>The active alarm display was designed at a time before screensaver prefs.  As
>such, it actively disabled the standard one of the time so that it could
>display the alarm info.  I personally prefer to see the alarm info, but have
>been mulling idea on how to also have time (as opposed to my curent method of
>using a n older style player as a clock ;)
>
I like to see the current track details too - especially when I use in 
conjunction with your random play plugin, as I don't recognise half of my 
tracks that get selected (wife's music poluting mine).

I recall some time in the past, someone had made a mod to display the current 
system time instead of the track time on the now playing screen.  That would do 
nicely if it's possible.  ie. display the progress bar + current sys time (I 
currently display progress bar + track progress time).

>as a workaround, commenting out lines 368-371 should do it.  The timeout will
>still be 5 times normal, but you can disable that by commenting out the similar
>code at lines 355-358.  they look like this:
>
>Slim::Hardware::IR::setLastIRTime(
>       $client,
>       Time::HiRes::time() +
>(Slim::Utils::Prefs::clientGet($client,"screensavertimeout") * 5),
>       );
>
>
I'll try that, thanks.

>> 2. Attempting to press-and-hold the Now Playing button to display the
>> date/time causes the alarm plugin to stop.
>
>not sure why that is happening.  there is no mapping for now_playing, save to
>bumpRight.  Arrow keys kill the alarm and the number keys snooze. Pressing now
>playing will disrupt the display to show as a now playing screen. Using now
>playing to show datetime is a mod that I'm not familiar with.
>
I may have been inaccurate - I was fumbling for the control from the bed covers 
;)  I could have pressed the wrong key.  I'll try again in 10 hours ;)

I have a custom.map that contains:
now_playing.hold = datetime

>If you find a way to reproduce, let me know.  The current version has a setting
>to auto-shutoff after preset length of time, so that could be used to avoid
>such a thing.  It might have also been an old server bug that affected the
>playtime display.  There were a few in the past.
>
I'll keep an eye out for it.  I do update to the latest nightly fairly 
frequently (2 or 3 times a week), so it could be that a bug fix indirectly 
solve this too.

Phil

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