#include "player.h"
#include <QLoggingCategory>
-#include <QQmlApplicationEngine>
#include <QMetaObject>
+#include <QQmlApplicationEngine>
#ifdef Q_OS_WIN
#include <Windows.h>
return m_annotationModel;
}
-bool Player::shouldSaveFramesToImage() const
-{
- return true;
-}
+bool Player::shouldSaveFramesToImage() const { return true; }
-void Player::newFrame(const QImage &image)
-{
+void Player::newFrame(const QImage &image) {
m_lastFrame = image;
// This is called from VideoElement::synchronize which should do as little as
// possible
emit nextSourceChanged(nextSource);
}
-void Player::play() { m_backend->play(); }
+void Player::play() {
+ qCDebug(playerCategory) << "Asking backend to play";
+ m_backend->play();
+}
-void Player::pause() { m_backend->pause(); }
+void Player::pause() {
+ qCDebug(playerCategory) << "Asking backend to pause";
+ m_backend->pause();
+}
-void Player::stop() { m_backend->stop(); }
+void Player::stop() {
+ qCDebug(playerCategory) << "Asking backend to stop";
+ m_backend->stop();
+}
void Player::togglePlay() { PlayState::Playing == state() ? pause() : play(); }
qmlRegisterType<Player>("org.aptx.aniplayer", 1, 0, "Player");
}
-void Player::onNewFrame() {
- emit frameChanged(m_lastFrame);
-}
+void Player::onNewFrame() { emit frameChanged(m_lastFrame); }
bool Player::canLoadVideoNow() const {
return m_backendInstanceReady && m_renderer && m_rendererReady;