all: removed all superfluous comments
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@@ -1,19 +1,8 @@
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/*
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==============================================================================
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This file was auto-generated!
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It contains the basic framework code for a JUCE plugin editor.
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==============================================================================
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*/
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#include "PluginProcessor.h"
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#include "PluginEditor.h"
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//==============================================================================
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LampshadeAudioProcessorEditor::LampshadeAudioProcessorEditor (LampshadeAudioProcessor& p)
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: AudioProcessorEditor (&p), processor (p), nlines (3), lineThickness(4)
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{
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@@ -27,10 +16,8 @@ LampshadeAudioProcessorEditor::~LampshadeAudioProcessorEditor()
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{
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}
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//==============================================================================
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void LampshadeAudioProcessorEditor::paint (Graphics& g)
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{
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// (Our component is opaque, so we must completely fill the background with a solid colour)
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g.fillAll(Colours::white);
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for (int i = 1; i < nlines; i++) {
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@@ -1,13 +1,3 @@
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/*
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==============================================================================
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This file was auto-generated!
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It contains the basic framework code for a JUCE plugin editor.
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==============================================================================
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*/
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#pragma once
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#include "../JuceLibraryCode/JuceHeader.h"
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@@ -15,22 +5,16 @@
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#include "LookAndFeel.h"
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//==============================================================================
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/**
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*/
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class LampshadeAudioProcessorEditor : public AudioProcessorEditor
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{
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public:
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LampshadeAudioProcessorEditor (LampshadeAudioProcessor&);
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~LampshadeAudioProcessorEditor();
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//==============================================================================
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void paint (Graphics&) override;
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void resized() override;
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private:
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// This reference is provided as a quick way for your editor to
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// access the processor object that created it.
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LampshadeAudioProcessor& processor;
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LampshadeLookAndFeel* gui = new LampshadeLookAndFeel();
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int nlines;
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@@ -78,13 +78,10 @@ void LampshadeAudioProcessor::releaseResources()
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#ifndef JucePlugin_PreferredChannelConfigurations
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bool LampshadeAudioProcessor::isBusesLayoutSupported (const BusesLayout& layouts) const
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{
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// This is the place where you check if the layout is supported.
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// In this template code we only support mono or stereo.
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if (layouts.getMainOutputChannelSet() != AudioChannelSet::mono()
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&& layouts.getMainOutputChannelSet() != AudioChannelSet::stereo())
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return false;
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// This checks if the input layout matches the output layout
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#if ! JucePlugin_IsSynth
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if (layouts.getMainOutputChannelSet() != layouts.getMainInputChannelSet())
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return false;
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@@ -106,15 +103,10 @@ void LampshadeAudioProcessor::processBlock (AudioSampleBuffer& buffer, MidiBuffe
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// when they first compile a plugin, but obviously you don't need to keep
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// this code if your algorithm always overwrites all the output channels.
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for (int i = totalNumInputChannels; i < totalNumOutputChannels; ++i)
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buffer.clear (i, 0, buffer.getNumSamples());
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buffer.clear(i, 0, buffer.getNumSamples());
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// This is the place where you'd normally do the guts of your plugin's
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// audio processing...
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for (int channel = 0; channel < totalNumInputChannels; ++channel)
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{
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for (int channel = 0; channel < totalNumInputChannels; ++channel) {
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//float* channelData = buffer.getWritePointer (channel);
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// ..do something to the data...
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}
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}
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@@ -130,19 +122,12 @@ AudioProcessorEditor* LampshadeAudioProcessor::createEditor()
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void LampshadeAudioProcessor::getStateInformation (MemoryBlock& destData)
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{
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// You should use this method to store your parameters in the memory block.
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// You could do that either as raw data, or use the XML or ValueTree classes
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// as intermediaries to make it easy to save and load complex data.
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}
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void LampshadeAudioProcessor::setStateInformation (const void* data, int sizeInBytes)
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{
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// You should use this method to restore your parameters from this memory block,
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// whose contents will have been created by the getStateInformation() call.
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}
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//==============================================================================
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// This creates new instances of the plugin..
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AudioProcessor* JUCE_CALLTYPE createPluginFilter()
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{
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return new LampshadeAudioProcessor();
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@@ -1,29 +1,14 @@
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/*
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==============================================================================
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This file was auto-generated!
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It contains the basic framework code for a JUCE plugin processor.
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==============================================================================
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*/
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#pragma once
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#include "../JuceLibraryCode/JuceHeader.h"
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//==============================================================================
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/**
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*/
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class LampshadeAudioProcessor : public AudioProcessor
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{
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public:
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//==============================================================================
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LampshadeAudioProcessor();
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~LampshadeAudioProcessor();
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//==============================================================================
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void prepareToPlay (double sampleRate, int samplesPerBlock) override;
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void releaseResources() override;
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@@ -33,29 +18,24 @@ public:
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void processBlock (AudioSampleBuffer&, MidiBuffer&) override;
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//==============================================================================
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AudioProcessorEditor* createEditor() override;
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bool hasEditor() const override;
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//==============================================================================
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const String getName() const override;
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bool acceptsMidi() const override;
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bool producesMidi() const override;
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double getTailLengthSeconds() const override;
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//==============================================================================
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int getNumPrograms() override;
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int getCurrentProgram() override;
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void setCurrentProgram (int index) override;
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const String getProgramName (int index) override;
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void changeProgramName (int index, const String& newName) override;
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//==============================================================================
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void getStateInformation (MemoryBlock& destData) override;
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void setStateInformation (const void* data, int sizeInBytes) override;
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private:
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//==============================================================================
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (LampshadeAudioProcessor)
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};
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