Control Object Properties

The Control Object Properties Dialog Box has all of the items described in the Graphic Object Properties Dialog Box section of this help file.  In addition it has the following items available, via the Control, ID, and Group tabs:

The Control Tab

Object can be gestured like a fader or a knob

When the Gesture Action check box is checked, the control may be gestured.  This should be disabled for indicator types of Control Styles such as lights and meters.  This should be enabled for control types of Control Styles such as knobs and faders.  Gesture action is often enabled for simple text box Control Styles and allows the user to control the parameter like they would with a knob while saving valuable screen space.

Object accepts typed values

When the Object accepts typed values check box is checked, you may type in the exact or relative control setting you wish, and the control object will be set to that position.

Object may be pressed like a button

When this checkbox is checked, the control objects value may be set by clicking the mouse.

Display depressed state while button is down

When this checkbox is checked, the graphic representation of the button changes whenever the button is depressed.  It appears to have a longer throw, and actually recesses below the surface.  In so doing, so you have a positive indication that the switch has been pushed, other than the switch displaying the on state.

Display on state if value matches press string

When this check box is checked, it allows you to "light" the on state indication for this control, whenever a conditional value is true.  For example, lets say you make two copies of a mute button for a control panel, one to indicate "On" (Unmuted), the other to indicate "Off" (Muted).  When you gesture the mute switch, you will notice that the fourth field in the status bar displays the text "Muted" when the button is pushed, and unmuted when it is pushed again.  These are the text strings you would enter in this field.  Since we want the one button to light when it is muted, we don't have to do anything for it.  For the other switch, open the Control Object Properties dialog box, check on "Object may be pressed like a button", and "Display on state if value matches press string).  Now, in the "Press Action" field, type in "unmuted" (without quotation marks), then click on "OK".  You may also want to go into paint mode, and paint the button green.  Now whenever you press the green button, it will unmute as opposed to mute and indicate green, and when you press the other switch, it will mute, and indicate red.

Activate press and release action when window is opened and closed.

When checked, this allows you to open and close the window (be it a block, or any other kind of child window) the button is in, and automatically gesture the switch.  For example, let's say we want to make a window for a side room, that when we open, it will unmute a mute switch, and turn on the sound in that room.  When we close the window, we mute the switch, and turn off the sound in the room (just like turning off the lights).  In fact, we COULD even turn off the lights at the same time by using MWare's control grouping feature, and sending a control voltage signal out the BoB, and using an AMX/Crestron system to turn off the lights when it receives the control signal!  To do this, simply check on this check box, then enter "unmuted" in the press action field. Now, control group the button to the BoB output, and feed that to your AMX or Crestron.

Press Action, Release Action, & Repeat Action

When the "Object may be pressed like a button" check box is checked, the Control Object will respond to mouse clicks by setting the current Value of the Algorithm Object parameter the control is connected to as though you had used Keyboard Type-in.

When the mouse is initially clicked on the Control Object, the value specified in the Press Action field is sent.  If the mouse is held down long enough, values as specified in the Repeat Action field will be sent at a constant rate to the parameter.  When the mouse is released, the value specified in the Release Action field is sent.

The following Type-In syntax tricks are especially useful for use as Button Actions

++

Increment Current Value by 1

+=n or ++n

Increment Current Value by n

--

Decrement Current Value by 1

-=n or -n

Decrement Current Value by n

n

Set Current Value to n

Object displays label text rather than value

Normally, control objects text displays operate in the same manner as described in the Graphic Objects Dialog Box except that any text you specify for a Control Object from the object text box will be over-written by the control's Current Value once the system is running, unless this "Object displays label text rather than value"check box is checked.  When checked, the text will always be displayed, and the value will not be indicated other than on the status bar.

Fast screen update (improves meter performance)

The Fast Screen Update check box causes the objects image on the screen to update with greater responsiveness when its state changes.  By default, this property is checked for meter elements and LED's.  This property should be used sparingly, as it will cause degraded graphical performance if overused.

The ID Tab

In order for a Control Object to actually control something, it has to be connected to something.  The Algorithm ID and Control ID edit controls allow this connection to be specified.  Both Algorithm ID and Control ID are given in hexadecimal format.

The Algorithm ID

The Algorithm ID indicates which Algorithm Object the Control Object is connected to.  This number should match the Algorithm ID as shown in the Algorithm Object Properties Dialog of one of the Algorithm Objects in the view.

The Control ID

The Control ID indicates which parameter of the specified Algorithm Object the Control Object is connected to.  Most Algorithms have more than one parameter.  The Sine Generator Device, for instance has three parameters: Frequency is assigned Control ID 1, Level is assigned Control ID 2 and Mute is assigned Control ID 3.

The Special Set & Channel

The Special Set and Channel ("Chan") controls should always be set to 0.

The Group Tab

The group tab allows a control, and in fact, a set of controls to be grouped together as a named group, using a new feature in MWare 3.x called "Control Grouping". See Control Grouping for a more detailed description of what control grouping is, and how to use it.

Enable Control Grouping

When this checkbox is checked, the selected control is made part of a control group, and the cursor is moved to the group name field. When unchecked, the control is independent of any group.

Group Name

The Group name can be any combination of characters.  All controls that are part of a group must be named the same. The group name is case sensitive.

Comment

This allows you to add a comment, explaining what the control group does, or how and why this control is part of the respective group.  Annotating your groups in this manner is a big help when a large number of named groups are used.