/*
**  ClanLib SDK
**  Copyright (c) 1997-2020 The ClanLib Team
**
**  This software is provided 'as-is', without any express or implied
**  warranty.  In no event will the authors be held liable for any damages
**  arising from the use of this software.
**
**  Permission is granted to anyone to use this software for any purpose,
**  including commercial applications, and to alter it and redistribute it
**  freely, subject to the following restrictions:
**
**  1. The origin of this software must not be misrepresented; you must not
**     claim that you wrote the original software. If you use this software
**     in a product, an acknowledgment in the product documentation would be
**     appreciated but is not required.
**  2. Altered source versions must be plainly marked as such, and must not be
**     misrepresented as being the original software.
**  3. This notice may not be removed or altered from any source distribution.
**
**  Note: Some of the libraries ClanLib may link to may have additional
**  requirements or restrictions.
**
**  File Author(s):
**
**    Magnus Norddahl
*/

#pragma once

#include "../../soundoutput_impl.h"
#include "API/Core/System/comptr.h"
#include "API/Core/System/databuffer.h"
#include <mmdeviceapi.h>
#include <audioclient.h>

namespace clan
{
	class SoundOutput_Win32 : public SoundOutput_Impl
	{
	public:
		SoundOutput_Win32(int mixing_frequency, int mixing_latency = 50);
		~SoundOutput_Win32();

		/// \brief Called when we have no samples to play - and wants to tell the sound card
		/// \brief about this possible event.
		void silence() override;

		/// \brief Returns the buffer size used by device (returned as number of [stereo] samples).
		int get_fragment_size() override;

		/// \brief Writes a fragment to the sound card.
		void write_fragment(float *data) override;

		/// \brief Waits until output source isn't full anymore.
		void wait() override;

	private:
		ComPtr<IMMDevice> mmdevice;
		ComPtr<IAudioClient> audio_client;
		ComPtr<IAudioRenderClient> audio_render_client;
		DataBuffer next_fragment;
		HANDLE audio_buffer_ready_event;
		bool is_playing;
		UINT32 fragment_size;
		int wait_timeout;
		int write_pos;
	};
}
