Alright, thanks. I am relearning C++ so I will have some sort of knowledge,
but because LMMS has gone quite far already there's a lot of LMMS-specific
jargon I will have to ask you about.

AutomatableButtonGroup. Okay.


On Wed, Sep 3, 2014 at 12:42 PM, Vesa <[email protected]> wrote:

> On 09/03/2014 08:34 PM, Ian Sannar wrote:
> > Well. Updated the .h as much as I could with my limited C++ knowledge.
> > Vesa (or somebody else who knows what they're doing) could you check
> > this out for me?
> > https://github.com/cubician/Karnex/blob/master/Karnex.h
> > Thanks.
>
> //What does this do?
>
> It's a macro from Qt. It enables the use of signals & slots.
>
> //I'm assuming only the skeleton is defined in the .h?
>
> If your method is empty, like the destructor usually is, you can usually
> also implement it in the header. But there's no harm in only having the
> definition of everything in the header, and leaving the implementation
> for the .cpp.
>
> //Is this just for BitInvader or is it something I would need to include
> for Karnex?
>
> Anything that isn't virtual, is not required. Inherited, overridden
> methods are always virtual in C++.
>
> //Semicolons are required to terminate class definitions in C++?
>
> Yes.
>
> Note also that for each knob (and other GUI element), you'll need a
> corresponding Model in the Instrument class. So eg. for knob *
> m_fmGainKnob you should have FloatModel m_fmGain (or m_fmGainModel if
> you want to be fancy).
>
> In the InstrumentView class, you can remove those GUI elements from
> BitInvader if you don't need them. Also if you want to use buttons for a
> waveform selector, you shouldn't use signals & slots for them - you can
> just use an AutomatableButtonGroup - see other instruments that have
> waveform selectors to see how that is done, eg. TripleOsc.
>
>
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