Is possible to have multiple hover objects in the same patcher that affects individual objects (such as sliders or buttons). As it functions right now, the hover object changes all objects that match the outlet’s criteria (has script name, doesn’t have script name).
I am working on a button controller that will save certain variables and swap images for these roll over states.
You shouldn’t need it: [hover] reports the scripting name as well, so you can use [select] to change specific objects, because no two objects can have the same scripting name. You can have multiple [hover] objects, but that won’t help you—they’ll all behave the same way.
In general, for button controllers with hovering states, you can probably use [ubutton] instead, on a per-object basis, and swap the images manually. But [hover] could keep things cleaner and in a central location.
Thanks for the quick response. What you said makes sense. Now what I was thinking about doing was setting up a single [patcher] where I would pass the [pict] objects through to execute appropriate functionality (track states, swap images, etc). But within each [patcher] instance, there would would be a [hover] object.
I guess I am really trying to create an abstraction that I can use for each button of my tool (Which are images). An issue I am having in my [patcher] object is hover it only triggering locally in the [patcher] and not sending the hover message through the outlet.
I will try your ubutton suggestion, but I am curious if this can be recreated in the manner above.
Note: I am also not seeing a way to pass [pict] objects to my [patcher], as it only wants to connect to my outlet.
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