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  • #26216
    atom
    Keymaster
      • Topics: 159
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      • ★★★★★

      No it’s the component (the label itself), again what(label) should tell you what object that is and what methods it has available (in this case this should be CtrlrComponent)

      #26217
      dasfaker
      Keymaster
        • Topics: 80
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        • ★★★

        It says Object type [CtrlrLabel]. I can’t find any way to know which modulator owns this component. Tried with getParentComponent but I get Object type [CtrlrPanelCanvasLayer]

        #26218
        atom
        Keymaster
          • Topics: 159
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          • ★★★★★

          It should be done with the getOwner() method but i see i missed that when declaring CtrlrComponent, i added this now, will be fixed in the afternoon.

          #26288
          dasfaker
          Keymaster
            • Topics: 80
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            • ★★★

            It’s working now, but maybe there is a bug or I’m missing something.

            I have this code:

            GLOBAL_PatchName = function(label, labelText)
            b = label:getOwner()
            console(b:getLuaName()) -- correct, it gives me the name of the mod "P1 GLOBAL PatchName"
            if b:getLuaName() == "P1 GLOBAL PatchName"
            ...
            else console("fail") end

            I never get the modulator. If I use vstIndex instead of LuaName it works fine.

            • This reply was modified 9 years, 9 months ago by dasfaker.
            #26290
            atom
            Keymaster
              • Topics: 159
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              • ★★★★★

              You never get the modulator ? but b:getLuaName() works so you must have the modulator object.

              #26291
              dasfaker
              Keymaster
                • Topics: 80
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                • ★★★

                I get the modulator and get it’s name with b:getLuaName() on the console, but later in if b:getLuaName() == “P1 GLOBAL PatchName” (the name I get on the console) I don’t get the mod.

                If I replace the same code with b:getVstIndex(), I get the mod in the “if then” construction.

                • This reply was modified 9 years, 9 months ago by dasfaker.
                #26299
                atom
                Keymaster
                  • Topics: 159
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                  • ★★★★★

                  I think this might be a Lua issue in it’s core you are comparing a object of type String() and a string, getLuaName() is an alias to getName() and they both return a String()

                  so in order to compare the actual String() content you should do something like

                  m = panel:getModulatorByName ("very fucked up modulator")
                  console (m:getName())
                  if L(m:getName()) == "very fucked up modulator" then
                  console ("Yup i got that modulator i needed")
                  else
                  console ("Nope couldn't get it")
                  end

                  That is put the modulator:getName() in a L() function, this changes the String() object to a std::string object that is known to Lua as an object that has a string inside it.

                  #26300
                  dasfaker
                  Keymaster
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                    • ★★★

                    I get it, thx.

                    #26410
                    dasfaker
                    Keymaster
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                      • ★★★

                      I’m having again issues with the panel. I get several error messages in the log.

                      JUCE Assertion failure in components/juce_Desktop.cpp:45
                      JUCE Assertion failure in memory/juce_LeakedObjectDetector.h:95
                      JUCE Assertion failure in widgets/juce_ComboBox.cpp:105

                      It doesn’t happens always. When I get those errors, all mods (sometimes half of them) get value 0, no matter what value they had when I saved the panel.

                      #26411
                      atom
                      Keymaster
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                        • ★★★★★

                        Always, just sometimes ? What panel i need to reconstruct the situation to see what’s going one those messages just tell me there is something wrong with the UI.

                        #26414
                        dasfaker
                        Keymaster
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                          • ★★★

                          You can try the panel in the pm I sent you, with this panel I get
                          JUCE Assertion failure in files/juce_File.cpp:95 The other messages appear in an updated version of that panel. In this updated version I do the following, if you need it I’ll send to you:

                          1. I have the panel opened and save it.
                          2. I reopen the panel and it looks fine. No errors in the log. Save the panel
                          3. I reopen the panel and sometimes all (almost always), sometimes all but a few mods have value 0. Once I reset mods values, go to point 1 and the loop starts again.
                          The assertion failures messages are intermittent, sometimes appear and sometimes not.
                          I don’t see anything wrong in the UI, just that all modulators on panel load have value 0 and not the value they had when saved.

                          #26422
                          atom
                          Keymaster
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                            • ★★★★★

                            yeah please send me the updated version for comaprison.

                            #26426
                            atom
                            Keymaster
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                              • ★★★★★

                              So far i couldn’t track your issues, but i found 1 extra in your Lua code, see attachment.

                              The assertion for the File() class has been removed (it was harmless), i’m trying to reproduce the ComboBox assertion now.

                              Attachments:
                              You must be logged in to view attached files.
                              #26429
                              dasfaker
                              Keymaster
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                                • ★★★

                                Yeah, that’s how I found the problem. This error appears because some mods have 32 as min value and it’s lua method will fail if a lower value is received, and as I see in the pic, all mods have value 0, so we have the same symptoms. Try saving and reopening the panel, the other assertions should appear.

                                #26430
                                atom
                                Keymaster
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                                  • ★★★★★

                                  “save the panel” you mean, save the state or re-save the panel as a “.panel” file ?

                                  #26431
                                  atom
                                  Keymaster
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                                    • ★★★★★

                                    Maybe you could demonstrate a small panel with a piece of lua code that would fail the same way, i can’t catch this assertion.

                                    #26432
                                    dasfaker
                                    Keymaster
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                                      • ★★★

                                      Re-save the .panel file.

                                      Isolating the issue is hard, I don’t know what’s causing it. The same panel for only 1 part doesn’t have problems, so I assume it’s something related to the amount of modulators.

                                      #26433
                                      atom
                                      Keymaster
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                                        • ★★★★★

                                        The amount can affect timers only, loading modulators might cause timers to trigger extremely delayed or too early.

                                        #26434
                                        atom
                                        Keymaster
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                                          • ★★★★★

                                          Ok let’s try a different approach, can you tell me what lua method/line modifies (adds) stuff to any combo boxes ? Like adds new elements or, resets the combo contents.

                                          #26435
                                          dasfaker
                                          Keymaster
                                            • Topics: 80
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                                            • ★★★

                                            You can take a look at methods under Browser folder, global_bank_select and global_open_bank, I think the only combos change their content are two for bank select and two for program select. These combos get reseted on method “Called before a panel is saved” with value -1 (to show “no selection”).

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