... for functions in final classes.
override is like const -- it's not necessary, but it helps the compiler to
catch mistakes.
There may be some overriding functions not explicitly declared virtual and I did
not identify such cases, in which I might also add override.
... Should have no effect on generated code, except perhaps some slight faster
virtual function calls. Mostly useful as documentation of design intent.
Tried to mark every one of our classes that inherits from another, or is a
base for others, or has abstract virtual functions, and a few others besides.
In particular, use an options structure for AudioIO::StartStream to simplify
calls
ControlToolBar::PlayPlayRegion also takes that structure as an argument, and a
SelectedRegion instead of two times
And other changes
These are mostly under an EXPERIMENTAL_ #ifdef. Also has a change for the prompt string for preferences so the displayed keybinding is adjusted when in multitool mode.
* Loop play-at-speed and cut preview play-at-speed implemented.
* Shift or ctrl down now affect all relevant buttons, loop or cut preview, normal or at speed, and append-record.
One tricky aspect was that until GetActiveProject() is ready to return non-NULL, ControlToolBar::RegenerateToolsTooltips() cannot get the project's CommandManager, so cannot get the shortcuts. Changed ControlToolBar::RegenerateToolsTooltips() to be public and now call it late in wAudacityProject(). When called before the project is completely instantiated, in the rewritten ControlToolBar::RegenerateToolsTooltips(), it just sets the tooltips to the names without the keys, pretty much as now -- but I don't think users will ever see that because of the subsequent call.
Anyway, did it in a more programmatic way than the previous code, which reduces string literals duplication.
Btw, I changed the start value for the ID_PLAY_BUTTON because the former value of 0 causes FindWindow() to return the toolbar rather than the button -- wxWidgets bug.
Also got rid of some cruft and applied a few WXUNUSED.