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/*=============================================================================
	CAAudioUnit.h

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

#ifndef __CAAudioUnit_h__
#define __CAAudioUnit_h__

#if !defined(__COREAUDIO_USE_FLAT_INCLUDES__)
	#include <CoreServices/CoreServices.h>
	#include <CoreAudio/CoreAudio.h>
	#include <AudioUnit/AudioUnit.h>
	#include <AudioToolbox/AUGraph.h>
#else
	#include <ConditionalMacros.h>
	#include <CoreServices.h>
	#include <CoreAudioTypes.h>
	#include <AudioUnit.h>
	#include <AUGraph.h>
#endif

#include <vector>
#include "CAStreamBasicDescription.h"
#include "CAComponent.h"
#include "CAAudioChannelLayout.h"

// defined below
class CAAUChanHelper;

// These constructors will NOT throw exceptions - so "check" after creation if AU IsValid()
// The destructor will NOT automatically close the AU down
// This state should be managed by the Caller
// once closed, the unit represented by this object is no longer valid
// it is up to the user of this object to ensure its validity is in sync
// if it is removed from a graph

// methods that can significantly change the state of the AU (like its format) are
// NOT const whereas those that don't change the externally related state of the AU are not const

class CAAudioUnit {
public:
	typedef std::vector<AudioChannelLayoutTag> 	ChannelTagVector;
	typedef ChannelTagVector::iterator 			ChannelTagVectorIter;

public:
							CAAudioUnit ()
								: mDataPtr(0) {}

							CAAudioUnit (const AudioUnit& inUnit);

							CAAudioUnit (const AUNode &inNode, const AudioUnit& inUnit);

							CAAudioUnit (const CAAudioUnit& y)
								: mDataPtr(0) { *this = y; }

	static OSStatus			Open (const CAComponent& inComp, CAAudioUnit &outUnit);

							~CAAudioUnit ();


	CAAudioUnit&			operator= (const CAAudioUnit& y);

	bool					operator== (const CAAudioUnit& y) const;

	bool					operator== (const AudioUnit& y) const;

#pragma mark __State Management
	bool					IsValid () const;

	AudioUnit				AU() const;
	operator AudioUnit () const { return AU(); }

	const CAComponent&		Comp() const { return mComp; }

	bool					FromAUGraph () const { return GetAUNode() != 0 || GetAUNode() != -1; }

	AUNode					GetAUNode () const;
	operator AUNode () const { return GetAUNode(); }

#pragma mark __API Wrapper
	OSStatus				Initialize() const { return AudioUnitInitialize(AU()); }
	OSStatus				Uninitialize() const { return AudioUnitUninitialize(AU()); }
	OSStatus				GetPropertyInfo(AudioUnitPropertyID propID, AudioUnitScope scope, AudioUnitElement element,
											UInt32 *outDataSize, Boolean *outWritable) const
							{
								return AudioUnitGetPropertyInfo(AU(), propID, scope, element, outDataSize, outWritable);
							}
	OSStatus				GetProperty(AudioUnitPropertyID propID, AudioUnitScope scope, AudioUnitElement element,
											void *outData, UInt32 *ioDataSize) const
							{
								return AudioUnitGetProperty(AU(), propID, scope, element, outData, ioDataSize);
							}
	OSStatus				SetProperty(AudioUnitPropertyID propID, AudioUnitScope scope, AudioUnitElement element,
											const void *inData, UInt32 inDataSize)
							{
								return AudioUnitSetProperty(AU(), propID, scope, element, inData, inDataSize);
							}
	OSStatus				SetParameter(AudioUnitParameterID inID, AudioUnitScope scope, AudioUnitElement element,
											Float32 value, UInt32 bufferOffsetFrames=0);

	OSStatus				GetParameter(AudioUnitParameterID inID, AudioUnitScope scope, AudioUnitElement element,
											Float32 &outValue) const;

	OSStatus				Render (AudioUnitRenderActionFlags 				* ioActionFlags,
												const AudioTimeStamp 		* inTimeStamp,
												UInt32						inOutputBusNumber,
												UInt32						inNumberFrames,
												AudioBufferList				* ioData);

	OSStatus				Reset (AudioUnitScope scope, AudioUnitElement element)
							{
								return AudioUnitReset (AU(), scope, element);
							}
	OSStatus				GlobalReset ()
							{
								return AudioUnitReset (AU(), kAudioUnitScope_Global, 0);
							}

	OSStatus 				Preroll (UInt32 inFrameSize);

	OSStatus				AddRenderNotify (AURenderCallback   inProc, void *inProcRefCon)
							{
								return AudioUnitAddRenderNotify (AU(), inProc, inProcRefCon);
							}

	OSStatus				RemoveRenderNotify (AURenderCallback   inProc, void *inProcRefCon)
							{
								return AudioUnitRemoveRenderNotify (AU(), inProc, inProcRefCon);
							}


// Fast dispatch support for MIDI Effects or Music Devices
	OSStatus				MIDIEvent (UInt32					inStatus,
										UInt32					inData1,
										UInt32					inData2,
										UInt32					inOffsetSampleFrame);

								// uses the default VoiceForGroup value - this is the normal case
	OSStatus				StartNote (MusicDeviceGroupID		inGroupID,
									NoteInstanceID *			outNoteInstanceID,
									UInt32						inOffsetSampleFrame,
									const MusicDeviceNoteParams * inParams)
							{
								return StartNote (kMusicNoteEvent_UseGroupInstrument,
													inGroupID, outNoteInstanceID,
													inOffsetSampleFrame, inParams);
							}

	OSStatus				StartNote (MusicDeviceInstrumentID	inInstrument,
									MusicDeviceGroupID			inGroupID,
									NoteInstanceID *			outNoteInstanceID,
									UInt32						inOffsetSampleFrame,
									const MusicDeviceNoteParams * inParams);

	OSStatus				StopNote (MusicDeviceGroupID		inGroupID,
									NoteInstanceID				inNoteInstanceID,
									UInt32						inOffsetSampleFrame);

#pragma mark __Format Utilities
		// typically you ask this about an AU
		// These Questions are asking about Input and Output...

		// These ones just say whether an AU can do a single combination of channels
		// and is fine if the AU has a single output (and if an input, a single input)
	bool					CanDo (int inChannelsInOut) const
							{
								return CanDo (inChannelsInOut, inChannelsInOut);
							}

	bool					CanDo (		int 				inChannelsIn,
										int 				inChannelsOut) const;

		// This version does a more thorough test for ANY AU with ANY ins/outs
		// you pass in the channel helper (for the current element count on that scope)

	bool					CanDo (		const CAAUChanHelper		&input,
										const CAAUChanHelper		&output) const;

	bool					SupportsNumChannels () const;

	bool					HasChannelLayouts (AudioUnitScope 		inScope,
											AudioUnitElement 		inEl) const;

	int                                     GetChannelInfo (AUChannelInfo** chaninfo, UInt32& cnt);
	bool					GetChannelLayouts (AudioUnitScope 		inScope,
									AudioUnitElement 				inEl,
									ChannelTagVector				&outChannelVector) const;

	OSStatus				GetChannelLayout (AudioUnitScope 		inScope,
											AudioUnitElement 		inEl,
											CAAudioChannelLayout	&outLayout) const;

	OSStatus				SetChannelLayout (AudioUnitScope 		inScope,
											AudioUnitElement 		inEl,
											CAAudioChannelLayout	&inLayout);

	OSStatus				SetChannelLayout (AudioUnitScope 		inScope,
											AudioUnitElement 		inEl,
											AudioChannelLayout		&inLayout,
											UInt32					inSize);

	OSStatus				ClearChannelLayout (AudioUnitScope		inScope,
											AudioUnitElement		inEl);

	OSStatus				GetFormat (AudioUnitScope					inScope,
											AudioUnitElement			inEl,
											AudioStreamBasicDescription	&outFormat) const;
	// if an AudioChannelLayout is either required or set, this call can fail
	// and the SetChannelLayout call should be used to set the format
	OSStatus				SetFormat (AudioUnitScope							inScope,
											AudioUnitElement					inEl,
											const AudioStreamBasicDescription	&inFormat);

	OSStatus				GetSampleRate (AudioUnitScope		inScope,
											AudioUnitElement	inEl,
											Float64				&outRate) const;
	OSStatus				SetSampleRate (AudioUnitScope		inScope,
											AudioUnitElement	inEl,
											Float64				inRate);

	// this sets the sample rate on all in/out buses of the AU
	OSStatus				SetSampleRate (Float64				inSampleRate);

	OSStatus				NumberChannels (AudioUnitScope		inScope,
											AudioUnitElement	inEl,
											UInt32				&outChans) const;

	OSStatus				GetNumberChannels (AudioUnitScope	inScope,
											AudioUnitElement	inEl,
											UInt32				&outChans) const
							{
								return NumberChannels (inScope, inEl, outChans);
							}

	OSStatus				SetNumberChannels (AudioUnitScope	inScope,
											AudioUnitElement	inEl,
											UInt32				inChans);

	OSStatus				IsElementCountWritable (AudioUnitScope inScope, bool &outWritable) const;

	OSStatus				GetElementCount (AudioUnitScope 	inScope, UInt32 &outCount) const;

	OSStatus				SetElementCount (AudioUnitScope		inScope, UInt32 inCount);

		// value of -1 for outTotalNumChannels indicates no restriction on num channels
		// for ex. the Matrix Mixer satisfies this (its in/out element count is writable, and can be set to
		// any number of channels.
		// outTotalNumChannels is only valid if method returns true...
	bool					HasDynamicInputs (SInt32 &outTotalNumChannels) const
							{
								return HasDynamicScope (kAudioUnitScope_Input, outTotalNumChannels);
							}

	bool					HasDynamicOutputs (SInt32 &outTotalNumChannels) const
							{
								return HasDynamicScope (kAudioUnitScope_Output, outTotalNumChannels);
							}

		// here, if the in (or out) elements are dynamic, then you supply the number of elements
		// you want on in (or out) scope, and the number of channels on each consecutive element
	OSStatus				ConfigureDynamicInput (UInt32 inNumElements, UInt32 *inChannelsPerElement, Float64 inSampleRate)
							{
								return ConfigureDynamicScope (kAudioUnitScope_Input, inNumElements, inChannelsPerElement, inSampleRate);
							}

	OSStatus				ConfigureDynamicOutput (UInt32 inNumElements, UInt32 *inChannelsPerElement, Float64 inSampleRate)
							{
								return ConfigureDynamicScope (kAudioUnitScope_Output, inNumElements, inChannelsPerElement, inSampleRate);
							}

	bool					CanBypass 		() const;

	bool					GetBypass 		() const;

	OSStatus				SetBypass 		(bool				inBypass) const;

	Float64					Latency () const;

		// these calls just deal with the global preset state
		// you could rescope them to deal with presets on the part scope
	OSStatus				GetAUPreset (CFPropertyListRef &outData) const;

	OSStatus				SetAUPreset (CFPropertyListRef &inData);

	OSStatus				GetPresentPreset (AUPreset &outData) const;

	OSStatus				SetPresentPreset (AUPreset &inData);

	bool					HasCustomView () const;

#pragma mark __Print
	void					Print () const { Print (stdout); }
	void					Print (FILE* file) const;

private:
	CAComponent				mComp;

	class AUState;
	AUState*		mDataPtr;

		// this can throw - so wrap this up in a static that returns a result code...
	CAAudioUnit (const CAComponent& inComp);

	bool				HasDynamicScope (AudioUnitScope inScope, SInt32 &outTotalNumChannels) const;
	OSStatus			ConfigureDynamicScope (AudioUnitScope   inScope,
											UInt32				inNumElements,
											UInt32				*inChannelsPerElement,
											Float64				inSampleRate);
	bool				ValidateChannelPair (int 				inChannelsIn,
											int 				inChannelsOut,
											const AUChannelInfo * info,
											UInt32				numChanInfo) const;

	bool				ValidateDynamicScope (AudioUnitScope	inScope,
											SInt32				&outTotalNumChannels,
											const AUChannelInfo * info,
											UInt32 numInfo) const;
	bool				CheckOneSide (const CAAUChanHelper		&inHelper,
											bool				checkOutput,
											const AUChannelInfo *info,
											UInt32				numInfo) const;

};

class CAAUChanHelper {
public:
				CAAUChanHelper()
					: mChans(mStaticChans), mNumEls(0), mDidAllocate(false)
				{
					memset (mChans, 0, sizeof(UInt32) * 8);
				}
				CAAUChanHelper(const CAAudioUnit &inAU, AudioUnitScope inScope);
				CAAUChanHelper (const CAAUChanHelper &c) :mChans(mStaticChans), mNumEls(0), mDidAllocate(false) { *this = c; }

				~CAAUChanHelper();

	CAAUChanHelper& operator= (const CAAUChanHelper &c);

	UInt32		* mChans;
	UInt32		mNumEls;

private:
	UInt32 mStaticChans[8];
	bool mDidAllocate;
};

#endif
