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Add a serialization wrapper for PhysicalUIMap
Which we'll need for INoteExpressionPhysicalUIMapping.
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// yabridge: a Wine VST bridge
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// Copyright (C) 2020-2021 Robbert van der Helm
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#pragma once
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#include <vector>
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#include <pluginterfaces/vst/ivstphysicalui.h>
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/**
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* Serialization wrapper around `PhysicalUIMapList` that allows loading such a
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* list and recreating one from a `YaPhysicalUIMapList` object.
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*/
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class YaPhysicalUIMapList {
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public:
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YaPhysicalUIMapList();
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/**
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* Copy the data from a `PhysicalUIMapList` so it can be serialized.
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*/
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YaPhysicalUIMapList(const Steinberg::Vst::PhysicalUIMapList& list);
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/**
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* Reconstruct the original `PhysicalUIMapList` object passed to the
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* constructor and return it. This is used as part of
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* `YaProcessData::get()`. The returned object is valid as long as this
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* object is alive.
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*/
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Steinberg::Vst::PhysicalUIMapList get();
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template <typename S>
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void serialize(S& s) {
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s.container(maps, 1 << 31);
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}
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private:
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std::vector<Steinberg::Vst::PhysicalUIMap> maps;
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};
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namespace Steinberg {
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namespace Vst {
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template <typename S>
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void serialize(S& s, PhysicalUIMap map) {
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s.value4b(map.physicalUITypeID);
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s.value4b(map.noteExpressionTypeID);
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}
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} // namespace Vst
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} // namespace Steinberg
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