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New library for components
Based off the work of Paul and adapted for Tenacity.
Original commit: 54b5f7d12c
Co-authored-by: Paul Licameli <paul.licameli@audacityteam.org>
Signed-off-by: Panagiotis Vasilopoulos <hello@alwayslivid.com>
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libraries/lib-components/EffectInterface.h
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290
libraries/lib-components/EffectInterface.h
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/**********************************************************************
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Tenacity
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EffectInterface.h
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Leland Lucius
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Copyright (c) 2014, Audacity Team
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived from
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this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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POSSIBILITY OF SUCH DAMAGE.
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**********************************************************************/
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#ifndef __AUDACITY_EFFECTINTERFACE_H__
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#define __AUDACITY_EFFECTINTERFACE_H__
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#include <functional>
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#include "ComponentInterface.h"
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#include "ComponentInterfaceSymbol.h"
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#include "ConfigInterface.h"
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#include "EffectAutomationParameters.h" // for command automation
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class ShuttleGui;
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typedef enum EffectType : int
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{
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EffectTypeNone,
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EffectTypeHidden,
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EffectTypeGenerate,
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EffectTypeProcess,
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EffectTypeAnalyze,
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EffectTypeTool,
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} EffectType;
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using EffectFamilySymbol = ComponentInterfaceSymbol;
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/*************************************************************************************//**
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\class EffectDefinitionInterface
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\brief EffectDefinitionInterface is a ComponentInterface that additionally tracks
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flag-functions for interactivity, play-preview and whether the effect can run without a GUI.
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*******************************************************************************************/
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class COMPONENTS_API EffectDefinitionInterface /* not final */ : public ComponentInterface
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{
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public:
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virtual ~EffectDefinitionInterface();
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// Type determines how it behaves.
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virtual EffectType GetType() = 0;
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// Classification determines which menu it appears in.
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virtual EffectType GetClassification() { return GetType();}
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virtual EffectFamilySymbol GetFamily() = 0;
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// These should move to the "EffectClientInterface" class once all
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// effects have been converted.
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virtual bool IsInteractive() = 0;
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// I don't really like this, but couldn't think of a better way to force the
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// effect to appear "above the line" in the menus.
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virtual bool IsDefault() = 0;
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// This will go away when all Effects have been updated to the new
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// interface.
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virtual bool IsLegacy() = 0;
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// Whether the effect supports realtime previewing (while audio is playing).
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virtual bool SupportsRealtime() = 0;
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// Can the effect be used without the UI.
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virtual bool SupportsAutomation() = 0;
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};
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class wxDialog;
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class wxWindow;
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class EffectUIHostInterface;
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class EffectUIClientInterface;
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/*************************************************************************************//**
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\class EffectHostInterface
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\brief EffectHostInterface is a decorator of a EffectUIClientInterface. It adds
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virtual (abstract) functions to get presets and actually apply the effect. It uses
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ConfigClientInterface to add Getters/setters for private and shared configs.
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*******************************************************************************************/
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class COMPONENTS_API EffectHostInterface /* not final */ : public ConfigClientInterface
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{
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public:
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virtual ~EffectHostInterface();
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virtual double GetDefaultDuration() = 0;
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virtual double GetDuration() = 0;
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virtual NumericFormatSymbol GetDurationFormat() = 0;
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virtual void SetDuration(double seconds) = 0;
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// Preset handling
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virtual RegistryPath GetUserPresetsGroup(const RegistryPath & name) = 0;
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virtual RegistryPath GetCurrentSettingsGroup() = 0;
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virtual RegistryPath GetFactoryDefaultsGroup() = 0;
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};
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class sampleCount;
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// ----------------------------------------------------------------------------
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// Supported channel assignments
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// ----------------------------------------------------------------------------
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typedef enum
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{
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// Use to mark end of list
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ChannelNameEOL = -1,
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// The default channel assignment
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ChannelNameMono,
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// From this point, the channels follow the 22.2 surround sound format
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ChannelNameFrontLeft,
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ChannelNameFrontRight,
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ChannelNameFrontCenter,
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ChannelNameLowFrequency1,
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ChannelNameBackLeft,
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ChannelNameBackRight,
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ChannelNameFrontLeftCenter,
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ChannelNameFrontRightCenter,
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ChannelNameBackCenter,
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ChannelNameLowFrequency2,
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ChannelNameSideLeft,
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ChannelNameSideRight,
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ChannelNameTopFrontLeft,
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ChannelNameTopFrontRight,
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ChannelNameTopFrontCenter,
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ChannelNameTopCenter,
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ChannelNameTopBackLeft,
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ChannelNameTopBackRight,
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ChannelNameTopSideLeft,
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ChannelNameTopSideRight,
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ChannelNameTopBackCenter,
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ChannelNameBottomFrontCenter,
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ChannelNameBottomFrontLeft,
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ChannelNameBottomFrontRight,
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} ChannelName, *ChannelNames;
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/*************************************************************************************//**
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\class EffectClientInterface
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\brief EffectClientInterface provides the ident interface to Effect, and is what makes
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Effect into a plug-in command. It has functions for realtime that are not part of
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AudacityCommand.
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*******************************************************************************************/
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class COMPONENTS_API EffectClientInterface /* not final */ : public EffectDefinitionInterface
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{
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public:
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using EffectDialogFactory = std::function<
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wxDialog* ( wxWindow &parent,
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EffectHostInterface*, EffectUIClientInterface* )
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>;
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virtual ~EffectClientInterface();
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virtual bool SetHost(EffectHostInterface *host) = 0;
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virtual unsigned GetAudioInCount() = 0;
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virtual unsigned GetAudioOutCount() = 0;
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virtual int GetMidiInCount() = 0;
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virtual int GetMidiOutCount() = 0;
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virtual void SetSampleRate(double rate) = 0;
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// Suggest a block size, but the return is the size that was really set:
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virtual size_t SetBlockSize(size_t maxBlockSize) = 0;
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virtual size_t GetBlockSize() const = 0;
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virtual sampleCount GetLatency() = 0;
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virtual size_t GetTailSize() = 0;
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virtual bool IsReady() = 0;
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virtual bool ProcessInitialize(sampleCount totalLen, ChannelNames chanMap = NULL) = 0;
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// This may be called during stack unwinding:
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virtual bool ProcessFinalize() /* noexcept */ = 0;
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virtual size_t ProcessBlock(float **inBlock, float **outBlock, size_t blockLen) = 0;
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virtual bool RealtimeInitialize() = 0;
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virtual bool RealtimeAddProcessor(unsigned numChannels, float sampleRate) = 0;
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virtual bool RealtimeFinalize() = 0;
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virtual bool RealtimeSuspend() = 0;
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virtual bool RealtimeResume() = 0;
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virtual bool RealtimeProcessStart() = 0;
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virtual size_t RealtimeProcess(int group, float **inBuf, float **outBuf, size_t numSamples) = 0;
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virtual bool RealtimeProcessEnd() = 0;
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virtual bool ShowInterface(
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wxWindow &parent, const EffectDialogFactory &factory,
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bool forceModal = false
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) = 0;
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// Some effects will use define params to define what parameters they take.
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// If they do, they won't need to implement Get or SetAutomation parameters.
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// since the Effect class can do it. Or at least that is how things happen
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// in AudacityCommand. IF we do the same in class Effect, then Effect maybe
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// should derive by some route from AudacityCommand to pick up that
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// functionality.
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//virtual bool DefineParams( ShuttleParams & S){ return false;};
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virtual bool GetAutomationParameters(CommandParameters & parms) = 0;
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virtual bool SetAutomationParameters(CommandParameters & parms) = 0;
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virtual bool LoadUserPreset(const RegistryPath & name) = 0;
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virtual bool SaveUserPreset(const RegistryPath & name) = 0;
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virtual RegistryPaths GetFactoryPresets() = 0;
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virtual bool LoadFactoryPreset(int id) = 0;
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virtual bool LoadFactoryDefaults() = 0;
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};
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/*************************************************************************************//**
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\class EffectUIHostInterface
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\brief EffectUIHostInterface has nothing in it. It is provided so that an Effect
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can call SetHostUI passing in a pointer to an EffectUIHostInterface. It contains no
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functionality and is provided, apparently, for type checking. Since only EffectUIHost
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uses it, EffectUIHost could be used instead.
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*******************************************************************************************/
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class COMPONENTS_API EffectUIHostInterface
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{
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public:
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virtual ~EffectUIHostInterface();
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};
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/*************************************************************************************//**
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\class EffectUIClientInterface
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\brief EffectUIClientInterface is an abstract base class to populate a UI and validate UI
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values. It can import and export presets.
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*******************************************************************************************/
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class COMPONENTS_API EffectUIClientInterface /* not final */
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{
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public:
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virtual ~EffectUIClientInterface();
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virtual void SetHostUI(EffectUIHostInterface *host) = 0;
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virtual bool IsGraphicalUI() = 0;
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virtual bool PopulateUI(ShuttleGui &S) = 0;
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virtual bool ValidateUI() = 0;
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virtual bool HideUI() = 0;
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virtual bool CloseUI() = 0;
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virtual bool CanExportPresets() = 0;
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virtual void ExportPresets() = 0;
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virtual void ImportPresets() = 0;
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virtual bool HasOptions() = 0;
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virtual void ShowOptions() = 0;
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};
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#endif // __AUDACITY_EFFECTINTERFACE_H__
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