/*****************************************************************************\
     Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
                This file is licensed under the Snes9x License.
   For further information, consult the LICENSE file in the root directory.
\*****************************************************************************/

#include "CXAudio2.h"
#include "../snes9x.h"
#include "../apu/apu.h"
#include "wsnes9x.h"
#include <process.h>
#include "dxerr.h"
#include "commctrl.h"

/* CXAudio2
	Implements audio output through XAudio2.
	Basic idea: one master voice and one source voice are created;
	the source voice consumes buffers queued by PushBuffer, plays them through
	the master voice and calls OnBufferEnd after each buffer.
	ProcessSound copies new samples into the buffer and queues them for playback.
*/

/*  Construction/Destruction
*/
CXAudio2::CXAudio2(void)
{
	pXAudio2 = NULL;
	pSourceVoice = NULL;
	pMasterVoice = NULL;

	sum_bufferSize = singleBufferBytes \
		= singleBufferSamples = blockCount = 0;
	soundBuffer = NULL;
	initDone = false;
}

CXAudio2::~CXAudio2(void)
{
	DeInitXAudio2();
}

INT_PTR CALLBACK DlgXAudio2InitError(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch (msg)
	{
	case WM_INITDIALOG:
		{
			// display warning icon and set text of sys control (too long for resource)
			HICON aIcn = LoadIcon(NULL, IDI_WARNING);
			SendDlgItemMessage(hDlg, IDC_STATIC_ICON, STM_SETICON, (WPARAM)aIcn, 0);
			SetDlgItemText(hDlg, IDC_SYSLINK_DX, TEXT("Unable to initialize XAudio2.\
You will not be able to hear any sound effects or music while playing.\n\n\
This is usually caused by not having a recent DirectX9 runtime installed.\n\
You can download the most recent DirectX9 runtime here:\n\n\
<a href=\"https://www.microsoft.com/en-us/download/details.aspx?id=35\">https://www.microsoft.com/en-us/download/details.aspx?id=35</a>"));

			// center dialog on parent
			HWND parent = GetParent(hDlg);
			RECT rcParent, rcSelf;
			GetWindowRect(parent, &rcParent);
			GetWindowRect(hDlg, &rcSelf);

			SetWindowPos(hDlg,
				HWND_TOP,
				rcParent.left + ((rcParent.right - rcParent.left) - (rcSelf.right - rcSelf.left)) / 2,
				rcParent.top + ((rcParent.bottom - rcParent.top) - (rcSelf.bottom - rcSelf.top)) / 2,
				0, 0,
				SWP_NOSIZE);
		}
		return true;
	case WM_COMMAND:
		switch (LOWORD(wParam))
		{
		case IDOK:
			if (HIWORD(wParam) == BN_CLICKED) {
				EndDialog(hDlg, IDOK);
				return TRUE;
			}
		}
		break;
	case WM_NOTIFY:
		switch (((LPNMHDR)lParam)->code)
		{
			case NM_CLICK:          // Fall through to the next case.
			case NM_RETURN:
			{
				PNMLINK pNMLink = (PNMLINK)lParam;
				LITEM   item = pNMLink->item;

				// open link with registered application
				ShellExecute(NULL, L"open", item.szUrl, NULL, NULL, SW_SHOW);
				break;
			}
		}
	}

	return FALSE;
}

/*  CXAudio2::InitXAudio2
initializes the XAudio2 object
-----
returns true if successful, false otherwise
*/
bool CXAudio2::InitXAudio2(void)
{
	if(initDone)
		return true;

	HRESULT hr;
	if ( FAILED(hr = XAudio2Create( &pXAudio2, 0 , XAUDIO2_DEFAULT_PROCESSOR ) ) ) {
		DXTRACE_ERR_MSGBOX(TEXT("Unable to create XAudio2 object."),hr);
		DialogBox(GUI.hInstance, MAKEINTRESOURCE(IDD_DIALOG_XAUDIO2_INIT_ERROR), GUI.hWnd, DlgXAudio2InitError);
		return false;
	}
	initDone = true;
	return true;
}

/*  CXAudio2::InitVoices
initializes the voice objects with the current audio settings
-----
returns true if successful, false otherwise
*/
bool CXAudio2::InitVoices(void)
{
	HRESULT hr;
    // subtract -1, we added "Default" as first index
    int device_index = FindDeviceIndex(GUI.AudioDevice) - 1;
    if (device_index < 0)
        device_index = 0;

	if ( FAILED(hr = pXAudio2->CreateMasteringVoice( &pMasterVoice, (Settings.Stereo?2:1),
		Settings.SoundPlaybackRate, 0, device_index, NULL ) ) ) {
			DXTRACE_ERR_MSGBOX(TEXT("Unable to create mastering voice."),hr);
			return false;
	}

	WAVEFORMATEX wfx;
	wfx.wFormatTag = WAVE_FORMAT_PCM;
    wfx.nChannels = Settings.Stereo ? 2 : 1;
    wfx.nSamplesPerSec = Settings.SoundPlaybackRate;
    wfx.nBlockAlign = (Settings.SixteenBitSound ? 2 : 1) * (Settings.Stereo ? 2 : 1);
    wfx.wBitsPerSample = Settings.SixteenBitSound ? 16 : 8;
    wfx.nAvgBytesPerSec = wfx.nSamplesPerSec * wfx.nBlockAlign;
    wfx.cbSize = 0;

	if( FAILED(hr = pXAudio2->CreateSourceVoice(&pSourceVoice, (WAVEFORMATEX*)&wfx,
		XAUDIO2_VOICE_NOSRC , XAUDIO2_DEFAULT_FREQ_RATIO, this, NULL, NULL ) ) ) {
			DXTRACE_ERR_MSGBOX(TEXT("Unable to create source voice."),hr);
			return false;
	}

	return true;
}

/*  CXAudio2::DeInitXAudio2
deinitializes all objects
*/
void CXAudio2::DeInitXAudio2(void)
{
	initDone = false;
	DeInitVoices();	
	if(pXAudio2) {
		pXAudio2->Release();
		pXAudio2 = NULL;
	}
}

/*  CXAudio2::DeInitVoices
deinitializes the voice objects and buffers
*/
void CXAudio2::DeInitVoices(void)
{
	if(pSourceVoice) {
		StopPlayback();
		pSourceVoice->DestroyVoice();
		pSourceVoice = NULL;
	}
	if(pMasterVoice) {
		pMasterVoice->DestroyVoice();
		pMasterVoice = NULL;
	}
	if(soundBuffer) {
		delete [] soundBuffer;
		soundBuffer = NULL;
	}
}

/*  CXAudio2::OnBufferEnd
callback function called by the source voice
IN:
pBufferContext		-	unused
*/
void CXAudio2::OnBufferEnd(void *pBufferContext)
{
	InterlockedDecrement(&bufferCount);
    SetEvent(GUI.SoundSyncEvent);
}

/*  CXAudio2::PushBuffer
pushes one buffer onto the source voice playback queue
IN:
AudioBytes		-	size of the buffer
pAudioData		-	pointer to the buffer
pContext		-	context passed to the callback, currently unused
*/
void CXAudio2::PushBuffer(UINT32 AudioBytes,BYTE *pAudioData,void *pContext)
{
	XAUDIO2_BUFFER xa2buffer={0};
	xa2buffer.AudioBytes=AudioBytes;
	xa2buffer.pAudioData=pAudioData;
	xa2buffer.pContext=pContext;
	InterlockedIncrement(&bufferCount);
	pSourceVoice->SubmitSourceBuffer(&xa2buffer);
}

/*  CXAudio2::SetupSound
applies current sound settings by recreating the voice objects and buffers
-----
returns true if successful, false otherwise
*/
bool CXAudio2::SetupSound()
{
	if(!initDone)
		return false;

	DeInitVoices();

	blockCount = 8;
	UINT32 blockTime = GUI.SoundBufferSize / blockCount;

	singleBufferSamples = (Settings.SoundPlaybackRate * blockTime) / 1000;
    singleBufferSamples *= (Settings.Stereo ? 2 : 1);
	singleBufferBytes = singleBufferSamples * (Settings.SixteenBitSound ? 2 : 1);
	sum_bufferSize = singleBufferBytes * blockCount;

    if (InitVoices())
    {
		soundBuffer = new uint8[sum_bufferSize];
		writeOffset = 0;
    }
	else {
		DeInitVoices();
		return false;
	}

	bufferCount = 0;

	BeginPlayback();

    return true;
}

void CXAudio2::SetVolume(double volume)
{
	pSourceVoice->SetVolume(volume);
}

void CXAudio2::BeginPlayback()
{
	pSourceVoice->Start(0);
}

void CXAudio2::StopPlayback()
{
	pSourceVoice->Stop(0);
}

/*  CXAudio2::ProcessSound
The mixing function called by the sound core when new samples are available.
SoundBuffer is divided into blockCount blocks. If there are enough available samples and a free block,
the block is filled and queued to the source voice. bufferCount is increased by pushbuffer and decreased by
the OnBufferComplete callback.
*/
void CXAudio2::ProcessSound()
{
	int freeBytes = (blockCount - bufferCount) * singleBufferBytes;

	if (Settings.DynamicRateControl)
	{
		S9xUpdateDynamicRate(freeBytes, sum_bufferSize);
	}

	S9xFinalizeSamples();

	UINT32 availableSamples;

	availableSamples = S9xGetSampleCount();

	if (Settings.DynamicRateControl)
	{
		// Using rate control, we should always keep the emulator's sound buffers empty to
		// maintain an accurate measurement.
		if (availableSamples > (freeBytes >> (Settings.SixteenBitSound ? 1 : 0)))
		{
			S9xClearSamples();
			return;
		}
	}

	if(!initDone)
		return;

	BYTE * curBuffer;

	while(availableSamples > singleBufferSamples && bufferCount < blockCount) {
		curBuffer = soundBuffer + writeOffset;
		S9xMixSamples(curBuffer,singleBufferSamples);
		PushBuffer(singleBufferBytes,curBuffer,NULL);
		writeOffset+=singleBufferBytes;
		writeOffset%=sum_bufferSize;
        availableSamples -= singleBufferSamples;
	}
}

/*  CXAudio2::GetDeviceList
get a list of the available output devices
-----
returns a vector of display names
*/
std::vector<std::wstring> CXAudio2::GetDeviceList()
{
    std::vector<std::wstring> device_list;

    if (pXAudio2)
    {
        UINT32 num_devices;
        pXAudio2->GetDeviceCount(&num_devices);

        device_list.push_back(_T("Default"));

        for (unsigned int i = 0; i < num_devices; i++)
        {
            XAUDIO2_DEVICE_DETAILS device_details;
            if (SUCCEEDED(pXAudio2->GetDeviceDetails(i, &device_details)))
            {
                device_list.push_back(device_details.DisplayName);
            }
        }
    }

    return device_list;
}

/*  CXAudio2::FindDeviceIndex
find a device name in the list of possible output devices
-----
returns the index in the device list returned by GetDeviceList
*/
int CXAudio2::FindDeviceIndex(TCHAR *audio_device)
{
    std::vector<std::wstring> device_list = GetDeviceList();

    int index = 0;

    for (int i = 0; i < device_list.size(); i++)
    {
        if (_tcsstr(device_list[i].c_str(), audio_device) != NULL)
        {
            index = i;
            break;
        }
    }

    return index;
}
