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	Add `locale/en.po` file. Add English to `locale/LINGUAS` list. Partially duplicate `msgid`s to `msgstr`s in English locale enable eventual key `msgid` changes Replace former project name with Tenacity in English locale. Replace former project website with Tenacity compatible usages in English locale. Modify `AboutDialog.h` by renaming variables. Modify `AboutDialog.cpp` by replacing usage of pre-fork name in Strings. Modify AddBuildInfoRow methods to be static in About dialog. Make License text const in About dialog. Make pre-fork credits different in About dialog. Begin adding Tenacity specific credits Macros starting with `__` are reserved, so I removed the `__` on the About Dialog guard macro. Remove `AboutDialog::` from usage of `Role` in `AboutDialog.h` Refactor overly long generator method into separate methods in `AboutDialog.(h|cpp)` Begin adding Tenacity developer information Cleanup layout of `AboutDialog.h` and `AboutDialog.cpp` Add `safedelete` macro to compliment odd `safenew` macro Add `enum` to `ShuttleGui.cpp` to make it more clear what `Prop` method is doing. Remove a ton of pointless and/or redunant `#ifdef` usage Remove pointless singleton in AboutDialog Make AboutDialog modal on MacOS Fix reference type use of `auto` in `AudacityApp` b/c it makes unintentional copy. Update XPM and PNG images using Tenacity assets Update ICO images using Tenacity assets. Fix Windows resource script that improperly used `winuser.h` import. Add `*.aps` to gitignore to prevent IDE RC pre-load file from being committed. Add default values for pre-processor constants in `tenacity.rc`. Make changes needed for `Tenacity.exe` binary Add 8x8 PNG to Windows ICO files Replace project name in various CMake and CPack file. Replace project name in various directory structures. Replace project name in various OS-specific build files. Replace project name in various documentation files. Update the PO and POT files using the script. Fix places where a `.desktop` file was used on Linux. Replace title of project windows. Make splash screen click through to `tenacityaudio.org`. Remove ® from `AboutDialog.cpp` Modify copyright message in `AboutDialog.cpp` Signed-off-by: Emily Mabrey <emilymabrey93@gmail.com>
		
			
				
	
	
		
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			251 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**********************************************************************
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   Audacity: A Digital Audio Editor
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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 "Identifier.h"
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#include "tenacity/ComponentInterface.h"
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#include "ComponentInterfaceSymbol.h"
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#include "tenacity/ConfigInterface.h"
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#include "tenacity/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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/*************************************************************************************//**
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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 AUDACITY_DLL_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 AUDACITY_DLL_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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/*************************************************************************************//**
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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 AUDACITY_DLL_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 AUDACITY_DLL_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 AUDACITY_DLL_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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