Bonjour Tiemo,

AFAIK no.

But for fun (and it will sure lean up your code :-):

In each player, put:

local lPlayerStatus
----------------------------------------
on playStarted
  put char 5 to -1 of the params into lPlayerStatus
end playStarted
----------------------------------------
on playPaused
  put char 5 to -1 of the params into lPlayerStatus
end playPaused
----------------------------------------
on playStopped
  put char 5 to -1 of the params into lPlayerStatus
end playStopped
----------------------------------------
on PlayerCurStatus
  return lPlayerStatus
end PlayerCurStatus

And in the card or the stack script:

function PlayerStatus pPlayer
  call "PlayerCurStatus" of pPlayer
  return the result
end PlayerStatus

Now you can use the PlayerStatus function with a param that is the long name of any player to know its status:
empty: the user did not pay attention yet to the player
Started: the player is running
Paused: the player is paused
Stopped: the player has reached its end

Example:

switch PlayerStatus(the long name of player "Player1")
  case "Started"
  <statements>
  break
  case "Paused"
  <statements>
  break
  case "Stopped"
  <statements>
  break
  default -- empty
  <statements>
end switch

In this code, one another interesting thing is that it uses the call command to bypass the message hierarchy and, in addition, uses a handler that fakes a function by returning a value.
As I said, just for fun and knowledge ;-)

Le 3 juin 08 à 14:42, Tiemo Hollmann TB a écrit :

to ask for the player status there are the handlers playStarted, playStopped
and playPaused.

Is the also a generic handler with the status as a param to ask for the
status? (just to lean up my code a bit?)

Thanks

Tiemo



Best regards from Paris,
Eric Chatonet.
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