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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