Ok, so I left a cryptic agreement to something that was not really the subject in this thread -
I would like to build something to make skinning easier. Initially I thought about writing a class (e.g. AudioProcessorEdtorValueTreeState) which would be owned by whatever gui component to be used to actually do the editing (like processor owns AudioProcessorValueTree).
But it may make more sense to have a custom lookandfeel class own the parameters that are used to alter the way the gui bits look (well, and feel).
I imagine its basis to look something like what is below, but I know some of you have done similar/better things. Am I way off the mark?
//==============================================================================
class ExLaF : public LookAndFeel_V3
{
public:
ExLaF() {}
~ExLaF() {}
void drawRotarySlider (Graphics& g, int x, int y, int width, int height, float sliderPos,
float rotaryStartAngle, float rotaryEndAngle, Slider& slider) override
{
// some new stuff - using variables retrieved from a ValueTree
}
private:
// skin parameters and undo manager - similar in use to AudioParameterValueTree use in processor
UndoManager lafUndoManager;
AudioProcessorEdtorValueTreeState lafParams;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (ExLaF)
};
Thank you!

