Player object controller bar

Rick Harrison harrison at all-auctions.com
Sat May 25 10:08:09 EDT 2019


Hi Paul and Sannyasin,

My experience with player controllers is that if you
just want people to be able to use the built in
controls, that should work fine.

The problem arises when you want to do something
different that the controller on it’s own normally
wouldn’t do.  In that case the best solution that
worked for me was to hide the normal player
controls, and then make my own controller
buttons and functions from scratch.  

That gave me full control over everything that 
was going on, and I was able to accomplish 
my goal.

Was it a pain, and did it seem like there should
have been an easier solution?  Yes, but the
at least LC allowed me to work on the
problem on my own.

Some things that seem like they should be
easy to accomplish, just are not easy.
That is the harsh reality.

Good luck!

Rick

> On May 25, 2019, at 9:33 AM, Sannyasin Brahmanathaswami via use-livecode <use-livecode at lists.runrev.com> wrote:
> 
> In a related quest:  I just went through the same thing yesterday...
> 
> I would like to trap if a user clicks the play icon on the player controller itself. I have functions which take the current time etc. allow time based  annotation in field. But they only work if the use clicks my "Play"  button to initiate the handlers. Like you have a little API to the player, all run from buttons independent of the controller.
> 
> But if the user click the player to start or scrubs forward and backwards, it by passes the timing currentTime function. I could hide the player, make my own progress bar to tie to my own "little player API" handlers, but that seems to be overkill. 
> 
> So, this requires knowing what is/can be handled in the background when the user interact with the controller, that we can track/handle "that is built into the controller bar itself."
> 
> BR
> 
> 
> Paul wrote:
> 
>    I have searched the dictionary, Guides, and livecode.com but have been 
>    unable to find a annotated picture of the LC9xx player objects' 
>    controller bar and what each control does, especially in combinations 
>    with with modifier keys
> 
>    Clearly, some controls are obvious, like play/pause, etc., but I am 
>    looking for detailed documentation so I don't miss anything that is 
>    built into the controller bar itself.
> 
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