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SlimPlayer.cs
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using System;
using System.Collections.Generic;
using System.Text;
namespace DSPUtil
{
/// <summary>
/// SlimPlayer class provides methods to access a single player's functionality.
/// </summary>
public class SlimPlayer
{
private SlimCLI _server;
private Dictionary<string, string> _attributes;
public SlimPlayer(SlimCLI server, string playerID)
{
_server = server;
_attributes = new Dictionary<string, string>();
_attributes["playerid"] = playerID;
}
public SlimPlayer(SlimCLI server, Dictionary<string, string> attributes)
{
_server = server;
_attributes = attributes;
}
public override string ToString()
{
if (_attributes.ContainsKey("name"))
{
return _attributes["name"];
}
return base.ToString();
}
public IEnumerable<string> Attributes
{
get
{
foreach (string key in _attributes.Keys)
{
yield return key;
}
}
}
public string Attribute(string name)
{
return _attributes[name];
}
public string PlayerID
{
get
{
return _attributes["playerid"];
}
}
public bool Power
{
get
{
// command is: playerid power ?
// response is: playerid power <poweron>
// <poweron> can be 0 or 1
string[] response = _server.SendCommand(PlayerID, "power", "?");
return new Value(response[2]).BoolValue;
}
set
{
_server.SendCommand(PlayerID, "power", value ? "1" : "0");
}
}
public int SignalStrength
{
get
{
string[] response = _server.SendCommand(PlayerID, "signalstrength", "?");
return new Value(response[2]).IntValue;
}
}
public bool Connected
{
get
{
string[] response = _server.SendCommand(PlayerID, "connected", "?");
return new Value(response[2]).BoolValue;
}
}
public int LinesPerScreen
{
get
{
string[] response = _server.SendCommand(PlayerID, "linesperscreen", "?");
return new Value(response[2]).IntValue;
}
}
/// <summary>
/// Volume from 0 to 100 (fractional values are possible)
/// </summary>
public float Volume
{
get
{
string[] response = _server.SendCommand(PlayerID, "mixer volume", "?");
return new Value(response[2]).FloatValue;
}
set
{
_server.SendCommand(PlayerID, "mixer volume", value.ToString());
}
}
public int Rate
{
get
{
string[] response = _server.SendCommand(PlayerID, "rate", "?");
return new Value(response[2]).IntValue;
}
set
{
_server.SendCommand(PlayerID, "rate", value.ToString());
}
}
public int Sleep
{
get
{
string[] response = _server.SendCommand(PlayerID, "sleep", "?");
return new Value(response[2]).IntValue;
}
set
{
_server.SendCommand(PlayerID, "sleep", value.ToString());
}
}
public string[] Lines
{
get
{
string[] response = _server.SendCommand(PlayerID, "display", "?", "?");
string[] lines = new string[2];
lines[0] = response[2];
lines[1] = response[3];
return lines;
}
set
{
// Lines may have up to three parameters. Third is number of seconds (defaults to 1, I think)
string[] lines = new string[3];
lines[0] = value.Length > 0 ? value[0] : "";
lines[1] = value.Length > 1 ? value[1] : "";
lines[1] = value.Length > 2 ? value[2] : "";
_server.SendCommand(PlayerID, "display", lines[0], lines[1], lines[2]);
}
}
/// <summary>
/// Show a message briefly on the player screen.
/// </summary>
/// <param name="message">Message to display</param>
public void ShowBriefly(string message)
{
_server.SendCommand(PlayerID, "display", "", message, "");
}
/// <summary>
/// Show a message on the player screen.
/// </summary>
/// <param name="message">Message to display</param>
public void Show(string header, string message, int secs)
{
_server.SendCommand(PlayerID, "display", header, message, secs.ToString());
}
//
public void Button(string button)
{
_server.SendCommand(PlayerID, "button", button);
}
// Playlist etcetera
public string Mode
{
get
{
string[] response = _server.SendCommand(PlayerID, "mode", "?");
return new Value(response[2]).StringValue;
}
set
{
_server.SendCommand(PlayerID, "mode", value);
}
}
public bool Paused
{
set
{
_server.SendCommand(PlayerID, "pause", value ? "1" : "0");
}
}
public float Time
{
get
{
string[] response = _server.SendCommand(PlayerID, "time", "?");
return new Value(response[2]).FloatValue;
}
set
{
_server.SendCommand(PlayerID, "time", value.ToString());
}
}
}
}