// Copyright (c) 2008, Niels Martin Hansen
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
//   * Redistributions of source code must retain the above copyright notice,
//     this list of conditions and the following disclaimer.
//   * Redistributions in binary form must reproduce the above copyright notice,
//     this list of conditions and the following disclaimer in the documentation
//     and/or other materials provided with the distribution.
//   * Neither the name of the Aegisub Group nor the names of its contributors
//     may be used to endorse or promote products derived from this software
//     without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Aegisub Project http://www.aegisub.org/
//
// $Id$

/// @file audio_player_dsound2.h
/// @see audio_player_dsound2.cpp
/// @ingroup audio_output
///

#ifdef WITH_DIRECTSOUND

#include "include/aegisub/audio_player.h"

#include <libaegisub/scoped_ptr.h>

class DirectSoundPlayer2Thread;

/// @class DirectSoundPlayer2
/// @brief New implementation of DirectSound-based audio player
///
/// The core design idea is to have a playback thread that owns the DirectSound COM objects
/// and performs all playback operations, and use the player object as a proxy to
/// send commands to the playback thread.
class DirectSoundPlayer2 : public AudioPlayer {
	/// The playback thread
	agi::scoped_ptr<DirectSoundPlayer2Thread> thread;

	/// Desired length in milliseconds to write ahead of the playback cursor
	int WantedLatency;

	/// Multiplier for WantedLatency to get total buffer length
	int BufferLength;

	/// @brief Tell whether playback thread is alive
	/// @return True if there is a playback thread and it's ready
	bool IsThreadAlive();

public:
	/// @brief Constructor
	DirectSoundPlayer2();
	/// @brief Destructor
	~DirectSoundPlayer2();

	/// @brief Prepare for playback
	///
	/// This means creating the playback thread
	void OpenStream();
	/// @brief Shutdown playback
	void CloseStream();

	/// @brief Change audio provider used
	/// @param provider New audio provider to use
	///
	/// Will re-create the playback thread if the provider changed and playback was open
	void SetProvider(AudioProvider *provider);

	/// @brief Start playback
	/// @param start First audio frame to play
	/// @param count Number of audio frames to play
	void Play(int64_t start,int64_t count);

	/// @brief Stop audio playback
	/// @param timerToo Whether to also stop the playback update timer
	void Stop();

	/// @brief Tell whether playback is active
	/// @return True if audio is playing back
	bool IsPlaying();

	/// @brief Get first audio frame in playback range
	/// @return Audio frame index
	///
	/// Returns 0 if playback is stopped or there is no playback thread
	int64_t GetStartPosition();

	/// @brief Get playback end position
	/// @return Audio frame index
	///
	/// Returns 0 if playback is stopped or there is no playback thread
	int64_t GetEndPosition();
	/// @brief Get approximate playback position
	/// @return Index of audio frame user is currently hearing
	///
	/// Returns 0 if playback is stopped or there is no playback thread
	int64_t GetCurrentPosition();

	/// @brief Change playback end position
	/// @param pos New end position
	void SetEndPosition(int64_t pos);

	/// @brief Seek playback to new position
	/// @param pos New position to seek to
	///
	/// This is done by simply restarting playback
	void SetCurrentPosition(int64_t pos);

	/// @brief Change playback volume
	/// @param vol Amplification factor
	void SetVolume(double vol);

	/// @brief Get playback volume
	/// @return Amplification factor
	double GetVolume();
};
#endif
