////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2025 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.
//
////////////////////////////////////////////////////////////

#pragma once

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Listener.hpp>

#include <SFML/System/Vector3.hpp>

#include <miniaudio.h>

#include <list>
#include <mutex>
#include <optional>
#include <string>
#include <vector>


namespace sf::priv
{
////////////////////////////////////////////////////////////
/// \brief High-level wrapper around the audio API, it manages
///        the creation and destruction of the audio device and
///        context and stores the device capabilities
///
////////////////////////////////////////////////////////////
class AudioDevice
{
public:
    ////////////////////////////////////////////////////////////
    /// \brief Default constructor
    ///
    ////////////////////////////////////////////////////////////
    AudioDevice();

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

    ////////////////////////////////////////////////////////////
    /// \brief Get the audio engine
    ///
    /// There should only be a single instance of AudioDevice.
    /// As long as an AudioResource exists, this function should
    /// always return a valid pointer to the audio engine.
    ///
    /// \return The audio engine
    ///
    ////////////////////////////////////////////////////////////
    static ma_engine* getEngine();

    ////////////////////////////////////////////////////////////
    /// \brief Reinitialize the audio engine and device
    ///
    /// Calling this function will reinitialize the audio engine
    /// and device using the currently selected device name as
    /// returned by sf::PlaybackDevice::getDevice.
    ///
    /// \return `true` if reinitialization was successful, `false` otherwise
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] static bool reinitialize();

    struct DeviceEntry
    {
        std::string  name;
        ma_device_id id{};
        bool         isDefault{};
    };

    ////////////////////////////////////////////////////////////
    /// \brief Get a list of all available audio playback devices
    ///
    /// This function returns a vector of device entries,
    /// containing the names and IDs of all available audio
    /// playback devices. Additionally, if applicable, one entry
    /// will be marked as the default device as reported by the
    /// operating system.
    ///
    /// \return A vector of device entries containing the names and IDs of all available audio playback devices
    ///
    ////////////////////////////////////////////////////////////
    static std::vector<DeviceEntry> getAvailableDevices();

    ////////////////////////////////////////////////////////////
    /// \brief Set the audio playback device
    ///
    /// This function sets the audio playback device to the device
    /// with the given \a name. It can be called on the fly (i.e:
    /// while sounds are playing).
    ///
    /// If there are sounds playing when the audio playback
    /// device is switched, the sounds will continue playing
    /// uninterrupted on the new audio playback device.
    ///
    /// \param name The name of the audio playback device
    ///
    /// \return `true`, if it was able to set the requested device
    ///
    /// \see getAvailableDevices, getDefaultDevice
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] static bool setDevice(const std::string& name);

    ////////////////////////////////////////////////////////////
    /// \brief Get the name of the current audio playback device
    ///
    /// \return The name of the current audio playback device or `std::nullopt` if there is none
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] static std::optional<std::string> getDevice();

    struct ResourceEntry
    {
        using Func = void (*)(void*);
        void* resource{};
        Func  deinitializeFunc{};
        Func  reinitializeFunc{};
    };

    using ResourceEntryList = std::list<ResourceEntry>;
    using ResourceEntryIter = ResourceEntryList::const_iterator;

    ////////////////////////////////////////////////////////////
    /// \brief Register an audio resource
    ///
    /// In order to support switching audio devices during
    /// runtime, all audio resources will have to be
    /// deinitialized using the old engine and device and then
    /// reinitialized using the new engine and device. In order
    /// for the AudioDevice to know which resources have to be
    /// notified, they need to register themselves with the
    /// AudioDevice using this function
    ///
    /// \param resource         A pointer uniquely identifying the object
    /// \param deinitializeFunc The function to call to deinitialize the object
    /// \param reinitializeFunc The function to call to reinitialize the object
    ///
    /// \see unregisterResource
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] static ResourceEntryIter registerResource(void*               resource,
                                                            ResourceEntry::Func deinitializeFunc,
                                                            ResourceEntry::Func reinitializeFunc);

    ////////////////////////////////////////////////////////////
    /// \brief Unregister an audio resource
    ///
    /// \param resourceEntry The iterator returned when registering the resource
    ///
    /// \see registerResource
    ///
    ////////////////////////////////////////////////////////////
    static void unregisterResource(ResourceEntryIter resourceEntry);

    ////////////////////////////////////////////////////////////
    /// \brief Wait for device reading to complete
    ///
    /// This is primarily used to ensure changes to the engine
    /// node graph have been applied so the next read cycle does
    /// not read from objects that have already been destroyed.
    ///
    ////////////////////////////////////////////////////////////
    static void waitForReadingComplete();

    ////////////////////////////////////////////////////////////
    /// \brief Change the global volume of all the sounds and musics
    ///
    /// The volume is a number between 0 and 100; it is combined with
    /// the individual volume of each sound / music.
    /// The default value for the volume is 100 (maximum).
    ///
    /// \param volume New global volume, in the range [0, 100]
    ///
    /// \see getGlobalVolume
    ///
    ////////////////////////////////////////////////////////////
    static void setGlobalVolume(float volume);

    ////////////////////////////////////////////////////////////
    /// \brief Get the current value of the global volume
    ///
    /// \return Current global volume, in the range [0, 100]
    ///
    /// \see setGlobalVolume
    ///
    ////////////////////////////////////////////////////////////
    static float getGlobalVolume();

    ////////////////////////////////////////////////////////////
    /// \brief Set the position of the listener in the scene
    ///
    /// The default listener's position is (0, 0, 0).
    ///
    /// \param position New listener's position
    ///
    /// \see getPosition, setDirection
    ///
    ////////////////////////////////////////////////////////////
    static void setPosition(const Vector3f& position);

    ////////////////////////////////////////////////////////////
    /// \brief Get the current position of the listener in the scene
    ///
    /// \return Listener's position
    ///
    /// \see setPosition
    ///
    ////////////////////////////////////////////////////////////
    static Vector3f getPosition();

    ////////////////////////////////////////////////////////////
    /// \brief Set the forward vector of the listener in the scene
    ///
    /// The direction (also called "at vector") is the vector
    /// pointing forward from the listener's perspective. Together
    /// with the up vector, it defines the 3D orientation of the
    /// listener in the scene. The direction vector doesn't
    /// have to be normalized.
    /// The default listener's direction is (0, 0, -1).
    ///
    /// \param direction New listener's direction
    ///
    /// \see getDirection, setUpVector, setPosition
    ///
    ////////////////////////////////////////////////////////////
    static void setDirection(const Vector3f& direction);

    ////////////////////////////////////////////////////////////
    /// \brief Get the current forward vector of the listener in the scene
    ///
    /// \return Listener's forward vector (not normalized)
    ///
    /// \see setDirection
    ///
    ////////////////////////////////////////////////////////////
    static Vector3f getDirection();

    ////////////////////////////////////////////////////////////
    /// \brief Set the velocity of the listener in the scene
    ///
    /// The default listener's velocity is (0, 0, -1).
    ///
    /// \param velocity New listener's velocity
    ///
    /// \see getVelocity, getDirection, setUpVector, setPosition
    ///
    ////////////////////////////////////////////////////////////
    static void setVelocity(const Vector3f& velocity);

    ////////////////////////////////////////////////////////////
    /// \brief Get the current forward vector of the listener in the scene
    ///
    /// \return Listener's velocity
    ///
    /// \see setVelocity
    ///
    ////////////////////////////////////////////////////////////
    static Vector3f getVelocity();

    ////////////////////////////////////////////////////////////
    /// \brief Set the cone properties of the listener in the audio scene
    ///
    /// The cone defines how directional attenuation is applied.
    /// The default cone of a sound is {2 * PI, 2 * PI, 1}.
    ///
    /// \param cone Cone properties of the listener in the scene
    ///
    /// \see getCone
    ///
    ////////////////////////////////////////////////////////////
    static void setCone(const Listener::Cone& cone);

    ////////////////////////////////////////////////////////////
    /// \brief Get the cone properties of the listener in the audio scene
    ///
    /// \return Cone properties of the listener
    ///
    /// \see setCone
    ///
    ////////////////////////////////////////////////////////////
    static Listener::Cone getCone();

    ////////////////////////////////////////////////////////////
    /// \brief Set the upward vector of the listener in the scene
    ///
    /// The up vector is the vector that points upward from the
    /// listener's perspective. Together with the direction, it
    /// defines the 3D orientation of the listener in the scene.
    /// The up vector doesn't have to be normalized.
    /// The default listener's up vector is (0, 1, 0). It is usually
    /// not necessary to change it, especially in 2D scenarios.
    ///
    /// \param upVector New listener's up vector
    ///
    /// \see getUpVector, setDirection, setPosition
    ///
    ////////////////////////////////////////////////////////////
    static void setUpVector(const Vector3f& upVector);

    ////////////////////////////////////////////////////////////
    /// \brief Get the current upward vector of the listener in the scene
    ///
    /// \return Listener's upward vector (not normalized)
    ///
    /// \see setUpVector
    ///
    ////////////////////////////////////////////////////////////
    static Vector3f getUpVector();

private:
    ////////////////////////////////////////////////////////////
    /// \brief Get the device ID of the currently selected device
    ///
    /// \return The device ID of the currently selected device or `std::nullopt` if none could be found
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] std::optional<ma_device_id> getSelectedDeviceId() const;

    ////////////////////////////////////////////////////////////
    /// \brief Initialize the audio device and engine
    ///
    /// \return `true` if initialization was successful, `false` if it failed
    ///
    ////////////////////////////////////////////////////////////
    [[nodiscard]] bool initialize();

    ////////////////////////////////////////////////////////////
    /// \brief This function makes sure the instance pointer is initialized before using it
    ///
    /// \return The instance pointer
    ///
    ////////////////////////////////////////////////////////////
    static AudioDevice*& getInstance();

    struct ListenerProperties
    {
        float          volume{100.f};
        Vector3f       position{0, 0, 0};
        Vector3f       direction{0, 0, -1};
        Vector3f       velocity{0, 0, 0};
        Listener::Cone cone{degrees(360.f), degrees(360.f), 1};
        Vector3f       upVector{0, 1, 0};
    };

    ////////////////////////////////////////////////////////////
    /// \brief Get the listener properties
    ///
    /// \return The listener properties
    ///
    ////////////////////////////////////////////////////////////
    static ListenerProperties& getListenerProperties();

    ////////////////////////////////////////////////////////////
    // Member data
    ////////////////////////////////////////////////////////////
    std::optional<ma_log>     m_log;              //!< The miniaudio log
    std::optional<ma_context> m_context;          //!< The miniaudio context
    std::optional<ma_device>  m_playbackDevice;   //!< The miniaudio playback device
    std::optional<ma_engine>  m_engine;           //!< The miniaudio engine (used for effects and spatialization)
    ResourceEntryList         m_resources;        //!< Registered resources
    std::mutex                m_resourcesMutex;   //!< The mutex guarding the registered resources
    std::mutex                m_readingDataMutex; //!< The mutex guarding data reading cycles by the audio engine
};

} // namespace sf::priv
