/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2013 Robert Beckebans

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/
#ifndef __AL_SOUNDHARDWARE_H__
#define __AL_SOUNDHARDWARE_H__

class idSoundSample_OpenAL;
class idSoundVoice_OpenAL;
class idSoundHardware_OpenAL;



/*
================================================
idSoundHardware_OpenAL
================================================
*/

class idSoundHardware_OpenAL
{
public:
	idSoundHardware_OpenAL();

	void			Init();
	void			Shutdown();

	void			BeginDeferredUpdates();
	void			EndDeferredUpdates();
	void 			Update();

	idSoundVoice* 	AllocateVoice( const idSoundSample* leadinSample, const idSoundSample* loopingSample );
	void			FreeVoice( idSoundVoice* voice );
	int				ListPlayingVoices() const;

	static bool		IsDefaultDeviceChoiceValue( const char* deviceName );
	static void		BuildDeviceChoiceStrings( const char* requestedDeviceName, idStr& choiceNames, idStr& choiceValues );

	// listDevices needs this
	ALCdevice* 		GetOpenALDevice() const
	{
		return openalDevice;
	};
	ALCcontext*		GetOpenALContext() const
	{
		return openalContext;
	}

	int				GetNumZombieVoices() const
	{
		return zombieVoices.Num();
	}
	int				GetNumFreeVoices() const
	{
		return freeVoices.Num();
	}
	bool			HasEFX() const
	{
		return efxEnabled;
	}
	// true after Init() failed to open a device/context; the render loop uses
	// this to keep the periodic re-init retry alive while the engine-set
	// s_noSound silence is in effect
	bool			InitFailed() const
	{
		return initFailed;
	}
	bool			HasEFXFilters() const
	{
		return efxFiltersAvailable;
	}
	ALuint			GetAuxEffectSlot() const
	{
		return auxEffectSlot;
	}

	// OpenAL info
	static void		PrintDeviceList( const char* list );
	static void		PrintALCInfo( ALCdevice* device );
	static void		PrintALInfo();

	static void		GetAvailablePlaybackDevices( idStrList& deviceNames, idStr& defaultDeviceName );
	static idStr		GetActivePlaybackDeviceName( ALCdevice* device );

protected:
	friend class idSoundSample_OpenAL;
	friend class idSoundVoice_OpenAL;

private:
	/*
	IXAudio2* pXAudio2;
	IXAudio2MasteringVoice* pMasterVoice;
	IXAudio2SubmixVoice* pSubmixVoice;

	idSoundEngineCallback	soundEngineCallback;
	*/

	ALCdevice*			openalDevice;
	ALCcontext*			openalContext;

	int					lastResetTime;
	int					lastDeviceCheckTime;
	int					lastPerfPrintTime;
	bool				efxFiltersAvailable;
	bool				efxEnabled;
	ALuint				auxEffectSlot;
	ALuint				auxReverbEffect;
	bool				deviceEventsEnabled;
	int					enabledDeviceEventFlags;
	bool				reopenDeviceAvailable;
	bool				deferredUpdatesAvailable;
	bool				deferredUpdatesActive;
	bool				initFailed;
	bool				openedWithDefaultFallback;
	int					openedHrtfMode;
	int					openedSpeakerCount;
	idStr				openedRequestedDeviceName;
	idStr				openedActiveDeviceName;
	idStr				openedDefaultDeviceName;

	//int				outputChannels;
	//int				channelMask;

	//idDebugGraph* 	vuMeterRMS;
	//idDebugGraph* 	vuMeterPeak;
	//int				vuMeterPeakTimes[ 8 ];

	// Can't stop and start a voice on the same frame, so we have to double this to handle the worst case scenario of stopping all voices and starting a full new set
	idStaticList<idSoundVoice_OpenAL, MAX_HARDWARE_VOICES * 2 > voices;
	idStaticList<idSoundVoice_OpenAL*, MAX_HARDWARE_VOICES * 2 > zombieVoices;
	idStaticList<idSoundVoice_OpenAL*, MAX_HARDWARE_VOICES * 2 > freeVoices;

	static void		AppendChoiceItem( idStr& list, const char* item );
	static bool		DeviceListContains( const idStrList& deviceNames, const char* deviceName );
	static idStr		NormalizeRequestedDeviceName( const char* deviceName );
	static idStr		SanitizeDeviceLabel( const char* deviceName );

	void			CaptureOpenedDeviceState( const char* requestedDeviceName );
	void			EnableDeviceEventMonitoring();
	void			DisableDeviceEventMonitoring();
	bool			TryReopenDevice( const char* requestedDeviceName, const char* reason );
	bool			UpdateDeviceMonitoring();
	void			PrintPerformanceData();
};

/*
================================================
idSoundHardware
================================================
*/
class idSoundHardware : public idSoundHardware_OpenAL
{
};

#endif
