#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 #include // 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& 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& presetBytes); } // namespace reasampler