Cues

Cues are designed to support creating user interfaces for controlling effects. They provide a convenient way to organize, identify, trigger, adjust, and monitor effects. Each show in Afterglow maintains a cue grid, which can be viewed and interacted with through the embedded web interface and MIDI controller mapping implementations which can be registered as grid controllers, like the Ableton Push and Novation Launchpad family.

The Cue Grid

The cue grid is a two dimensional arrangement of cues, where the bottom left corner is assigned coordinates (0, 0). X coordinates increase from left to right, and Y coordinates increase from bottom to top. The web interface and registered grid controllers display 64 cues at a time in an 8×8 grid, and can be scrolled around that grid. The user can configue (“link”) the web interface to track the scroll position of a registered grid controller. When that is done, scrolling either interface will cause the other to scroll in the same way, so the browser window can act as documentation to help the user learn the cue names associated with each available cue pad on the controller.

Web interface

In addition to names, cues can be assigned colors in the grid, and the web interface will honor those colors, as will the physical grid controllers, within the limits of their capabilities. To provide feedback about cue activation, a lightened version of the cue color is displayed for cues which are currently active. And to help inform the user about cue compatibility, any cues which would cause a running effect to end (either because they are assigned the same effect keyword, or they mention that keyword in their :end-keys list) will be displayed in a darkened color.

Examples of these features can be seen in the animation above, in which the first two rows of color cues are all mutually exclusive, while the four rows of dimmer cues above them have a more complex interrelationship: The “All Dimmers” cues in the leftmost column darken the entire rectangle of dimmer cues, while individual fixture dimmer cues to their right darken their just their own columns as well as the "all" cues. On the blue/green page of Torrent gobo cues, you can see how each gobo wheel cue dims other cues which use the same fixture and gobo wheel while it is active.

This is a useful technique for building easy-to-learn cue grids. A slightly older version of the same cues are shown on the Ableton Push below, so you can see how the color relationships help with learning the cue names.

Ableton Push interface

To trigger a cue, simply press the corresponding pad on a physical interface, or click within the grid cell in the web interface. The effect associated with the cue will be created and added to the show, and the grid cell will be lightened to indicate that the cue’s effect is running. If the cue ends itself after a period, the grid interface will be updated to reflect that as well.

To end a cue’s effect before it would naturally end (or because it is open-ended and does not end until asked to), simply press the pad corresponding to the running cue (or, again, click the grid cell in the web interface). The effect will be asked to end. Some effects end instantly, which will be refleced by the cue grid cell returning to its normal color. Some effects have a delayed ending, so they can fade out, or finish some musically relevant sequence. If this is happening, the grid cell will blink while the effect ends, and then stay at its normal color once the effect finishes ending. If you want the effect to end immediately you can press the pad one more time while the effect is performing its gradual ending, and it will be killed at that point, regardless of how much longer it was planning to run.

Cues can also be created which run only as long as the corresponding controller pad is held down (this is done by passing a true value with the :held optional keyword argument when creating the cue). This is often done for intense effects like strobes.

Cues can also offer pressure sensitivity on controllers which support this (like the Ableton Push and Novation Launchpad Pro). For such cues, one or more variable used by the cue can be updated by the strike and aftertouch pressure exerted by the operator as they hold down the pad. This can make for very expressive effects, as exemplified by the Sparkle cue set up early in the examples namespace’s make-cues function, and its strobe cues. Of course, this pressure sensitivity is not possible with the web cue grid.

The interface for moving around the cue grid is the diamond of arrows at the bottom right of both the web interface and the Ableton Push. If there are more cues available in a particular direction, that arrow is lit, otherwise it is dark. For the cues pictured above, the bottom left corner of the cue grid is being displayed, and there are more cues above and to the right, so the up and right scroll arrows are lit. Pressing an arrow scrolls to the next set of eight rows or columns in that direction. (And if the web view is linked to a grid controller, pressing the arrow on either will scroll both. For physical grid controllers which lack scroll buttons, linking them to the web interface is the most practical way of scrolling them.)

Cues can also be triggered from simpler MIDI controllers (which don’t register as grid controllers) by explicitly mapping notes or control changes sent by the controller to cues within the grid using afterglow.effects.cues/add-midi-to-cue-mapping. Regardless of the mechanism by which a cue is triggered, the web interface, a registered grid controller, or an explicitly mapped MIDI note or control change, feedback will be sent to all interfaces so the status of the cue will be represented consistently on all of them. And a cue triggered on one controller can be ended on any other controller by simply pressing the lit button or clicking the lit cell there.

For example, to be able to trigger the Sparkle cue, which the examples namespace places at (0, 7) within the sample show cue grid, by pressing the bottom leftmost button on my inexpensive Korg nanoKontrol 2 MIDI controller, after using afterglow.midi/identify-mapping to determine that the button sends control-change messages for controller number 43, I can simply evaluate:

(cues/add-midi-to-cue-mapping "nano" 0 :control 43 0 7)

Now I can press the top-left pad on the Push, click the top left cell in the Web interface, or press that button on the nanoKontrol, and the Sparkle cue lights up on all three interfaces, and the effect runs and sparkles the lights.

In order to enable Afterglow to send feedback about cue status to the lights on the nanoKontrol I needed to use the Korg Kontrol Editor to set its LED Mode to External (as shipped, they were in Internal mode, and lit themselves when held down). Most MIDI controllers are likely to need similar configuration to work as feedback-capable cue controllers with Afterglow, but most I have seen do offer configuration tools to enable this kind of external control.

Creating Cues

The afterglow.effects.cues namespace provides functions for creating cues. Unsurprisingly, the cue function creates a cue. At its most basic, you pass in two parameters, show-key which is the keyword that will be used to add the cue’s effect to the show when the cue is triggered, ending any other effect running under that same keyword, and effect-fn, which is a function that will be called when the cue is triggered, and whose responsibility is to create and return the effect that the cue should add to the show. This is done so that a fresh instance of the effect is used each time the cue is triggered, in case the effect is complex and maintains its own state. effect-fn will be passed a map containing any cue-specific variable bindings.

For the very common case of wanting to create a cue to activate a fixture-specific function (capability), and perhaps adjust the function’s activation level while it runs, you can instead call the special-purpose function-cue described below.

There are a number of optional keyword parameters which can be used to modify the cue that is created. Remember that you can also consult the API documentation for another explanation of these functions, and for links to examine the source code, which is the most authoritative explanation of how they work, and can offer inspiration for variations that you might want to create yourself.

Table 1. Keyword parameters to cue
Parameter Default Purpose

:short-name

effect name

Sets the text to be displayed for the cue in the web cue grid, and in the text display of the controller (if it has one) when the cue is running. If you don’t supply a short name, the name of the effect created by the effect-fn function is used, but that may be too long or not informative enough.

:color

white

Sets the color of the cue within the grid for hinting about its purpose and relatedness to other cues, to help operators learn and understand the interface. If not specified, white is used.

:color-fn

none

Specifies a function to call to obtain the current color to use for the cue within the grid, so that an dynamic/animated color can provide even more intense hinting about its purpose and relatedness to other cues, to help operators learn and understand the interface. If not specified, the static value specified by :color is used.

The function provided will be called whenever the grid interface is being updated, and will be called with four arguments: the cue whose current color is desired; the map describing the currently active effect that was launched by that cue, if any; the show in which the cue and effect exist; and the metronome snapshot representing the moment in time at which the interface is being rendered. The function can use this information to calculate and return a color value, which will be used to draw the cue in the interface, or it can return nil, in which case the static :color value will be displayed instead.

Helper functions exist to create cue color functions for commonly useful situations. afterglow.effects.cues/color-fn-from-cue-var returns a function that causes the cue to appear in the same color as a cue color parameter, whenever the cue is running and that parameter has a value. Similarly, afterglow.effects.cues/color-fn-from-param causes the cue to appear in whatever color is returned by evaluating the specified dynamic parameter at that point within the show. The source code of those helper functions are good examples of how to create dynamic cue color functions, and the source of the make-strobe-cue-2 function in the examples namespace shows how the strobe cues are configured to flash between current color of the :strobe-color show variable and white to emphasize their strobe nature.

When assigning a color to a cue in the user interface, the lightness of the color has no effect, because that is assigned by the controller to indicate the cue state, so you will need to use changes in hue and saturation for your animation.

:end-keys

none

A list of keywords that identify additional effects to be ended when launching this cue. See the dimmer cue section of make-cues for an example of how this can be helpful: it sets up a couple of rows of dimmer cues where the leftmost affects all the dimmers in the lighting rig, and cancels all the cues that work on individual light groups, while the individual light group dimmer cues cancel the all-dimmers cues, but leave the dimmer cues for other light groups alone.

:priority

0

Sets the effect priority used when adding the cue’s effect to the show. This can be used to make sure the effect runs before or after other effects in the rendering loop. Effects are run in order, and later effects can modify or override the results of earlier ones, like the way the Sparkle effect in make-cues is assigned a priority of 100 so it sorts after any chase which may be running, and its sparkles can lighten the color which would otherwise be present in their fixtures.

:held

false

As described above, causes the cue’s effect to run only as long as the corresponding controller button or pad is held down, if the controller supports that capability. All current controller implementations, including the web interface, the Ableton Push mapping, and mappings to generic MIDI controllers created using afterglow.effects.cues/add-midi-to-cue-mapping do honor this setting. The web interface and controllers like the Push, which can vary the color of cue grid cells, will provide feedback that a cue will last only as long as it is held by displaying a whitened version of the cue color while it is held down.

Show operators can override the :held flag by holding down the Shift key when triggering the cue on interfaces which have Shift keys (like the web interface and Ableton Push). This will cause the cue to run until the corresponding pad or grid cell is pressed again, and will not whiten the cue color while it is held down.

:variables

none

Specifies a sequence of show variable bindings that can be used by the cue’s effect. Each variable specification is a map, whose content is described in the following table. These specifications are used to create any necessary new variables, and a var-map describing any cue-local variables is passed to the effect-fn function when the cue is triggered, so they can be used as needed when creating the cue’s effect. See Cue Variables below for many more details.

:visualizer

none

A visualizer creation function that will be called by controllers with animated graphical displays like the Push 2. It will be passed two arguments, the cue’s var-map and the show in which the cue is running. It must return another function which takes a metronome snapshot and returns a value between 0 and 1 representing a meaningful numerical summary of the cue state at that time.

When supplied, this function will be used to create a moving strip chart of the cue’s activity around the current moment on the display. The example dimmer oscillator cues like make-sawtooth-dimmer-cue show how this can be used effectively.

Visualizer function in action

The ability to create animated cue colors in a grid controller interface via the :color-fn key described above can come in handy when there are a lot of cues and you want some to stand out to the operator, but there are contexts in which it might be gratuitous or distracting; the example strobe and rainbow-shifting cues provided with Afterglow might tend toward that extreme. So you don’t need to use it, but you can if it makes sense.

It is hard to argue against the usefulness of a dynamic color that is tied to a show variable, however, like the :strobe-color example, or even a cue parameter, like the example global color cues, because this approach updates the grid controller interface to reflect a color chosen by the user, and so provides valuable information in a non-distracting way.

Cue Variables

As noted above, a cue can contain a map under the key :variables which assigns variables to the cue. These variables allow the cue to be adjusted by the show operator in convenient and powerful ways, either through the interfaces automatically presented by the Effect Control sections of the embedded Web interface or Ableton Push mapping, through velocity-sensitive grid controllers like the Push or Launchpad Pro, or a binding to any velocity-sensitive MIDI controller.

Cue Variables can either be numeric (adjusted by sliders in the web UI, or rotary encoders and faders on MIDI controllers), boolean (with corresponding simple Web and Push interfaces) or they can store colors, in which case both the web UI and Push mapping provide a powerful interface for picking and adjusting the color.

They can also be temporary, lasting only the duration of the cue, or tied to a show variable, so they can be shared between cues, and have values which last between activations of the cue. Color variables which are stored as show variables can be adjusted by any MIDI controller.

Table 2. Cue variable specification maps
Key Default Purpose

:key

n/a

Identifies the variable that is being bound to the cue. This can either be a keyword, and refer to an existing show variable (set using afterglow.show/set-variable!), or a string, meaning that a new variable should be introduced for the cue. The actual name of this new variable will be assigned when the cue is activated. In order for the effect to be able to access the correct variable, a map is passed to the effect-fn function that creates the cue’s effect. Within this map, the keys are keywords created from the strings passed as :key values in the cue’s variable specification maps, and the corresponding values are the keyword of the variable that was created for the cue to go with that key. An example of using such cue-local variables can be found in the source of the make-strobe-cue example, for the variable level. That cue also makes use of the independent show variable :strobe-color, so that changing it in any strobe effect changes it for all of them. The color can also be set by a separate :strobe-color cue running a blank effect, so you can preconfigure the color while no strobes are running. These are intended to be a demonstration of interacting cues.

:start

nil

When not nil, specifies the value to assign to the variable when the cue starts. Most important when the value at :key is a string rather than a keyword, so a variable is being created just for the cue, because otherwise the variable will start out empty, and whatever effect parameter is using it will fall back to its default value. But you can also assign starting values to cue variables that are bound to regular show variables, and they will get set when the cue starts. You will probably not want to do that in cases where you are using a shared variable to adjust the appearance of many cues, unless you want the start of this cue to affect them all.

If the value of :start is a keyword, this cue variable will be initialized with the value held in the show variable by that name when the cue begins. If it is a function, that function will be called when the cue starts to determine the starting value of the variable. Otherwise, the value is simply copied to the variable.

:name

variable name

Provides a name to identify the variable in the web interface and in the text area of physical controllers which provide a labeled interface for adjusting running effects, like the Ableton Push. If no name is supplied, the name of the value passed with :key is used; provide :name in cases where that would be insufficiently descriptive.

:short-name

none

If present, gives a shorter version of :name to be used in interfaces with limited space.

:min

0

Specifies the smallest value that the variable can be adjusted to, for interfaces which support adjustment of cue variables while the cue is running. If not supplied, the minimum value will be zero.

:max

100

Specifies the largest value that the variable can be adjusted to, for interfaces which support adjustment of cue variables while the cue is running. If not supplied, the maximum value will be one hundred.

:type

:double

Provides a hint for how the variable should be formatted in adjustment interfaces. Supported values are :integer, :double, :boolean, and :color. Others may be added in the future. If not provided (or an unrecognized value is provided), the variable is assumed to hold double-precision floating-point values.

:centered

false

Requests that variable adjustment interfaces which draw a graphical representation of the current value within its range display this variable as a deviation from a central value, rather than something growing from the left, if they have such options.

:resolution

varies

Specifies the smallest amount by which the variable should be adjusted when the user is turning a continuous encoder knob. If not specified, the controller implementation gets to decide what to do. The recommended default resolution is no larger then 1/256 of the range from :min to :max.

:velocity

false

If present, with a true value, requests that the variable value be adjusted by strike and aftertouch pressure while the operator is holding down the button or pad which launched the cue, on controllers which have pressure sensitivity.

:velocity-min

:min

If present (and :velocity is active), specifies the smallest value the variable should be set to by MIDI strike velocity and aftertouch pressure. If not specified, the standard :min value is used.

:velocity-max

:max

If present (and :velocity is active), specifies the largest value the variable should be set to by MIDI strike velocity and aftertouch pressure. If not specified, the standard :max value is used.

Using Cue Variables

The purpose of cue variables is to define a user interface for the show operator, either in the web interface, or on a rich MIDI controller like the Ableton Push. The web UI and controller implementations look at the variable specifications as you have set them up, and build interface elements accordingly when the cue is running. The running effect looks up the variable values when it needs them, and adjusts itself appropriately.

If the cue is configured to use any temporary variables (which are indicated by using strings rather than keywords for their :key entry), the effect needs to know how to look them up. That’s the purpose of the var-map argument which gets passed to effect-fn. It contains a mapping from the keyword version of the temporary variable’s name to the actual keyword of the temporary variable that was created to hold its value for the duration of the cue.

For example, a cue with a temporary variable named "color", defined by including :key "color" in the cue variable specification, might be assigned a temporary variable with the actual name :cue-3-9-temp-color. The var-map passed to effect-fn would have an entry :color :cue-3-9-temp-color to let it know about this assignment. So effect-fn can find the actual variable keyword to use for its effects that want to access its :color variable by looking up that keyword in var-map

(:color var-map)

The above function call would return :cue-3-9-temp-color in this example scenario.

There are many examples of cues using permanent and temporary variables in the afterglow.examples namespace. Several of them take advantage of the helper function apply-merging-var-map which provides a very convenient shortcut: If the effect that you want to call makes use of keyword arguments, name your temporary cue variables the same as those keyword arguments, and you can then simply use apply-merging-var-map to build the function call to the effect, passing in the cue variables (and their values) as the keyword arguments and values that configure the effect.

A Cue Example

As a simple illustration, here is how to wrap the blue and red scene from the Multiple Colors example into a cue, and add it to the show grid, so it can be started and stopped from a grid controller or the web interface. This cue has no variables, so the effect-creation function ignores its argument (this is reflected by using the conventional Clojure “don’t care” name for it, _, rather than var-map):

(ct/set-cue! (:cue-grid *show*) 0 17
  (cues/cue :color  (fn [_]
                      (afterglow.effects/scene
                        "Blue and red 2"
                        (afterglow.effects.color/color-effect
                          "Plain red" (create-color "red") (show/fixtures-named "odd"))
                        (afterglow.effects.color/color-effect
                          "Plain Blue" (create-color "blue") (show/fixtures-named "even"))))))

Creating Function Cues

Often you want a cue to activate a specific feature of a fixture (often described as a function in the fixture manual, and in the fixture definition within Afterglow, which can unfortunately get confusing when we are talking about invoking Clojure functions). To make it easy to work with such fixture capabilities, the afterglow.effects.cues namespace also offers the function-cue function. It is quite similar to the cue function described above, but it takes care of creating the effect for you, given the function name you want to apply to a fixture or set of fixtures. You can even apply the function to fixtures from different manufactures, regardless of whether they implement it on different channels and with different value ranges. If it has been assigned the same function name (such as, for example, :strobe), Afterglow will find it in each fixture definition, and send the right values to each fixture.

Function cues are able to figure out how to do the right thing for each fixture because they can scan the fixture definitions for Function Specifications matching the keyword you gave when creating the cue. When you patch a fixture into a show, Afterglow indexes its function ranges in order to make this efficient.

function-cue also automatically creates a temporary cue-local variable for adjusting the function level if the function is not fixed over its range. This makes it essentially a one-liner to create a button in your cue grid which activates a function and then, via the web interface or if your controller supports it, lets you tweak that function while is running. Examples include the Torrent gobo, focus, and prism cues created by make-cues.

Minimally, function-cue requires three parameters: show-key which is the keyword that will be used to add the cue’s effect to the show when the cue is triggered, ending any other effect running under that same keyword, function, which is the keyword identifying the fixture-specific capability that you want the cue to activate and control, as defined in the fixture definition, and fixtures, which is the list of fixtures or heads that you want the cue to affect. (Only fixtures and heads which actually support the specified function will be affected by the cue.)

There are a number of optional keyword parameters which can be used to modify the cue that is created, and are described below. See the API documentation for more details.

Table 3. Keyword parameters to function-cue
Parameter Default Purpose

:effect-name

function name

Sets the name to assign the effect created by the cue. If none is provided, the name of the function keyword is used.

:short-name

none

Can be used to provide a shorter name to be displayed for the cue in the web cue grid, and in the text display of the controller (if it has one) when the cue is running.

:color

white

Sets the color of the cue within the grid for hinting about its purpose and relatedness to other cues, to help operators learn and understand the interface. If not specified, white is used.

:color-fn

none

Specifies a function to call to obtain the current color to use for the cue within the grid, so that an dynamic/animated color can provide even more intense hinting about its purpose and relatedness to other cues, to help operators learn and understand the interface. If not specified, the static value specified by :color is used.

The function provided will be called whenever the grid interface is being updated, and will be called with four arguments: the cue whose current color is desired; the map describing the currently active effect that was launched by that cue, if any; the show in which the cue and effect exist; and the metronome snapshot representing the moment in time at which the interface is being rendered. The function can use this information to calculate and return a color value, which will be used to draw the cue in the interface, or it can return nil, in which case the static :color value will be displayed instead.

Helper functions exist to create cue color functions for commonly useful situations. afterglow.effects.cues/color-fn-from-cue-var returns a function that causes the cue to appear in the same color as a cue color parameter, whenever the cue is running and that parameter has a value. Similarly, afterglow.effects.cues/color-fn-from-param causes the cue to appear in whatever color is returned by evaluating the specified dynamic parameter at that point within the show. The source code of those helper functions are good examples of how to create dynamic cue color functions, and the source of the make-strobe-cue-2 function in the examples namespace shows how the strobe cues are configured to flash between current color of the :strobe-color show variable and white to emphasize their strobe nature.

When assigning a color to a cue in the user interface, the lightness of the color has no effect, because that is assigned by the controller to indicate the cue state, so you will need to use changes in hue and saturation for your animation.

:level

0

If provided, and the function supports a range of values with different meanings (such as a focus range, movement speed, or the like), sets the initial level to assign the function, and to the variable which will be introduced to allow the function value to be adjusted while the cue runs. Functions with no variable effect will ignore :level, and will have no cue-specific variables created for them. The level is treated as a percentage, where 0 is mapped to the lowest DMX value that activates the function, and 100 is mapped to the highest.

:htp

false

If supplied along with a true value, causes the effect that is created for this cue to operate with highest-takes-precedence rules with respect to any other effect which has already assigned a value for this function. Otherwise, the effect will simply discard any previous assignments, replacing them with its own regardless of their value.

:end-keys

none

A list of keywords that identify additional effects to be ended when launching this cue. See the dimmer cue section of make-cues for an example of how this can be helpful: it sets up a couple of rows of dimmer cues where the leftmost affects all the dimmers in the lighting rig, and cancels all the cues that work on individual light groups, while the individual light group dimmer cues cancel the all-dimmers cues, but leave the dimmer cues for other light groups alone.

:priority

0

Sets the effect priority used when adding the cue’s effect to the show. This can be used to make sure the effect runs before or after other effects in the rendering loop. Effects are run in order, and later effects can modify or override the results of earlier ones, like the way the Sparkle effect in make-cues is assigned a priority of 100 so it sorts after any chase which may be running, and its sparkles can lighten the color which would otherwise be present in their fixtures.

:held

false

As described above, causes the cue’s effect to run only as long as the corresponding controller button or pad is held down, if the controller supports that capability. All current controller implementations, including the web interface, the Ableton Push mapping, and mappings to generic MIDI controllers created using afterglow.effects.cues/add-midi-to-cue-mapping do honor this setting. The web interface and controllers like the Push, which can vary the color of cue grid cells, will provide feedback that a cue will last only as long as it is held by displaying a whitened version of the cue color while it is held down.

Show operators can override the :held flag by holding down the Shift key when triggering the cue on interfaces which have Shift keys (like the web interface and Ableton Push). This will cause the cue to run until the corresponding pad or grid cell is pressed again, and will not whiten the cue color while it is held down.

:velocity

false

If present, with a true value, requests that the function value be adjusted by MIDI velocity and aftertouch pressure while the operator is holding down the button or pad which launched the cue, on controllers which have pressure sensitivity.

:velocity-min

0

If present (and :velocity is active), specifies the smallest value the function should be set to by MIDI velocity and aftertouch pressure. If not specified, 0 is used, which corresponds to the lowest legal DMX value the fixture definition identifies for the function.

:velocity-max

100

If present (and :velocity is active), specifies the largest value the variable should be set to by MIDI velocity and aftertouch pressure. If not specified, 100 is used, which corresponds to the highest legal DMX value the fixture definition identifies for the function.

Creating Code Cues

It can be convenient to use a cue grid to trigger arbitrary actions which have nothing directly to do with lighting effects. For example, if your grid controller doesn’t have a dedicated button for resetting the show metronome, you might want to use one of the cue grid cells for that purpose. The code-cue function makes this easy. It creates a cue that does nothing other than call the function you supply, one time, when the cue is launched. Your function must take two arguments, because it will be called with the show and metronome snapshot when the cue starts. The function must also return right away, since it’s run as part of the effect rendering pipeline. If you need to do something that could take a while, you will need to do that on a different thread.

Your function is passed as the first argument to code-cue, and you must also supply a string as the second argument; this will be used to label the cue when it is assigned to a cue grid with text capabilities, to identify its purpose.

As with other cues, you can also provide an optional keyword argument :color along with a color specification, to request that the cue grid use that color for the cell holding this cue.

The cue will be configured to end when you let go of the cue pad, because it doesn’t do anything after calling your function once when it is first launched.

As a concrete example, here is how to create a code cue that restarts the show metronome when it is launched:

(ct/set-cue! (:cue-grid *show*) 0 0
             (cues/code-cue (fn [show snapshot]
                              (rhythm/metro-start (:metronome show) 1))
                            "Reset"))

Controlling Cues

The afterglow.controllers namespace defines some helpful functions for working with cues, and defines a grid controller protocol which rich controller mappings, like the ones for the Ableton Push and Novation Launchpad family, use to attach themselves to a running show, and synchronize with the web interface.

If you are implementing a new grid controller mapping, you will want to study that protocol, and will likely find the Novation Launchpad family and Ableton Push mappings to be useful examples and starting points for your own work. (And please, when you are done, submit a pull request to add your implementation to Afterglow!)

When you are setting up the cue grid for your show, you will use set-cue! to arrange the cues you want it to contain. The make-cues function in the examples namespace contains a lot of examples of doing this. As cues are added to the grid, its dimensions are updated, and the web interfaces and any registered grid controllers will immediately reflect the new cue and dimensions.

You can remove a cue from the grid with clear-cue.

Digging Deeper

The rest of the functions in the afterglow.controllers namespace are used by controller implementations and running shows to mediate their interactions with the cue grid; dig into them if you are writing code in those spaces.