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Effects refactoring: loaded chain #4431

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daschuer
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Ensure a consistent naming in EffectChain and fix some code issues.

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Be-ing commented Oct 15, 2021

As I have already said, I am firmly opposed to this renaming. A preset is loaded into a chain. Conflating a preset with a chain creates a confusing situation.

Comment on lines 54 to 55
// Implement a check if Effects in the unit are matching a
// chain preset
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What would be a use case for that? And what exactly does "matching" mean?

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@Be-ing Be-ing Oct 16, 2021

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This ControlObject is now meaningless. There is no such thing as an effect unit not being loaded.

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@ronso0 can you have a look here?
My expectation is that once we have moved the GUI to the the effect chain basis, this can indicate that no chain is loaded = every effect slot is empty.
Is there something else to consider?

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indicate that no chain is loaded = every effect slot is empty

I can't recall anyone ever asking for this nor can I think of any use case for it.

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Please rebase to remove this commit.

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@Be-ing Be-ing Oct 18, 2021

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@Swiftb0y I think you are not fully understanding. This CO has existed since Mixxx 2.0 but it never indicated anything useful. The legacy implementation had a concept of loading chains, but this was never actually made use of, it only added tons of complexity to the old code. If anyone used it the old CO for something I consider that a bug.

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I just grepped the source code and controller mappings and nothing uses this nonsense CO. Let's remove it.

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well then deprecate the CO and give it a dummy value? grepping for "loaded" reveals 0 skins but 3 mappings using it.

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Those are all for the EffectUnit_EffectX, loaded CO, not the EffectUnit, loaded CO.

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Ok than lets remove this entirely.

@daschuer daschuer force-pushed the effects_refactoring_loaded_chain branch from 84b9c1f to f175f9e Compare October 18, 2021 06:49
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I had to rebase this because unwanted commits from #2618 have slipped in.

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Be-ing commented Oct 18, 2021

There are still unwanted commits in here.


m_pControlChainNextPreset = std::make_unique<ControlPushButton>(
m_pControlNextChainPreset = std::make_unique<ControlPushButton>(
ConfigKey(m_group, "next_chain"));
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Suggested change
ConfigKey(m_group, "next_chain"));
ConfigKey(m_group, "next_chain_preset"));

and add aliases

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I don't want to clutter the CO interface with aliases for such a minor issue. I think it is obvious already what the CO does even without the alias. We can add the alias at any time later.

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You have already changed one. Now change the others or you leave it in an inconsistent state.

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This PR is against the mixxxdj/effects_refactoring. If you think the renaming + alias is rectified, you can create your own PR. Maybe another team member is convinced that an this is a good idea. I like to move on the other issues.

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Done.

@Be-ing Be-ing merged commit 21945c3 into mixxxdj:effects_refactoring Oct 18, 2021
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Be-ing commented Oct 18, 2021

Still no justification has been made why this was so important to delay merging #2618 for months against unanimous consensus of everyone else.

@daschuer daschuer deleted the effects_refactoring_loaded_chain branch April 14, 2022 21:19
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3 participants