#pragma once
// instrument_drop_win — the REAPER-facing shell half of drop-and-load: (a) resolves
// a screen point to a track + its FX-surface hotspot via REAPER's hit-test API, and
// (b) on release adds a ReaSampler 9000 instance and applies the dragged capture as
// its component state via a temp .vstpreset + TrackFX_SetPreset (the earlier
// "vst_chunk" named-config-parm write was silently unappliable for VST3 — don't
// revert to it). The pure gesture decision lives in drag_out; the pure payload
// construction in instrument_drop.
//
// LOAD-BEARING: an EXPLICIT user placement-of-the-player gesture — adds a READER of
// the bank on a track, pointed at an already-captured sample. NEVER captures, NEVER
// writes the bank, NEVER inserts a timeline item. The only writes are a new FX
// instance + its component state, both wrapped in one undo block (one Ctrl-Z), plus
// a transient .vstpreset deleted before returning.

#include <cstdint>
#include <vector>

// Declared as a class (matching reaper_plugin.h) so the mangled name agrees, without
// pulling in the SDK.
class MediaTrack;

namespace reasampler {

struct FxDropTarget {
    MediaTrack* track = nullptr;  // the track under the pointer (null if none / not a track)
    bool overReaperUi = false;    // the point is over REAPER's own window/UI at all
    bool overFxHotspot = false;   // specifically over this track's FX button/chain surface

    bool valid() const { return track != nullptr && overFxHotspot; }
};

// Wraps GetThingFromPoint, whose info string tells us what was hit ("tcp.fx*"/
// "mcp.fx*" for the TCP/MCP FX button family; "fx_chain"/"fx_N" for the FX-chain and
// floating windows). `overReaperUi` is true when the point is over REAPER's own UI
// at all; `overFxHotspot` is true only for a genuine FX-bearing surface (decided by
// the pure instrument_drop::infoNamesFxHotspot).
FxDropTarget resolveFxDropTarget(int screenX, int screenY);

// Adds a fresh ReaSampler 9000 instance to `track` and applies `presetBytes` as its
// component state. Wraps add + apply in one REAPER undo block. All-or-nothing: if
// the preset apply fails after a successful add, the FX instance is removed via
// TrackFX_Delete before returning false, leaving the track exactly as it was.
bool performInstrumentDrop(MediaTrack* track, const std::vector<std::uint8_t>& presetBytes);

// Same all-or-nothing add+apply contract as performInstrumentDrop but does NOT open
// its own undo block — the caller owns the undo grouping so persist + FX-add + apply
// collapses to one Ctrl-Z. The shared inner half performInstrumentDrop wraps.
bool loadInstrumentOntoTrack(MediaTrack* track, const std::vector<std::uint8_t>& presetBytes);

}  // namespace reasampler
