Files
serumalt/Source/GUI/AGENTS.md
T
biggy facd5c5b5e chore: move build output under build/ and scripts into scripts/
Layout:
- scripts/ holds the four build scripts plus the new clean.sh
- cmake/ holds mingw64-toolchain.cmake
- the scripts default to build/linux, build/macos, build/windows, build/harness
- docs/ holds the audit documents, with the round 1 task list archived

Cleanup:
- scripts/clean.sh removes generated output, with --dry-run, --staging,
  --legacy and --all, and refuses tracked, protected or outside paths
- the Windows VST3 manifest now comes from cmake/moduleinfo.json.in, so its
  version, vendor and class IDs follow cmake/Plugin.cmake instead of a
  hand-written heredoc that could drift
- deleted the unused Source/GUI/Slider, which no code constructed
- fixed the hidden double processBlock overload: three warning lines to zero
- unslopped the build scripts, the two .cjs helpers and the CMake comments
- .gitignore covers the upstream JUCE Projucer and DemoRunner binaries

Verified: five scripts pass bash -n; the harness passes CTest with zero
warning lines; the Linux VST3 and Standalone link; the Windows cross-build
passes its x86-64, runtime-import and entry-point checks; each configure
exposes only its own targets; and a full build leaves Source/ and
third_party/JUCE unchanged. The generated manifest is identical to the
previous hand-written one.
2026-10-06 09:06:53 +02:00

1.6 KiB

gui module

Owned files

  • Related editor implementation: ../PluginEditor.h, ../PluginEditor.cpp
  • Knob.h, Knob.cpp
  • KnobLookAndFeel.h, KnobLookAndFeel.cpp
  • ToggleButton.h, ToggleButton.cpp
  • Display.h, Display.cpp
  • Panel.h, Panel.cpp
  • WaveformDisplay.h, WaveformDisplay.cpp
  • FilterDisplay.h, FilterDisplay.cpp
  • EnvelopeDisplay.h, EnvelopeDisplay.cpp
  • LFODisplay.h, LFODisplay.cpp

Rules

  • Use theme:: colours from Resources.h instead of hardcoded colour values.
  • Own GUI attachments with std::unique_ptr.
  • Own component children by value or with std::unique_ptr; addAndMakeVisible only attaches and shows them, and does not manage their lifetime.
  • Refresh visuals from a juce::Timer callback on the message thread, not from the audio thread.
  • Keep layout constants in the layout namespace and derive every position from them.
  • Use std::function formatters for value readouts.
  • Reference ids:: for APVTS parameter IDs.

IF-THEN

  • IF a control reads a DSP value THEN refresh it on the message thread from a thread-safe snapshot or atomic value. A timerCallback alone does not make a shared DSP read safe.
  • IF a raw parameter pointer is dereferenced THEN null-guard it first.

Examples

// BAD: unchecked raw parameter dereference
const float v = processor.parameters.getRawParameterValue (ids::f1Cutoff)->load();
// GOOD: null guard with fallback
const float v = processor.parameters.getRawParameterValue (ids::f1Cutoff)
                    ? processor.parameters.getRawParameterValue (ids::f1Cutoff)->load()
                    : 0.0f;

This file overrides /AGENTS.md where they conflict.