Aquileo | Recent changes to wikihttps://sourceforge.net/p/snowmix/wiki/2020-05-24T02:06:25.805000ZRecent changes to wikiAquileo | Snowmix Tutorials - Scenes modified by Peter Maersk-Moller2020-05-24T02:06:25.805000Z2020-05-24T02:06:25.805000ZPeter Maersk-Mollerhttps://sourceforge.net/u/pmaersk/https://sourceforge.net7f99078e3fbb18247aee7d3c63696773cd5cf88f<div class="markdown_content"><pre>--- v7 +++ v8 @@ -9,13 +9,14 @@ Setting up Scenes for Snowmix is intended to take place in the ini file or in files included by the ini files. Before setting up Scenes for Snowmix, the ini file must define a few things. This is shown below: # Specify that Snowmix version major number must be 4 and and least minor number 4 - require version 0.4.4 + require version 0.51 # Listen on port 9999 for command control connections system control port 9999 - # Set system Geometry to WIDTH HEIGHT - system geometry 1280 720 ARGB + # Set system Geometry to WIDTH HEIGHT FOURCC + # The FOURCC is either BGRA or RGBA depending on compile time settings + system geometry 1280 720 BGRA # Set system frame rate to N or NN.NN system frame rate 24 </pre> </div>Aquileo | Reference Images modified by Peter Maersk-Moller2017-12-25T22:04:23.829000Z2017-12-25T22:04:23.829000ZPeter Maersk-Mollerhttps://sourceforge.net/u/pmaersk/https://sourceforge.netbec78bde9a6c8ac798e511bc90ddbb1837fb2146<div class="markdown_content"><pre>--- v7 +++ v8 @@ -298,7 +298,7 @@ **Synopsis** - image name [&lt;place id&gt; [&lt;iname&gt;]] + image name [&lt;image id&gt; [&lt;iname&gt;]] **Description** </pre> </div>Aquileo | Reference Images modified by Peter Maersk-Moller2017-12-25T22:02:23.017000Z2017-12-25T22:02:23.017000ZPeter Maersk-Mollerhttps://sourceforge.net/u/pmaersk/https://sourceforge.net0bda4a3bcebe853b912a0043d950bca7368571d8<div class="markdown_content"><pre>--- v6 +++ v7 @@ -290,6 +290,33 @@ +image name +----- +**Name** + + image name - Set or list name for loaded image or images. + +**Synopsis** + + image name [&lt;place id&gt; [&lt;iname&gt;]] + +**Description** + + The **image name** command is used to set or list the name for loaded images. Used without arguments, the command list the name of all loaded images where this command has been used to set the name for the image. By defualt no name exist. Used with one argument, the image id, the name of that loaded image is deleted. Used with both the image id and a name argument, the name is set as name for the loaded image. + + **Example** + + image name 3 My Loasded Image no 3 + + In the above example, the name for the loaded image 3 is set to "Loaded Image no 3". + + **See also** + + image load + + + + image place ----- **Name** </pre> </div>Aquileo | Shapes modified by Peter Maersk-Moller2016-10-01T02:56:58.432000Z2016-10-01T02:56:58.432000ZPeter Maersk-Mollerhttps://sourceforge.net/u/pmaersk/https://sourceforge.net28c33c0b7a0c406347a499dd3081ebdfe31d37fc<div class="markdown_content"><pre>--- v32 +++ v33 @@ -204,7 +204,7 @@ shape inshape 1 2 shape clip 1 shape newpath 1 - shape feed 1 -640.0000 -360.0000 0.6500 0.6500 + shape feed 1 1 -640.0000 -360.0000 0.6500 0.6500 shape filter 1 bilinear shape paint 1 1.0000 </pre> </div>Aquileo | Script Example Digital Counter modified by Peter Maersk-Moller2016-03-29T22:30:36.445000Z2016-03-29T22:30:36.445000ZPeter Maersk-Mollerhttps://sourceforge.net/u/pmaersk/https://sourceforge.net4621eac942bd791089fcffdef9501d5dab2bff7c<div class="markdown_content"><pre>--- v9 +++ v10 @@ -1,5 +1,6 @@ Script Example Digital Clock Counter ===== +Updated for Snowmix 0.5.0 and 0.5.1 This page explains and demonstrates how to use basic Snowmix Scripting to create a digital clock counter. The digital clock counter will display hours, minutes and seconds. We could use text strings, but will in this case load graphic images with the numbers 0 through 9 and a colon as separator between hours, minutes and seconds. @@ -9,6 +10,7 @@ Initially we need to a minimum setup for Snowmix to run as shown below: + require version 0.5.0 system control port 9999 system geometry 768 576 BGRA system frame rate 25 </pre> </div>Aquileo | Script Example Digital Counter modified by Peter Maersk-Moller2016-03-29T22:22:14.621000Z2016-03-29T22:22:14.621000ZPeter Maersk-Mollerhttps://sourceforge.net/u/pmaersk/https://sourceforge.net1d7b07cd9865382294279447e0bb9ac549fb1c13<div class="markdown_content"><pre></pre> </div>Aquileo | Script Example Digital Counter modified by Peter Maersk-Moller2016-03-29T22:17:41.141000Z2016-03-29T22:17:41.141000ZPeter Maersk-Mollerhttps://sourceforge.net/u/pmaersk/https://sourceforge.net3eed0d44c4ae072f8084bf30e4f5718d93a1c8c7<div class="markdown_content"><pre>--- v7 +++ v8 @@ -39,14 +39,14 @@ image place 6 20 347 226 center middle image place 7 10 330 226 center middle image place 8 10 305 226 center middle - image place scale 1 0.25 0.25 - image place scale 2 0.25 0.25 - image place scale 3 0.25 0.25 - image place scale 4 0.25 0.25 - image place scale 5 0.25 0.25 - image place scale 6 0.25 0.25 - image place scale 7 0.25 0.25 - image place scale 8 0.25 0.25 + image scale 1 0.25 0.25 + image scale 2 0.25 0.25 + image scale 3 0.25 0.25 + image scale 4 0.25 0.25 + image scale 5 0.25 0.25 + image scale 6 0.25 0.25 + image scale 7 0.25 0.25 + image scale 8 0.25 0.25 Now we need ensure that the images are overlayed during each frame mix. @@ -86,40 +86,40 @@ Here we know the command macro set with the command *overlay pre* is called at frame rate whether or not a *shmsrc* is connected to Snowmix. We also know that we have set the framerate to be 25. The result is that the command macro *SecondUpdate* is called every second. This can then be used to create a counter as part of the state-machine. First we create the second counter that will count from 00 to 59 and then call the minute counter and reset back to 00. command create SecondUpdate - image place image 1 11 - next - image place image 1 12 - next - image place image 1 13 - next - image place image 1 14 - next - image place image 1 15 - next - image place image 1 16 - next - image place image 1 17 - next - image place image 1 18 - next - image place image 1 19 - next - image place image 1 10 + image image 1 11 + next + image image 1 12 + next + image image 1 13 + next + image image 1 14 + next + image image 1 15 + next + image image 1 16 + next + image image 1 17 + next + image image 1 18 + next + image image 1 19 + next + image image 1 10 Second10Update loop command end command create Second10Update - image place image 2 11 - next - image place image 2 12 - next - image place image 2 13 - next - image place image 2 14 - next - image place image 2 15 - next - image place image 2 10 + image image 2 11 + next + image image 2 12 + next + image image 2 13 + next + image image 2 14 + next + image image 2 15 + next + image image 2 10 MinuteUpdate loop command end @@ -127,40 +127,40 @@ The minute counter is nearly identical to the second counter. command create MinuteUpdate - image place image 4 11 - next - image place image 4 12 - next - image place image 4 13 - next - image place image 4 14 - next - image place image 4 15 - next - image place image 4 16 - next - image place image 4 17 - next - image place image 4 18 - next - image place image 4 19 - next - image place image 4 10 + image image 4 11 + next + image image 4 12 + next + image image 4 13 + next + image image 4 14 + next + image image 4 15 + next + image image 4 16 + next + image image 4 17 + next + image image 4 18 + next + image image 4 19 + next + image image 4 10 Minute10Update loop command end command create Minute10Update - image place image 5 11 - next - image place image 5 12 - next - image place image 5 13 - next - image place image 5 14 - next - image place image 5 15 - next - image place image 5 10 + image image 5 11 + next + image image 5 12 + next + image image 5 13 + next + image image 5 14 + next + image image 5 15 + next + image image 5 10 Hour24Update loop command end @@ -175,33 +175,33 @@ loop command end command create HourUpdate - image place image 7 11 - next - image place image 7 12 - next - image place image 7 13 - next - image place image 7 14 - next - image place image 7 15 - next - image place image 7 16 - next - image place image 7 17 - next - image place image 7 18 - next - image place image 7 19 - next - image place image 7 10 + image image 7 11 + next + image image 7 12 + next + image image 7 13 + next + image image 7 14 + next + image image 7 15 + next + image image 7 16 + next + image image 7 17 + next + image image 7 18 + next + image image 7 19 + next + image image 7 10 Hour10Update loop command end command create Hour10Update - image place image 8 11 - next - image place image 8 12 + image image 8 11 + next + image image 8 12 loop command end </pre> </div>Aquileo | Home modified by Peter Maersk-Moller2016-02-09T22:45:50.559000Z2016-02-09T22:45:50.559000ZPeter Maersk-Mollerhttps://sourceforge.net/u/pmaersk/https://sourceforge.netf5f9f3e5b7b14a40a1b18d9874787f05ec1632b0<div class="markdown_content"><pre>--- v87 +++ v88 @@ -1,6 +1,6 @@ ##Snowmix:## -####This page is obsoleted by the [new Snowmix website](http://snowmix.sourceforge.net/index.html) +####This page is obsoleted by the [new Snowmix website](http://snowmix.sourceforge.net/index.html). Please find updated information and documentation there. ----- </pre> </div>Aquileo | Snowmix Libraries - Scenes 2 modified by Peter Maersk-Moller2016-02-09T17:10:12.083000Z2016-02-09T17:10:12.083000ZPeter Maersk-Mollerhttps://sourceforge.net/u/pmaersk/https://sourceforge.neta195b9996628874977c43807b04417860abe26f9<div class="markdown_content"><pre>--- v7 +++ v8 @@ -1,6 +1,6 @@ ###Snowmix Libraries - scenes.slib part 2### -As of version 0.4.4 of Snowmix, the following applies. +As of version 0.4.4 of Snowmix, the following applies. Updated for version 0.5.1 #####[Scenes part 1](Snowmix Libraries - Scenes).##### #####[Scenes part 2 is this page](Snowmix Libraries - Scenes 2).##### @@ -204,8 +204,7 @@ **Synopsis** SceneSetFrameActive [ scene_id [ frame_id [ active silent ] ] ] - SceneSetFrameActive *scene_id* *frame_id* *active* *silent* - + **Description** This function can be used to set a Frame specified by the positive integer argument *frame_id* within a Scene specified by the positive argument *scene_id* active or inactive. If the argument *active* is 1, then the Frame will be set active and its front source will have its alpha value set to 1. When a Scene is overlayed, only Frames that are active will be overlayed. If the *active* argument is set to 0, then the Frame is set to inactive and it will not be overlayed when its Scene is active and overlayed. If the *active* argument is -1, the Frame is set to active, but the alpha value for the Frames front source is left unchanged. If the the argument *silent* is 0, the function will print a single line with a message about which Frame is being set active or inactive. Otherwise the function will be silent. The function will fail if the Frame or the Scene do not exist. </pre> </div>Aquileo | Snowmix Libraries - Scenes 2 modified by Peter Maersk-Moller2016-02-09T17:08:26.788000Z2016-02-09T17:08:26.788000ZPeter Maersk-Mollerhttps://sourceforge.net/u/pmaersk/https://sourceforge.net9ff7e014c3ce60b0bb04d11d4515198ae68751ff<div class="markdown_content"><pre>--- v6 +++ v7 @@ -203,12 +203,20 @@ **Synopsis** + SceneSetFrameActive [ scene_id [ frame_id [ active silent ] ] ] SceneSetFrameActive *scene_id* *frame_id* *active* *silent* **Description** This function can be used to set a Frame specified by the positive integer argument *frame_id* within a Scene specified by the positive argument *scene_id* active or inactive. If the argument *active* is 1, then the Frame will be set active and its front source will have its alpha value set to 1. When a Scene is overlayed, only Frames that are active will be overlayed. If the *active* argument is set to 0, then the Frame is set to inactive and it will not be overlayed when its Scene is active and overlayed. If the *active* argument is -1, the Frame is set to active, but the alpha value for the Frames front source is left unchanged. If the the argument *silent* is 0, the function will print a single line with a message about which Frame is being set active or inactive. Otherwise the function will be silent. The function will fail if the Frame or the Scene do not exist. + * Used without arguments, it will list the all frame states for all scenes. + * Used with scene_id as argument, it will list all frame state for that scene + * Used with scene_id and frame_id as argument, it will list frame state for that scene and that frame + * Used with acive=1 frame is set active and alpha is set to 1 + * Used with active=0 frame is set to passive + * Used with active=-1 frame is set to active, but alpha is left unchanged + The function SceneSetFrameSource will call SceneSetFrameActive with its argument *active* if the source being set is for the front. </pre> </div>