Files
serumalt/Source/Resources/AGENTS.md
T
biggy 4b0db50271 refactor(source): move every implementation into its module directory
- 36 files move into the module whose AGENTS.md already claimed them:
  Engine/, Synth/, Modulation/, Params/, Plugin/, GUI/, EffectUnits/, Resources/
- Source/engine, modulation, params, plugin and synth become Engine,
  Modulation, Params, Plugin and Synth, matching the directories that already
  hold code
- ExactCompare.h stays at the Source/ root as the one shared header
- SERUMALT_INCLUDE_DIRS adds one include directory per module, so the 31
  parent-relative includes become plain names with no path prefix
- the module AGENTS.md files list owned files instead of describing a move
  that had not happened, and README.md and AGENTS.md describe the real tree

Verified: the harness passes CTest, the Linux VST3 and Standalone link, the
Windows cross-build passes its module checks, each configure exposes only its
own targets, no first-party warning line appears, and the generated Windows
manifest is unchanged.
2026-10-06 09:17:49 +02:00

918 B

resources module

Owned files

  • Resources.h, Resources.cpp
  • logo.svg
  • background.svg

Rules

  • Keep every theme colour in namespace theme in Resources.h.
  • Embed SVG assets as raw string literals.
  • Keep formatting helpers (formatPercent, formatHz, formatSeconds, formatSemis, formatCents, formatPan, formatInt) here.
  • Use maps:: from Params for unit conversions in formatters.
  • Never hardcode a theme colour in a widget; reference theme::.

IF-THEN

  • IF a widget needs a colour THEN reference a theme:: entry rather than a literal Colour.
  • IF an SVG asset ships under Source/Resources THEN keep its embedded string in Resources.cpp consistent with the file.

Examples

// BAD: hardcoded colour in a widget
g.setColour (juce::Colour (0xff4fc3f7));
// GOOD: theme is the single source
g.setColour (theme::accent);

This file overrides /AGENTS.md where they conflict.