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Effect Button Parameters #281
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…Slot to avoid duplicate code
…ffectParameter and WEffectButtonParameter to avoid duplicate code
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//////////////////////////////////////////////////////////////////////////////// | ||
// Controls exposed to the rest of Mixxx | ||
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We do not use ASCII-arts in Mixxx code
LGTM! Thanks. It would be nice to have EQ effects with kill buttons in 1.12. |
I'm going to require that @rryan look at this because he's got Big Plans for the effects framework. |
This is kind of blocking for the other EQ patches. @rryan what about merge this now and fixing issues in master if you find any? |
:( I think most of this code is unnecessary. The manifest already has support for control types: |
Hi @RJ Nicu has careful considered both ways and has actually tried to go the outlined way see: http://sourceforge.net/p/mixxx/mailman/message/32418908/ But this has lead to unmaintainable code with a monster effect parameter CO. Here you find a sample implementation, testable with shade_dev in the developer skins. I am not saying that we have no room to improvements here. But at least it works well. Thank you, Daniel |
As @daschuer said, I considered that way of adding button support. Since ControlEffectKnob inherits from ControlPotmeter we can't use that class unless we rewrite it to be a hybrid class and support both Potmeter and PushButton behaviour, which I'm pretty sure introduces additional complexity. IMHO it is not recommended to have a class which is responsible for multiple behaviours. I need this type of parameters for the LV2 support I'm currently working at. This way I can easily check the manifest's ControlHint and create the proper parameter for LV2 effects. Thanks, |
I will merge this now to allow Nicu continue based on this. In the unlikely case, we find out this was a bad Idea, it is no problem to fix this in another commit. |
@rryan: your post from mailing list:
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It is not required to group the controls by type. If you set up pairs of knobs and buttons But there is an other strong demand of allowing this, because of the fixed layout of the controllers. The same problem appease on every controller with Kill buttons, once we merge the EQ effect Rack. It is quite easy to load an EQ with or without a kill feature if we have separate list for knobs and buttons. I hope you agree that we need a data model for this in any case.
We need only buttons and knobs, nothing more. The current solution aims to be the simple one.
Yes, you are right there is still a notable grade of code duplication. Once we have a common sense how continue with this, I will try to remove these duplications.
Do not get you point here. Please explain. What is your favorite solution for |
…file pelicanconf: add discourse profile
This PR adds button support for Effect Parameters.