20#include "../effects/EffectManager.h"
21#include "../effects/EffectUI.h"
29 Str, context, flags, alwaysEnabled) ) {
46 plug.GetID(), context,
91 window.RedrawProject();
std::bitset< NCommandFlags > CommandFlag
CommandContext provides additional information to an 'Apply()' command. It provides the project,...
CommandParameter parameter
AudacityProject & project
CommandManager implements a system for organizing all user-callable commands.
TextualCommandResult HandleTextualCommand(const CommandID &Str, const CommandContext &context, CommandFlag flags, bool alwaysEnabled)
EffectManager is the class that handles effects and effect categories.
CommandID GetCommandIdentifier(const PluginID &ID)
static EffectManager & Get()
bool DoAudacityCommand(const PluginID &ID, const CommandContext &, wxWindow *parent, bool shouldPrompt=true)
const wxString & GET() const
Explicit conversion to wxString, meant to be ugly-looking and demanding of a comment why it's correct...
const PluginDescriptor * GetPlugin(const PluginID &ID) const
static PluginManager & Get()
void Stop(bool stopStream=true)
static ProjectAudioManager & Get(AudacityProject &project)
static ProjectWindow & Get(AudacityProject &project)
AUDACITY_DLL_API bool DoAudacityCommand(const PluginID &ID, const CommandContext &context, unsigned flags)
AUDACITY_DLL_API bool HandleTextualCommand(CommandManager &commandManager, const CommandID &Str, const CommandContext &context, CommandFlag flags, bool alwaysEnabled)
AUDACITY_DLL_API void OnAudacityCommand(const CommandContext &ctx)
AUDACITY_DLL_API bool DoEffect(const PluginID &ID, const CommandContext &context, unsigned flags)
'Repeat Last Effect'.