Old 02-08-2019, 06:23 AM   #481
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Never ever change existing behaviour, someone will most likely complain. Lesson learned. (j/k )
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Old 02-08-2019, 09:06 PM   #482
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Quote:
Originally Posted by nofish View Post
Never ever change existing behaviour, someone will most likely complain. Lesson learned. (j/k )
Welcome to a fragile world of software development. I once heard a perfect term for it: "wild, wild west"
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Old 02-09-2019, 12:23 AM   #483
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"It's not a bug, it's a feature."
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Old 02-27-2019, 03:20 AM   #484
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I just got around to installing the new SWS, and I'm surprised to see that it suddenly gained a whole lot of Win32-related API functions such as BR_Win32_GetForegroundWindow -- which were the very raison d'être for the ReaScriptAPI extension. Why the duplication?
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Old 02-27-2019, 04:35 AM   #485
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Originally Posted by juliansader View Post
I just got around to installing the new SWS, and I'm surprised to see that it suddenly gained a whole lot of Win32-related API functions such as BR_Win32_GetForegroundWindow -- which were the very raison d'être for the ReaScriptAPI extension. Why the duplication?
Are we in some kind of competition?

I coded it a while back, like 2 years ago, but it was decided back then it shouldn't be made public. But things change so I asked nofish to commit it. Why duplication? It's not duplication - it's SWS - an extension most people have installed so no need to trouble the user with installing additional things. Or are there any other win32 functions in SWS? To be honest, I have no idea...I already used these API for my private scripts and it was easier to ask for a commit then to rewrite them.

I also like my style because it is the exact replica of win32 api function names etc (not to mention I tested the hell out of them so I know they work on both win and OSX)...so we old C++ coders can easily find our way around
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Old 02-27-2019, 05:01 AM   #486
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@juliansader
Can the BR functions interact with yours ?

Anyway, your extensions is already widely spread thx to reapack I guess, and you provide way more functions, so I'll stick with them :P
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Old 02-27-2019, 05:07 AM   #487
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@juliansader
Can the BR functions interact with yours ?
They should be able to...it's normal win32 API and both BR_ and JS_ functions are just wrappers for it. It also seems they both use void* type for HWND so there shouldn't be any problems in passing hwnd pointers around.
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Old 02-27-2019, 07:09 AM   #488
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Quote:
Originally Posted by Breeder View Post
I also like my style because it is the exact replica of win32 api function names etc (not to mention I tested the hell out of them so I know they work on both win and OSX)...so we old C++ coders can easily find our way around
+1, Using the same names was a no brainer!
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Old 02-28-2019, 07:27 AM   #489
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Excuse me for posting here but i don't know a better place to ask something specifically about the cycle actions editor.

What i'm trying to do in Cycle actions editor is to mimic the behaviour of Cubase where i can toggle 2 actions with a key.But specifically when i toggle the actions, i want them to get armed so i can trigger them with the mouse click.

In the cycle actions editor i tried the following steps. On top i added toggle arm of next action,then the first action i want to arm..
Then a step and again toggle arm of next action and after that the second action i want to arm..

But each time i toggle the next action with a key it triggers the action and doesn't arm it.

Am i doing something wrong or it's not possible yet to do this with the cycle actions editor?
Maybe the action Toggle arm of next action isn't yet recognised from the cycle actions editor?

I think this would be very useful to have for multiple actions and would save a lot of space on the toolbars.

Thanks a lot in advance!! (and sorry for my poor English)

Edit: If there is a better place in the forum to ask about it i 'd be happy to post there and delete this post here.

Last edited by Vagelis; 02-28-2019 at 07:37 AM.
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Old 02-28-2019, 03:26 PM   #490
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@Vagelis

As (it seems to me) your question doesn't specifically concern a SWS pre-release version (which this thread is intended for), a better place would be the thread about official SWS releases.

https://forum.cockos.com/showthread.php?t=29640

edit:
Or a new thread in General discussion / Q&A (as there usually also hang out SWS users.)

Last edited by nofish; 02-28-2019 at 03:32 PM.
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Old 02-28-2019, 04:44 PM   #491
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Thanks a lot for your response nofish.

I tried in the general discussion couple of days ago, but i didn't get any answer from a SWS user.
So i thought that here was the right place to ask but i was wrong and i'm sorry for the mess, i will try again tommorow in the SWS thread.

Also I could delete the previous post if it's a problem.
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Old 02-28-2019, 05:03 PM   #492
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No problem or mess at all.
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Old 04-23-2019, 10:40 AM   #493
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Are there any plans to make an update of the current SWS for Linux as well? Or how difficult would it be to build it myself? Would this be recommended or rather not?
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Old 04-23-2019, 10:56 AM   #494
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cfillion did a Linux build:
https://cfillion.ca/files/sws/2.10.0.1-linux/

edit:
corrected as per cfillion's comment below

Last edited by nofish; 04-23-2019 at 11:47 AM.
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Old 04-23-2019, 11:19 AM   #495
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I'd like to also put in a vote for regular linux builds along with OSX and Windows. There's a lot more Linux Reaper users these days.
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Old 04-23-2019, 11:28 AM   #496
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Oops, my build is actually the latest 2.10.0.1 (6963f756). Folder renamed.

Last edited by cfillion; 04-23-2019 at 11:46 AM.
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Old 04-24-2019, 07:33 AM   #497
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Thanks
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Old 06-15-2019, 12:23 AM   #498
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Quote:
Originally Posted by Jeffos View Post
The latest SWS Extension pre-release build can be found here.
The related "What's new?" is here.

What's a pre-release? It's software that's not necessarily ready for full public consumption: pre-release software should be expected to have bugs, use at your own risk! Feature requests, and bugs should be reported in our issue tracker, or in this very thread.

The only way we can continue to provide great software is with your help and feedback.

Thank you!
Hi
i really love SWS / S&M extension
may I ask you if could added a features?
about random color , could be a new feature ,vivid strong random color
i'm talking about tracks
just because sometime the color is so week for example a light gray or very light gree ,and i have to change manually
this feature could be very usefull for many users

thanks!
here my settings



here you can see when i 'm not lucky


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Old 06-15-2019, 12:55 AM   #499
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Random means random. Sometimes you'll be lucky, sometimes not. It's random.
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Old 06-15-2019, 07:31 AM   #500
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Random means random. Sometimes you'll be lucky, sometimes not. It's random.
hi
but maybe the developer could remove from random some week color shades
keeping random without with stongest color
thanks , i know random it's randon
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Old 06-15-2019, 08:07 AM   #501
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Quote:
Originally Posted by Gaia View Post
hi
but maybe the developer could remove from random some week color shades
keeping random without with stongest color
thanks , i know random it's randon
to be honest I don't know what color palette sws uses for random coloring
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Old 06-15-2019, 08:15 AM   #502
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Isn't it literally just random RGB values?
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Old 06-16-2019, 08:26 AM   #503
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Quote:
Originally Posted by EvilDragon View Post
Isn't it literally just random RGB values?
I think so.
Is there a way to reset all Reaper colors to default stock colors after messing with SWS or toolbars? I'm confused.
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Old 06-16-2019, 03:15 PM   #504
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A second action focusing on only random-strong colors would be useful, I think. Should be scriptable as well though.

Regarding default color-values, IIRC they are stored in the .ReaperTheme-files, with the currently used stored in reaper.ini as well.
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Old 06-16-2019, 04:12 PM   #505
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I was playing with HSV colors for another script, so I quickly scribbled this random track color generator that only generates strong colors:

Code:
function hsv2rgb(h, s, v, a)
    local i = (h * 6)//1
    local f = h * 6 - i
    local p = v * (1 - s)
    local q = v * (1 - f * s)
    local t = v * (1 - (1 - f) * s)

    local r, g, b
      
    i = i % 6
    if i == 0 then r, g, b = v, t, p
    elseif i == 1 then r, g, b = q, v, p
    elseif i == 2 then r, g, b = p, v, t
    elseif i == 3 then r, g, b = p, q, v
    elseif i == 4 then r, g, b = t, p, v
    elseif i == 5 then r, g, b = v, p, q
    end
  
    return r * 255, g * 255, b * 255, a * 255
end

math.randomseed (os.time ())
for i = 0, reaper.CountSelectedTracks(0)-1 do
    tr = reaper.GetSelectedTrack(0, i)
    hue = math.random()
    r, g, b = hsv2rgb(hue, 1, 1, 1)
    color = 0x01000000 | ((r//1)<<16) | ((g//1)<<8) | (b//1)
    reaper.SetTrackColor(tr, color)
end
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Old 06-17-2019, 06:51 AM   #506
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Quote:
Originally Posted by juliansader View Post
I was playing with HSV colors for another script, so I quickly scribbled this random track color generator that only generates strong colors:

Code:
function hsv2rgb(h, s, v, a)
    local i = (h * 6)//1
    local f = h * 6 - i
    local p = v * (1 - s)
    local q = v * (1 - f * s)
    local t = v * (1 - (1 - f) * s)

    local r, g, b
      
    i = i % 6
    if i == 0 then r, g, b = v, t, p
    elseif i == 1 then r, g, b = q, v, p
    elseif i == 2 then r, g, b = p, v, t
    elseif i == 3 then r, g, b = p, q, v
    elseif i == 4 then r, g, b = t, p, v
    elseif i == 5 then r, g, b = v, p, q
    end
  
    return r * 255, g * 255, b * 255, a * 255
end

math.randomseed (os.time ())
for i = 0, reaper.CountSelectedTracks(0)-1 do
    tr = reaper.GetSelectedTrack(0, i)
    hue = math.random()
    r, g, b = hsv2rgb(hue, 1, 1, 1)
    color = 0x01000000 | ((r//1)<<16) | ((g//1)<<8) | (b//1)
    reaper.SetTrackColor(tr, color)
end
hi
i'm really happy , i don't know how use the script
is there a way to pust SWS to use this script or reaper?
thanks
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Old 06-17-2019, 07:19 AM   #507
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Quote:
Originally Posted by mespotine View Post
A second action focusing on only random-strong colors would be useful, I think. Should be scriptable as well though.

Regarding default color-values, IIRC they are stored in the .ReaperTheme-files, with the currently used stored in reaper.ini as well.
So how would one reset color palette in reaper without losing theme config otherwise? just colors.
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Old 06-17-2019, 08:35 AM   #508
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Which color exactly? Item-colors? Track-colors?
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Old 06-17-2019, 08:47 AM   #509
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Quote:
Originally Posted by mespotine View Post
Which color exactly? Item-colors? Track-colors?
hi
track colors like my screenshot
thanks
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Old 06-17-2019, 09:05 AM   #510
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Quote:
Originally Posted by mespotine View Post
Which color exactly? Item-colors? Track-colors?
Yes track colors. Like the old ED toolbar theme track colors pallette. Thank you.
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Old 06-17-2019, 09:25 AM   #511
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Rightclick on Track and using this menu doesn't do the trick?


Or do you need an importer of track-color-schemes from other themes?
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Old 06-17-2019, 09:37 AM   #512
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Quote:
Originally Posted by mespotine View Post
Rightclick on Track and using this menu doesn't do the trick?


Or do you need an importer of track-color-schemes from other themes?
No, but thank you. I am talking about where Reaper pulls the color information from by default when I assign a track color a random color for example.

Where are these theme 'default' colors stored? I need to reset them my eyes.
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Old 06-17-2019, 09:50 AM   #513
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I think(!) in the ReaperTheme-File, but haven't checked them.

Anyway, I'll add this to my list of features for my Ultraschall-API. Should be scriptable then, when I had time to add Reaper's default-colors, in whatever way they are stored.
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Old 06-17-2019, 10:05 AM   #514
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Quote:
Originally Posted by mespotine View Post
I think(!) in the ReaperTheme-File, but haven't checked them.

Anyway, I'll add this to my list of features for my Ultraschall-API. Should be scriptable then, when I had time to add Reaper's default-colors, in whatever way they are stored.
Thanks!!
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Old 07-14-2019, 03:53 PM   #515
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Great to see that a new SWS version was released this year. Thanks to everyone involved. I have a question about these SWS Lua functions:

Code:
string buf = reaper.CF_GetClipboard(string buf)
Read the contents of the system clipboard (limited to 1023 characters in Lua).

string reaper.CF_GetClipboardBig(WDL_FastString output)
Read the contents of the system clipboard. See SNM_CreateFastString and SNM_DeleteFastString.

(copied from SWS v2.10.0.1 documentation)
Is it still necessary to use CF_GetClipboardBig for very long strings in Lua scripts?

Justin addressed this very issue last November: https://forum.cockos.com/showthread.php?t=213074
A new SWS version has since been released.

Thank you in advance.
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Old 07-14-2019, 04:19 PM   #516
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Yes it is.

If you use the Ultraschall-API-extension, you can use the function

ultraschall.GetStringFromClipboard_SWS()

https://mespotin.uber.space/Ultrasch...mClipboard_SWS

which is doing the faststring stuff for you.
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