////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// 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.
//
////////////////////////////////////////////////////////////

#ifndef SFML_MUSIC_HPP
#define SFML_MUSIC_HPP

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Export.hpp>
#include <SFML/Audio/SoundStream.hpp>
#include <SFML/Audio/InputSoundFile.hpp>
#include <SFML/System/Mutex.hpp>
#include <SFML/System/Time.hpp>
#include <string>
#include <vector>


namespace sf
{
class InputStream;

////////////////////////////////////////////////////////////
/// \brief Streamed music played from an audio file
///
////////////////////////////////////////////////////////////
class SFML_AUDIO_API Music : public SoundStream
{
public:

    ////////////////////////////////////////////////////////////
    /// \brief Structure defining a time range using the template type
    ///
    ////////////////////////////////////////////////////////////
    template <typename T>
    struct Span
    {
        ////////////////////////////////////////////////////////////
        /// \brief Default constructor
        ///
        ////////////////////////////////////////////////////////////
        Span()
        {

        }

        ////////////////////////////////////////////////////////////
        /// \brief Initialization constructor
        ///
        /// \param off Initial Offset
        /// \param len Initial Length
        ///
        ////////////////////////////////////////////////////////////
        Span(T off, T len):
        offset(off),
        length(len)
        {

        }

        T offset; ///< The beginning offset of the time range
        T length; ///< The length of the time range
    };

    // Define the relevant Span types
    typedef Span<Time> TimeSpan;

    ////////////////////////////////////////////////////////////
    /// \brief Default constructor
    ///
    ////////////////////////////////////////////////////////////
    Music();

    ////////////////////////////////////////////////////////////
    /// \brief Destructor
    ///
    ////////////////////////////////////////////////////////////
    ~Music();

    ////////////////////////////////////////////////////////////
    /// \brief Open a music from an audio file
    ///
    /// This function doesn't start playing the music (call play()
    /// to do so).
    /// See the documentation of sf::InputSoundFile for the list
    /// of supported formats.
    ///
    /// \warning Since the music is not loaded at once but rather
    /// streamed continuously, the file must remain accessible until
    /// the sf::Music object loads a new music or is destroyed.
    ///
    /// \param filename Path of the music file to open
    ///
    /// \return True if loading succeeded, false if it failed
    ///
    /// \see openFromMemory, openFromStream
    ///
    ////////////////////////////////////////////////////////////
    bool openFromFile(const std::string& filename);

    ////////////////////////////////////////////////////////////
    /// \brief Open a music from an audio file in memory
    ///
    /// This function doesn't start playing the music (call play()
    /// to do so).
    /// See the documentation of sf::InputSoundFile for the list
    /// of supported formats.
    ///
    /// \warning Since the music is not loaded at once but rather streamed
    /// continuously, the \a data buffer must remain accessible until
    /// the sf::Music object loads a new music or is destroyed. That is,
    /// you can't deallocate the buffer right after calling this function.
    ///
    /// \param data        Pointer to the file data in memory
    /// \param sizeInBytes Size of the data to load, in bytes
    ///
    /// \return True if loading succeeded, false if it failed
    ///
    /// \see openFromFile, openFromStream
    ///
    ////////////////////////////////////////////////////////////
    bool openFromMemory(const void* data, std::size_t sizeInBytes);

    ////////////////////////////////////////////////////////////
    /// \brief Open a music from an audio file in a custom stream
    ///
    /// This function doesn't start playing the music (call play()
    /// to do so).
    /// See the documentation of sf::InputSoundFile for the list
    /// of supported formats.
    ///
    /// \warning Since the music is not loaded at once but rather
    /// streamed continuously, the \a stream must remain accessible
    /// until the sf::Music object loads a new music or is destroyed.
    ///
    /// \param stream Source stream to read from
    ///
    /// \return True if loading succeeded, false if it failed
    ///
    /// \see openFromFile, openFromMemory
    ///
    ////////////////////////////////////////////////////////////
    bool openFromStream(InputStream& stream);

    ////////////////////////////////////////////////////////////
    /// \brief Get the total duration of the music
    ///
    /// \return Music duration
    ///
    ////////////////////////////////////////////////////////////
    Time getDuration() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the positions of the of the sound's looping sequence
    ///
    /// \return Loop Time position class.
    ///
    /// \warning Since setLoopPoints() performs some adjustments on the
    /// provided values and rounds them to internal samples, a call to
    /// getLoopPoints() is not guaranteed to return the same times passed
    /// into a previous call to setLoopPoints(). However, it is guaranteed
    /// to return times that will map to the valid internal samples of
    /// this Music if they are later passed to setLoopPoints().
    ///
    /// \see setLoopPoints
    ///
    ////////////////////////////////////////////////////////////
    TimeSpan getLoopPoints() const;

    ////////////////////////////////////////////////////////////
    /// \brief Sets the beginning and end of the sound's looping sequence using sf::Time
    ///
    /// Loop points allow one to specify a pair of positions such that, when the music
    /// is enabled for looping, it will seamlessly seek to the beginning whenever it
    /// encounters the end. Valid ranges for timePoints.offset and timePoints.length are
    /// [0, Dur) and (0, Dur-offset] respectively, where Dur is the value returned by getDuration().
    /// Note that the EOF "loop point" from the end to the beginning of the stream is still honored,
    /// in case the caller seeks to a point after the end of the loop range. This function can be
    /// safely called at any point after a stream is opened, and will be applied to a playing sound
    /// without affecting the current playing offset.
    ///
    /// \warning Setting the loop points while the stream's status is Paused
    /// will set its status to Stopped. The playing offset will be unaffected.
    ///
    /// \param timePoints The definition of the loop. Can be any time points within the sound's length
    ///
    /// \see getLoopPoints
    ///
    ////////////////////////////////////////////////////////////
    void setLoopPoints(TimeSpan timePoints);

protected:

    ////////////////////////////////////////////////////////////
    /// \brief Request a new chunk of audio samples from the stream source
    ///
    /// This function fills the chunk from the next samples
    /// to read from the audio file.
    ///
    /// \param data Chunk of data to fill
    ///
    /// \return True to continue playback, false to stop
    ///
    ////////////////////////////////////////////////////////////
    virtual bool onGetData(Chunk& data);

    ////////////////////////////////////////////////////////////
    /// \brief Change the current playing position in the stream source
    ///
    /// \param timeOffset New playing position, from the beginning of the music
    ///
    ////////////////////////////////////////////////////////////
    virtual void onSeek(Time timeOffset);

    ////////////////////////////////////////////////////////////
    /// \brief Change the current playing position in the stream source to the loop offset
    ///
    /// This is called by the underlying SoundStream whenever it needs us to reset
    /// the seek position for a loop. We then determine whether we are looping on a
    /// loop point or the end-of-file, perform the seek, and return the new position.
    ///
    /// \return The seek position after looping (or -1 if there's no loop)
    ///
    ////////////////////////////////////////////////////////////
    virtual Int64 onLoop();

private:

    ////////////////////////////////////////////////////////////
    /// \brief Initialize the internal state after loading a new music
    ///
    ////////////////////////////////////////////////////////////
    void initialize();

    ////////////////////////////////////////////////////////////
    /// \brief Helper to convert an sf::Time to a sample position
    ///
    /// \param position Time to convert to samples
    ///
    /// \return The number of samples elapsed at the given time
    ///
    ////////////////////////////////////////////////////////////
    Uint64 timeToSamples(Time position) const;

    ////////////////////////////////////////////////////////////
    /// \brief Helper to convert a sample position to an sf::Time
    ///
    /// \param samples Sample count to convert to Time
    ///
    /// \return The Time position of the given sample
    ///
    ////////////////////////////////////////////////////////////
    Time samplesToTime(Uint64 samples) const;

    ////////////////////////////////////////////////////////////
    // Member data
    ////////////////////////////////////////////////////////////
    InputSoundFile     m_file;     ///< The streamed music file
    std::vector<Int16> m_samples;  ///< Temporary buffer of samples
    Mutex              m_mutex;    ///< Mutex protecting the data
    Span<Uint64>       m_loopSpan; ///< Loop Range Specifier
};

} // namespace sf


#endif // SFML_MUSIC_HPP


////////////////////////////////////////////////////////////
/// \class sf::Music
/// \ingroup audio
///
/// Musics are sounds that are streamed rather than completely
/// loaded in memory. This is especially useful for compressed
/// musics that usually take hundreds of MB when they are
/// uncompressed: by streaming it instead of loading it entirely,
/// you avoid saturating the memory and have almost no loading delay.
/// This implies that the underlying resource (file, stream or
/// memory buffer) must remain valid for the lifetime of the
/// sf::Music object.
///
/// Apart from that, a sf::Music has almost the same features as
/// the sf::SoundBuffer / sf::Sound pair: you can play/pause/stop
/// it, request its parameters (channels, sample rate), change
/// the way it is played (pitch, volume, 3D position, ...), etc.
///
/// As a sound stream, a music is played in its own thread in order
/// not to block the rest of the program. This means that you can
/// leave the music alone after calling play(), it will manage itself
/// very well.
///
/// Usage example:
/// \code
/// // Declare a new music
/// sf::Music music;
///
/// // Open it from an audio file
/// if (!music.openFromFile("music.ogg"))
/// {
///     // error...
/// }
///
/// // Change some parameters
/// music.setPosition(0, 1, 10); // change its 3D position
/// music.setPitch(2);           // increase the pitch
/// music.setVolume(50);         // reduce the volume
/// music.setLoop(true);         // make it loop
///
/// // Play it
/// music.play();
/// \endcode
///
/// \see sf::Sound, sf::SoundStream
///
////////////////////////////////////////////////////////////