IF statement in Mappings

ok look at this code and i try to explain my idea 
i know we have the registers for doing some layerring.
but sometimes ist mutch easier to use a real alias state to make a diffrent mapping. in this example i use the "fam(Player)[0x2].LoopOnOff" status to differentiate between "fam(Player)[0x2].LoopIn" and "fam(Player)[0x2].LoopHalve".
in plain text:
if no loop active i use a button to set the loop in point.
if the loop is active i use the same button to halve the loop size.
that might be helpful and i dont loose a register for the action and the mapping stay in sync with the real state of Cross (if i trigger the loop with my mouse or an other the keyboard mybutton mapping works with the if statement)

- Code: Select all
<input-mappings>
<mapping>
<events>
<MIDI type="CC" parameter="0x01" channel="0x01"/>
</events>
<if alias="fam(Player)[0x2].LoopOnOff" value="false" />
<controls>
<control alias="fam(Player)[0x2].LoopIn"/>
</controls>
</mapping>
<mapping>
<events>
<MIDI type="CC" parameter="0x01" channel="0x01"/>
</events>
<if alias="fam(Player)[0x2].LoopOnOff" value="true" />
<controls>
<control alias="fam(Player)[0x2].LoopHalve"/>
</controls>
</mapping>
</input-mappings>
i know we have the registers for doing some layerring.
but sometimes ist mutch easier to use a real alias state to make a diffrent mapping. in this example i use the "fam(Player)[0x2].LoopOnOff" status to differentiate between "fam(Player)[0x2].LoopIn" and "fam(Player)[0x2].LoopHalve".
in plain text:
if no loop active i use a button to set the loop in point.
if the loop is active i use the same button to halve the loop size.
that might be helpful and i dont loose a register for the action and the mapping stay in sync with the real state of Cross (if i trigger the loop with my mouse or an other the keyboard mybutton mapping works with the if statement)