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SonicForgeStudio/native_bridge/include/INativeInstrument.h
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// native_bridge/include/INativeInstrument.h
#ifndef I_NATIVE_INSTRUMENT_H
#define I_NATIVE_INSTRUMENT_H
#include <cstdint>
#include <string>
enum class InstrumentType {
VST3,
VST2,
SOUNDFONT_SF2_SF3,
SFZ
};
class INativeInstrument {
public:
virtual ~INativeInstrument() = default;
// Initialize Engine with Sample Rate and Buffer Size
virtual bool init(double sampleRate, uint32_t maxBlockSize) = 0;
// Select Bank and Program Change
virtual void selectProgram(uint32_t channel, uint32_t bank, uint32_t program) = 0;
// Dispatch MIDI Note On / Note Off events
virtual void noteOn(uint32_t channel, uint32_t pitch, float velocity, uint32_t sampleOffset) = 0;
virtual void noteOff(uint32_t channel, uint32_t pitch, uint32_t sampleOffset) = 0;
// MIDI continuous controllers (A12): CC value, program change, 14-bit pitch bend
virtual void controlChange(uint32_t channel, uint32_t cc, uint32_t value) = 0;
virtual void programChange(uint32_t channel, uint32_t program) = 0;
virtual void pitchBend(uint32_t channel, uint32_t bend14) = 0;
// Flush every sounding note on the channel. Default: per-pitch
// note-off sweep (direct engines - no shared queue). Sandbox VST2
// overrides: a 128-note sweep would flood the child's 64-cap MIDI
// queue and drop the tail (Qin keeps ringing after STOP) - it
// sends one control event and the child panics locally instead.
virtual void allNotesOff(uint32_t channel) {
for (uint32_t n = 0; n < 128; ++n) noteOff(channel, n, 0);
}
// Open/close Native GUI window
virtual bool openGUI(void* parentWindowHandle) = 0;
// Headless engines (VST2 without an editor, SF2/SFZ): the bridge must
// not create/reuse a window for them.
virtual bool canOpenGUI() const { return true; }
// Sandbox hosts whose child owns its own top-level window (sandbox VST2):
// the bridge must not create a parent native window nor close other
// editors — attachView(nullptr) just forwards the OPEN_GUI control.
virtual bool ownsGuiWindow() const { return false; }
virtual void closeGUI() = 0;
// VST3 reopen-after-close: the bridge checks before openGUI whether the
// instance must be rebuilt; while it is, the engine sets reloading=true
// and the real-time loop skips processAudioBlock (teardown must not race
// the audio thread — a reload terminates the VST while renderAll may be
// inside processAudioBlock on the same instance).
virtual bool needsReload() const { return false; }
virtual void setReloading(bool /*on*/) {}
// VST3: rebuild the plugin instance (terminate + loadPlugin) on the owning
// apartment thread. The bridge calls it after tearing an editor down so the
// audio loop never processes an instance whose editor was dropped without
// view->removed(). Non-VST engines: no-op.
virtual bool reload() { return true; }
// VST3: split openGUI so instance teardown/reload runs on the owning
// apartment thread while view->attached() may run on a temporary thread
// with the channel worker pumping messages (see bridge main.cpp).
virtual bool reloadForGUI() { return true; }
virtual bool attachView(void* /*parentWindowHandle*/) { return false; }
virtual void resizeView(int /*w*/, int /*h*/) {}
// Periodic idle tick for attached editors (VST2 effEditIdle repaints;
// others: no-op). Called on the UI worker's pump loop.
virtual void guiIdle() {}
// True while the editor view is attached (GUI window open). The bridge uses
// it to dedupe repeated OPEN_GUI (frontend retry spam) — re-attaching a
// view that is already attached corrupts plugins (Nexus createView→null).
virtual bool hasAttachedView() const { return false; }
// G0.4: serialize/restore the plugin preset across instance reloads
// (GUI close/reopen). Non-VST engines: no-op (nothing to save).
virtual void captureState() {}
virtual void restoreState() {}
// G2.1: serialize the current preset to a portable string for the state
// file (VST3: base64 of captured component+controller state). Caller must
// call captureState() first (VST3 buffers are refreshed there). Non-VST
// engines: empty.
virtual std::string serializeState() const { return std::string(); }
// G2.3: replace the preset with a previously serialized one (VST3:
// base64 of [4B BE compLen][component][4B BE ctrlLen][controller]).
// Must be called after the instrument is loaded. Non-VST: no-op.
virtual void loadSerializedState(const std::string& /*base64*/) {}
// G2.1: last bank/program for a MIDI channel (SF2/SF3). Others: 0.
virtual uint32_t bankOf(uint32_t channel) const { return 0; }
virtual uint32_t programOf(uint32_t channel) const { return 0; }
// Engines whose render is paced by an external process (sandbox VST2
// child): the auto-calibration probe must consume at ~real-time speed so
// the child can wake, pick up the MIDI and render each block. Direct
// engines (VST3/VST2-in-proc/SF2/SFZ) render synchronously in
// processAudioBlock and probe at µs speed.
virtual bool probeNeedsRealtime() const { return false; }
// Real-time Audio PCM Float32 rendering loop
virtual void processAudioBlock(float* outputL, float* outputR, uint32_t numSamples) = 0;
};
#endif // I_NATIVE_INSTRUMENT_H