5e27710495
(Also updated a few windows IDs to fit the pattern)
195 lines
6.3 KiB
C++
195 lines
6.3 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 "audacity/Types.h"
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#include "audacity/IdentInterface.h"
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#include "audacity/ConfigInterface.h"
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#include "audacity/EffectAutomationParameters.h"
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#include <wx/dialog.h>
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typedef enum EffectType
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{
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EffectTypeNone,
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EffectTypeGenerate,
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EffectTypeProcess,
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EffectTypeAnalyze
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} EffectType;
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class AUDACITY_DLL_API EffectIdentInterface : public IdentInterface
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{
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public:
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virtual ~EffectIdentInterface() {};
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virtual EffectType GetType() = 0;
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virtual wxString 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 EffectUIHostInterface;
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class EffectUIClientInterface;
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class AUDACITY_DLL_API EffectHostInterface : 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(bool *isSelection = NULL) = 0;
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virtual void SetDuration(double seconds) = 0;
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virtual bool Apply() = 0;
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virtual void Preview() = 0;
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//
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virtual wxDialog *CreateUI(wxWindow *parent, EffectUIClientInterface *client) = 0;
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// Preset handling
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virtual wxString GetUserPresetsGroup(const wxString & name) = 0;
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virtual wxString GetCurrentSettingsGroup() = 0;
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virtual wxString GetFactoryDefaultsGroup() = 0;
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};
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class AUDACITY_DLL_API EffectClientInterface : public EffectIdentInterface
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{
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public:
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virtual ~EffectClientInterface() {};
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virtual bool SetHost(EffectHostInterface *host) = 0;
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virtual int GetAudioInCount() = 0;
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virtual int 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(sampleCount rate) = 0;
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virtual sampleCount SetBlockSize(sampleCount maxBlockSize) = 0;
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virtual sampleCount GetLatency() = 0;
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virtual sampleCount 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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virtual bool ProcessFinalize() = 0;
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virtual sampleCount ProcessBlock(float **inBlock, float **outBlock, sampleCount blockLen) = 0;
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virtual bool RealtimeInitialize() = 0;
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virtual bool RealtimeAddProcessor(int 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 sampleCount RealtimeProcess(int group, float **inBuf, float **outBuf, sampleCount numSamples) = 0;
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virtual bool RealtimeProcessEnd() = 0;
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virtual bool ShowInterface(wxWindow *parent, bool forceModal = false) = 0;
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virtual bool GetAutomationParameters(EffectAutomationParameters & parms) = 0;
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virtual bool SetAutomationParameters(EffectAutomationParameters & parms) = 0;
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virtual bool LoadUserPreset(const wxString & name) = 0;
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virtual bool SaveUserPreset(const wxString & name) = 0;
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virtual wxArrayString 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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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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class AUDACITY_DLL_API EffectUIClientInterface
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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(wxWindow *parent) = 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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class AUDACITY_DLL_API EffectManagerInterface
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{
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public:
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virtual ~EffectManagerInterface() {};
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virtual void FindFilesInPathList(const wxString & pattern,
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const wxArrayString & pathList,
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wxArrayString & files,
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int searchFlags) = 0;
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};
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#endif // __AUDACITY_EFFECTINTERFACE_H__
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