runtime udates
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@@ -25,19 +25,9 @@ public:
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bool ManualReloadRequested();
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void ClearReloadRequest();
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bool AddLayer(const std::string& shaderId, std::string& error);
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bool RemoveLayer(const std::string& layerId, std::string& error);
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bool MoveLayer(const std::string& layerId, int direction, std::string& error);
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bool MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error);
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bool SetLayerBypass(const std::string& layerId, bool bypassed, std::string& error);
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bool SetLayerShader(const std::string& layerId, const std::string& shaderId, std::string& error);
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bool UpdateLayerParameter(const std::string& layerId, const std::string& parameterId, const JsonValue& newValue, std::string& error);
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bool UpdateLayerParameterByControlKey(const std::string& layerKey, const std::string& parameterKey, const JsonValue& newValue, std::string& error);
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bool UpdateLayerParameterByControlKey(const std::string& layerKey, const std::string& parameterKey, const JsonValue& newValue, bool persistState, std::string& error);
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bool ApplyOscTargetByControlKey(const std::string& layerKey, const std::string& parameterKey, const JsonValue& targetValue, double smoothingAmount, bool& keepApplying, std::string& resolvedLayerId, std::string& resolvedParameterId, ShaderParameterValue& appliedValue, std::string& error);
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bool ResetLayerParameters(const std::string& layerId, std::string& error);
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bool SaveStackPreset(const std::string& presetName, std::string& error) const;
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bool LoadStackPreset(const std::string& presetName, std::string& error);
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void SetCompileStatus(bool succeeded, const std::string& message);
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void SetSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName);
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