Hi Albert,

did you any test for hercules mk2 on linux with CDJ mode?
I've already hacked cue to stop when playing and i think my code could 
conflict with CDJ mode.
I have much to do really now time to check this for till next weekend.
I had always trouble while using cue (and stop) on deck a and hope the 
implementation of CDJ mode will fix these.

Greetz @all,
thomas

Albert Santoni wrote:
> Hi Tom,
>
> I gave your code a pretty thorough review last night, and I've committed
> your patch. If anyone's interested in giving the new CDJ mode a whirl,
> update to latest SVN and make sure you have "CDJ" selected as the cue
> behaviour in the preferences (Interface pane).
>
> If you're on Linux, also make sure you update your installed skin.xml
> for the outlineSmall skin. (We recommend just blowing away your
> $prefix/share/mixxx/skins/outlineSmall folder before running "scons
> install" because of weirdness with scons' install target.)
>
> Thanks again Tom!
>
> Albert 
>
> On Sat, 2008-03-29 at 21:07 +0100, Tom Care wrote:
>   
>> Well it turns out that implementing features is addictive... ;) I  
>> decided to learn a bit of the code layout this weekend and implemented  
>> CDJ style cue buttons.
>>
>> I added a new ConfigKey/ControlObject storing the preference of "CDJ  
>> Mode" or "Simple", and a new action "cdj_default" which acts as a cue  
>> button depending on which mode the user has selected. Also, there's a  
>> new "cue_cdj" which always behaves like a CDJ cue button.
>>
>> I added the options in the Interface section under Preferences. Also,  
>> as a demo, I only changed the outlineSmall skin cue buttons. I have  
>> also tested with my Torq Xponent and it works fine.
>>
>> NB: in order for the buttons to work, a skin has to trigger  
>> "cue_default" on mousedown and mouseup. This caused me a bit of  
>> confusion for a while.. :)
>>
>> Summary of behaviour:
>>
>>      /* This is how CDJ cue buttons work:
>>       * If pressed while playing, stop playback at go to cue.
>>       * If pressed while stopped and at cue, play while pressed.
>>       * If pressed while stopped and not at cue, set new cue point.
>>
>> I did not implement:
>>
>>       * TODO: If play is pressed while holding cue, the deck is now  
>> playing.
>>
>> As I saw no easy way to do it just in enginebuffercue.cpp, and I need  
>> to think of a good way to do it.
>>
>> Hope this was helpful,
>>
>> Tom (aka psyc0de)
>>
>>
>>
>> -------------------------------------------------------------------------
>> Check out the new SourceForge.net Marketplace.
>> It's the best place to buy or sell services for
>> just about anything Open Source.
>> http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace
>> _______________________________________________ Mixxx-devel mailing list 
>> [email protected] 
>> https://lists.sourceforge.net/lists/listinfo/mixxx-devel
>>     
>
>
> -------------------------------------------------------------------------
> Check out the new SourceForge.net Marketplace.
> It's the best place to buy or sell services for
> just about anything Open Source.
> http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace
> _______________________________________________
> Mixxx-devel mailing list
> [email protected]
> https://lists.sourceforge.net/lists/listinfo/mixxx-devel
>   


-------------------------------------------------------------------------
Check out the new SourceForge.net Marketplace.
It's the best place to buy or sell services for
just about anything Open Source.
http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace
_______________________________________________
Mixxx-devel mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/mixxx-devel

Reply via email to