ().ToLower ()); } }
private void StateChange(PlayerEventStateChangeArgs args, TrackInfo track, uint pos, uint len) { replaces["%S"] = args.Current.ToString(); switch(args.Current){ case PlayerState.Playing: case PlayerState.Paused: UpdateTrack(track,pos,len); break; case PlayerState.NotReady: Reset(); break; } }