SynthMaker

V outputs on GUI primitives

Archive · 2006 8 old posts

From the original SynthMaker forum (2004–2014), with its members’ names and dates.

oddson ·

GUI primitives that have a V input also have a V output.

I'm about to start writing up WIKI pages for the GUI section and I want to be sure I'm not mistaken about this:

Other than ensuring items connected a V output will appear 'above' the primitive to which they are connected, there is no real difference between using the V output and connecting directly to the MGUI.

Yes?

sambean ·

No difference in terms of the connection, but perhaps in flexiblitiy with what can be implemented. You can for example use a multiplexor to select different GUI elements through a control if you use a standard link. You can also choose which elements you want to connect up to the parent GUI(although I think this is possible with wireless GUI through one of the options on the ActionStrip) for example if you wanted a GUI element for debugging only, a wireless GUI may still make it's way up to the front panel...

I think, in short, they are the same, but where connections cause clutter, you have added flexibility.

Sam

oddson ·

not sure we're on the same page Sam.

I mean the V output on, say, the Bitmap Draw or the Ellipse...

skOre ·

Well, the major difference would be relative coordinates, right?

rl ·

In my understanding the V output is just a shortcut-wire through the module.

oddson ·

skOre wrote: Well, the major difference would be relative coordinates, right?

That was my thinking at first but is does not appear to be the case. At least I didn't find it to be so on an a trial-and-error approach.

Devs? 😕

malc ·

It depends on the component. In the majority of cases it's just a pass through to allow you to chain drawing objects one after the other (with the ones to the right being top most).

The Translate and Rotate components will perform the appropriate transformation on the View so these work differently.

The Clip component is another exception to the pass through rule as it applies a clipping area to anything that follows.

Another non-conformist is the Loop component which will draw anything to the right a number of times over.

And finally Smooth will affect the antialiasing of items drawn to the right.

I think that's it. The rough rule is that pretty much anything that draws something uses the V out as a pass through.

Let me know if you need any more info and damn fine work on the wiki my friend!

oddson ·

Thanks Malc... 🙂

I hadn't considered that there would be differences. I'll make sure they're noted in the WIKI on any non-standard ones.

I haven't used the graphics primitives as much as some of the others so I'm sure to learn a fair bit writing this up. When I did my 'survey' a few months ago I only checked that I understood the basics of how each one worked. Actually writing up descriptions of each one and its inputs/outputs has forced me to be a lot more methodical in my approach and therefore I'm gleaning things from this pass that I missed the first time.

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