Re: [PD] patch with Loadbang loses data structure

2017-05-20 Thread João Pais




for that it works to draw first the black, then the white keys, then  
vis 0,vis 1.

It's not logical, but it seems to work.


also works for me. and it helps for filtering the right key events (see  
my solution).


Seems like a magic for me... Anyway I adopt Christof mixed with João  
solutions at this patch.


But arises some questions...

Once I need:
 1. change color of key while mouse click is on at these key


that's easy on its own, get the pointer from the output of [struct] when  
you click on it. use it to change the color with [set .. color].


 2. once mouse click is on, and mouse cursor move around the gop area,  
the keyboard will respond. Like a finger pressing and moving around a  
>real keyboard.

 3. the key are velocity sensitive around y axis at first click.


I'm thinking to map the gop are, create a system of coordinates to draw  
keyboard and using [cyclone/mousestate] and/or only  
[iemguts/>receivecanvas].


In this way maybe is better implement the João suggestion of  
parameterize the template and implement the keys with more points and  
implement >the control with a gop coordinate system.


you can't click and drag on data-s, so your other idea is better (and get  
the pointers to make the display look accordingly).
Once I did a sampler what I had an horizontal line of marks indicating  
places in a sample; also using [mousestate] to get the mouse actions  
(position in window + clicks) I could extrapolate where I was in the  
window, and what should sound.


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Re: [PD] patch with Loadbang loses data structure

2017-05-18 Thread Esteban Viveros
> for that it works to draw first the black, then the white keys, then vis
0,vis 1.
> It's not logical, but it seems to work.

also works for me. and it helps for filtering the right key events (see my
solution).

Seems like a magic for me... Anyway I adopt Christof mixed with João
solutions at this patch.

But arises some questions...

Once I need:
  1. change color of key while mouse click is on at these key
  2. once mouse click is on, and mouse cursor move around the gop area, the
keyboard will respond. Like a finger pressing and moving around a real
keyboard.
  3. the key are velocity sensitive around y axis at first click.

I'm thinking to map the gop are, create a system of coordinates to draw
keyboard and using [cyclone/mousestate] and/or only [iemguts/receivecanvas].

In this way maybe is better implement the João suggestion of parameterize
the template and implement the keys with more points and implement the
control with a gop coordinate system.



Em qui, 18 de mai de 2017 às 09:13, Christof Ressi <christof.re...@gmx.at>
escreveu:

> > for that it works to draw first the black, then the white keys, then vis
> 0,vis 1.
> > It's not logical, but it seems to work.
>
> also works for me. and it helps for filtering the right key events (see my
> solution).
>
> Gesendet: Donnerstag, 18. Mai 2017 um 08:48 Uhr
> Von: "João Pais" <jmmmp...@gmail.com>
> An: oliver <oli...@klingt.org>
> Cc: pd-l...@mail.iem.at
> Betreff: Re: [PD] patch with Loadbang loses data structure
>
> Hi,
>  for me a [del 1] was enough to make sure the black keys appear. But it
> doesn't solve the problem that when the window is minimized and then
> maximized, white keys are again on top (at least on Pd-Ext), for that it
> works to draw first the black, then the white keys, then vis 0,vis 1. It's
> not logical, but it seems to work.
>  Btw, if you declare the dimensions of the filledpolygon as variables, you
> can make this using only one struct template.
> Don't know if you plan on use the keyboard to click on it, but it won't
> work to click on black keys, as it will also trigger a white key - except
> you do some hacking of the message, or you don't overlap keys by using a
> more complex shape for the white keys that goes around the black key. This
> would also solve the problem that when redrawing, the white keys overlap
> the black ones.
>  Best,
>  Joao
>
>
> 2017-05-18 8:19 GMT+02:00 oliver <oli...@klingt.org[mailto:
> oli...@klingt.org]>:Esteban Viveros wrote:Hello,
> hi, nice patch !
> beautifully structured as well !
>
>
>  I'm drawing a keyboard with data structures.
>  The problem is when I use loadbang to draw the keyboard, black keys are
> losed. If I bang the routine manually it works like a charm..
>
> What I'm losing?
> seems like data structures need a little time to "load" (if that's the
> right term in that context). putting a [del 100] after loadbang did the
> trick for me.
>
> ([del 10] was to small ...)
>
> best
>
> oliver
>
>
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Re: [PD] patch with Loadbang loses data structure

2017-05-18 Thread Christof Ressi
> for that it works to draw first the black, then the white keys, then vis 
> 0,vis 1. 
> It's not logical, but it seems to work.

also works for me. and it helps for filtering the right key events (see my 
solution).

Gesendet: Donnerstag, 18. Mai 2017 um 08:48 Uhr
Von: "João Pais" <jmmmp...@gmail.com>
An: oliver <oli...@klingt.org>
Cc: pd-l...@mail.iem.at
Betreff: Re: [PD] patch with Loadbang loses data structure

Hi,
 for me a [del 1] was enough to make sure the black keys appear. But it doesn't 
solve the problem that when the window is minimized and then maximized, white 
keys are again on top (at least on Pd-Ext), for that it works to draw first the 
black, then the white keys, then vis 0,vis 1. It's not logical, but it seems to 
work.
 Btw, if you declare the dimensions of the filledpolygon as variables, you can 
make this using only one struct template.
Don't know if you plan on use the keyboard to click on it, but it won't work to 
click on black keys, as it will also trigger a white key - except you do some 
hacking of the message, or you don't overlap keys by using a more complex shape 
for the white keys that goes around the black key. This would also solve the 
problem that when redrawing, the white keys overlap the black ones.
 Best,
 Joao

 
2017-05-18 8:19 GMT+02:00 oliver 
<oli...@klingt.org[mailto:oli...@klingt.org]>:Esteban Viveros wrote:Hello,
hi, nice patch !
beautifully structured as well !

 
 I'm drawing a keyboard with data structures.
 The problem is when I use loadbang to draw the keyboard, black keys are
losed. If I bang the routine manually it works like a charm..

What I'm losing?
seems like data structures need a little time to "load" (if that's the right 
term in that context). putting a [del 100] after loadbang did the trick for me.

([del 10] was to small ...)

best

oliver


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Re: [PD] patch with Loadbang loses data structure

2017-05-18 Thread oliver

Esteban Viveros wrote:

Hello,


hi, nice patch !
beautifully structured as well !




 I'm drawing a keyboard with data structures.
 The problem is when I use loadbang to draw the keyboard, black keys are
losed. If I bang the routine manually it works like a charm..

What I'm losing?


seems like data structures need a little time to "load" (if that's the 
right term in that context). putting a [del 100] after loadbang did the 
trick for me.


([del 10] was to small ...)

best

oliver


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[PD] patch with Loadbang loses data structure

2017-05-17 Thread Esteban Viveros
Hello,

 I'm drawing a keyboard with data structures.
 The problem is when I use loadbang to draw the keyboard, black keys are
losed. If I bang the routine manually it works like a charm..

What I'm losing?

Patch attached..

Thanks
 Esteban Viveros
-- 

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