AUPublic/AUBase/AUScopeElement.cpp

/*
     File: AUScopeElement.cpp
 Abstract: AUScopeElement.h
  Version: 1.1
 
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*/
#include "AUScopeElement.h"
#include "AUBase.h"
 
//_____________________________________________________________________________
//
//  By default, parameterIDs may be arbitrarily spaced, and an STL map
//  will be used for access.  Calling UseIndexedParameters() will
//  instead use an STL vector for faster indexed access.
//  This assumes the paramIDs are numbered 0.....inNumberOfParameters-1
//  Call this before defining/adding any parameters with SetParameter()
//
void    AUElement::UseIndexedParameters(int inNumberOfParameters)
{
    mIndexedParameters.resize (inNumberOfParameters);   
    mUseIndexedParameters = true;
}
 
//_____________________________________________________________________________
//
//  Helper method.
//  returns the ParameterMapEvent object associated with the paramID
//
inline ParameterMapEvent&   AUElement::GetParamEvent(AudioUnitParameterID paramID)
{
    ParameterMapEvent *event;
    
    if(mUseIndexedParameters)
    {
        if(paramID >= mIndexedParameters.size() )
            COMPONENT_THROW(kAudioUnitErr_InvalidParameter);
        
        event = &mIndexedParameters[paramID];
    }
    else
    {
        ParameterMap::iterator i = mParameters.find(paramID);
        if (i == mParameters.end())
            COMPONENT_THROW(kAudioUnitErr_InvalidParameter);
            
        event = &(*i).second;
    }
    
    return *event;
}
 
//_____________________________________________________________________________
//
//  caller assumes that this is actually an immediate parameter
//
AudioUnitParameterValue     AUElement::GetParameter(AudioUnitParameterID paramID)
{
    ParameterMapEvent &event = GetParamEvent(paramID);
    
    return event.GetValue();
}
 
 
//_____________________________________________________________________________
//
void            AUElement::GetRampSliceStartEnd(    AudioUnitParameterID        paramID,
                                                    AudioUnitParameterValue &   outStartValue,
                                                    AudioUnitParameterValue &   outEndValue,
                                                    AudioUnitParameterValue &   outValuePerFrameDelta )
 
{
    ParameterMapEvent &event = GetParamEvent(paramID);
        
    // works even if the value is constant (immediate parameter value)
    event.GetRampSliceStartEnd(outStartValue, outEndValue, outValuePerFrameDelta );
}
 
//_____________________________________________________________________________
//
AudioUnitParameterValue         AUElement::GetEndValue( AudioUnitParameterID        paramID)
 
{
    ParameterMapEvent &event = GetParamEvent(paramID);
        
    // works even if the value is constant (immediate parameter value)
    return event.GetEndValue();
}
 
//_____________________________________________________________________________
//
void            AUElement::SetParameter(AudioUnitParameterID paramID, AudioUnitParameterValue inValue, bool okWhenInitialized)
{
    if(mUseIndexedParameters)
    {
        ParameterMapEvent &event = GetParamEvent(paramID);
        event.SetValue(inValue);
    }
    else
    {
        ParameterMap::iterator i = mParameters.find(paramID);
    
        if (i == mParameters.end())
        {
            if (mAudioUnit->IsInitialized() && !okWhenInitialized) {
                // The AU should not be creating new parameters once initialized.
                // If a client tries to set an undefined parameter, we could throw as follows, 
                // but this might cause a regression. So it is better to just fail silently.
                // COMPONENT_THROW(kAudioUnitErr_InvalidParameter);
#if DEBUG
                fprintf(stderr, "WARNING: %s SetParameter for undefined param ID %d while initialized. Ignoring..\n", 
                                mAudioUnit->GetLoggingString(), (int)paramID);
#endif
            } else {
                // create new entry in map for the paramID (only happens first time)
                ParameterMapEvent event(inValue);       
                mParameters[paramID] = event;
            }
        }
        else
        {
            // paramID already exists in map so simply change its value
            ParameterMapEvent &event = (*i).second;
            event.SetValue(inValue);
        }
    }
}
 
//_____________________________________________________________________________
//
void            AUElement::SetScheduledEvent(   AudioUnitParameterID            paramID,
                                                const AudioUnitParameterEvent   &inEvent,
                                                UInt32                          inSliceOffsetInBuffer,
                                                UInt32                          inSliceDurationFrames,
                                                bool                            okWhenInitialized )
{
    if(mUseIndexedParameters)
    {
        ParameterMapEvent &event = GetParamEvent(paramID);
        event.SetScheduledEvent(inEvent, inSliceOffsetInBuffer, inSliceDurationFrames );
    }
    else
    {
        ParameterMap::iterator i = mParameters.find(paramID);
    
        if (i == mParameters.end())
        {
            if (mAudioUnit->IsInitialized() && !okWhenInitialized) {
                // The AU should not be creating new parameters once initialized.
                // If a client tries to set an undefined parameter, we could throw as follows, 
                // but this might cause a regression. So it is better to just fail silently.
                // COMPONENT_THROW(kAudioUnitErr_InvalidParameter);
#if DEBUG
                fprintf(stderr, "WARNING: %s SetScheduledEvent for undefined param ID %d while initialized. Ignoring..\n", 
                                mAudioUnit->GetLoggingString(), (int)paramID);
#endif
            } else {
                // create new entry in map for the paramID (only happens first time)
                ParameterMapEvent event(inEvent, inSliceOffsetInBuffer, inSliceDurationFrames);     
                mParameters[paramID] = event;
            }
        }
        else
        {
            // paramID already exists in map so simply change its value
            ParameterMapEvent &event = (*i).second;
            
            event.SetScheduledEvent(inEvent, inSliceOffsetInBuffer, inSliceDurationFrames );
        }
    }
}
 
 
 
//_____________________________________________________________________________
//
void            AUElement::GetParameterList(AudioUnitParameterID *outList)
{
    if(mUseIndexedParameters)
    {
        UInt32 nparams = mIndexedParameters.size();
        for (UInt32 i = 0; i < nparams; i++ )
            *outList++ = (AudioUnitParameterID)i;
    }
    else
    {
        for (ParameterMap::iterator i = mParameters.begin(); i != mParameters.end(); ++i)
            *outList++ = (*i).first;
    }
}
 
//_____________________________________________________________________________
//
void            AUElement::SaveState(CFMutableDataRef data)
{
    if(mUseIndexedParameters)
    {
        UInt32 nparams = mIndexedParameters.size();
        UInt32 theData = CFSwapInt32HostToBig(nparams);
        CFDataAppendBytes(data, (UInt8 *)&theData, sizeof(nparams));
    
        for (UInt32 i = 0; i < nparams; i++)
        {
            struct {
                UInt32              paramID;
                //CFSwappedFloat32  value; crashes gcc3 PFE
                UInt32              value;  // really a big-endian float
            } entry;
            
            entry.paramID = CFSwapInt32HostToBig(i);
    
            AudioUnitParameterValue v = mIndexedParameters[i].GetValue();
            entry.value = CFSwapInt32HostToBig(*(UInt32 *)&v );
    
            CFDataAppendBytes(data, (UInt8 *)&entry, sizeof(entry));
        }
    }
    else
    {
        UInt32 nparams = CFSwapInt32HostToBig(mParameters.size());
        CFDataAppendBytes(data, (UInt8 *)&nparams, sizeof(nparams));
    
        for (ParameterMap::iterator i = mParameters.begin(); i != mParameters.end(); ++i) {
            struct {
                UInt32              paramID;
                //CFSwappedFloat32  value; crashes gcc3 PFE
                UInt32              value;  // really a big-endian float
            } entry;
            
            entry.paramID = CFSwapInt32HostToBig((*i).first);
    
            AudioUnitParameterValue v = (*i).second.GetValue();
            entry.value = CFSwapInt32HostToBig(*(UInt32 *)&v );
    
            CFDataAppendBytes(data, (UInt8 *)&entry, sizeof(entry));
        }
    }
}
 
//_____________________________________________________________________________
//
const UInt8 *   AUElement::RestoreState(const UInt8 *state)
{
    union FloatInt32 { UInt32 i; AudioUnitParameterValue f; };
    const UInt8 *p = state;
    UInt32 nparams = CFSwapInt32BigToHost(*(UInt32 *)p);
    p += sizeof(UInt32);
    
    for (UInt32 i = 0; i < nparams; ++i) {
        struct {
            AudioUnitParameterID        paramID;
            AudioUnitParameterValue     value;
        } entry;
        
        entry.paramID = CFSwapInt32BigToHost(*(UInt32 *)p);
        p += sizeof(UInt32);
        FloatInt32 temp;
        temp.i = CFSwapInt32BigToHost(*(UInt32 *)p);
        entry.value = temp.f;
        p += sizeof(AudioUnitParameterValue);
        
        SetParameter(entry.paramID, entry.value);
    }
    return p;
}
 
//_____________________________________________________________________________
//
void    AUElement::SetName (CFStringRef inName) 
{ 
    if (mElementName) CFRelease (mElementName);
    mElementName = inName; 
    if (mElementName) CFRetain (mElementName);
}
 
 
//_____________________________________________________________________________
//
AUIOElement::AUIOElement(AUBase *audioUnit) :
    AUElement(audioUnit),
    mWillAllocate (true)
{
    mStreamFormat.SetAUCanonical(2, // stereo
        audioUnit->AudioUnitAPIVersion() == 1);
        // interleaved if API version 1, deinterleaved if version 2
    mStreamFormat.mSampleRate = kAUDefaultSampleRate;
}
 
//_____________________________________________________________________________
//
OSStatus        AUIOElement::SetStreamFormat(const CAStreamBasicDescription &desc)
{
    mStreamFormat = desc;
    return AUBase::noErr;
}
 
//_____________________________________________________________________________
// inFramesToAllocate == 0 implies the AudioUnit's max-frames-per-slice will be used
void            AUIOElement::AllocateBuffer(UInt32 inFramesToAllocate)
{
    if (GetAudioUnit()->HasBegunInitializing())
    {
        UInt32 framesToAllocate = inFramesToAllocate > 0 ? inFramesToAllocate : GetAudioUnit()->GetMaxFramesPerSlice();
        
//      printf ("will allocate: %d\n", (int)((mWillAllocate && NeedsBufferSpace()) ? framesToAllocate : 0));
        
        mIOBuffer.Allocate(mStreamFormat, (mWillAllocate && NeedsBufferSpace()) ? framesToAllocate : 0);
    }
}
 
//_____________________________________________________________________________
//
void            AUIOElement::DeallocateBuffer()
{
    mIOBuffer.Deallocate();
}
 
//_____________________________________________________________________________
//
//      AudioChannelLayout support
 
// outLayoutTagsPtr WILL be NULL if called to find out how many
// layouts that Audio Unit will report 
// return 0 (ie. NO channel layouts) if the AU doesn't require channel layout knowledge
UInt32      AUIOElement::GetChannelLayoutTags (AudioChannelLayoutTag        *outLayoutTagsPtr)
{
    return 0;
}
        
// As the AudioChannelLayout can be a variable length structure 
// (though in most cases it won't be!!!)
// The size of the ACL is always returned by the method
// if outMapPtr is NOT-NULL, then AU should copy into this pointer (outMapPtr) the current ACL that it has in use. 
// the AU should also return whether the property is writable (that is the client can provide any arbitrary ACL that the audio unit will then honour)
// or if the property is read only - which is the generally preferred mode.
// If the AU doesn't require an AudioChannelLayout, then just return 0.
UInt32      AUIOElement::GetAudioChannelLayout (AudioChannelLayout      *outMapPtr, 
                                            Boolean             &outWritable)
{
    return 0;
}
 
// the incoming channel map will be at least as big as a basic AudioChannelLayout
// but its contents will determine its actual size
// Subclass should overide if channel map is writable
OSStatus    AUIOElement::SetAudioChannelLayout (const AudioChannelLayout &inData)
{
    return kAudioUnitErr_InvalidProperty;
}
 
// Some units support optional usage of channel maps - typically converter units
// that can do channel remapping between different maps. In that optional case
// the user should be able to remove a channel map if that is possible.
// Typically this is NOT the case (e.g., the 3DMixer even in the stereo case
// needs to know if it is rendering to speakers or headphones)
OSStatus    AUIOElement::RemoveAudioChannelLayout ()
{
    return kAudioUnitErr_InvalidPropertyValue;
}
 
 
//_____________________________________________________________________________
//
AUScope::~AUScope()
{
    for (ElementVector::iterator it = mElements.begin(); it != mElements.end(); ++it)
        delete *it;
}
 
//_____________________________________________________________________________
//
void    AUScope::SetNumberOfElements(UInt32 numElements)
{
    if (mDelegate)
        return mDelegate->SetNumberOfElements(numElements);
 
    if (numElements > mElements.size()) {
        mElements.reserve(numElements);
        while (numElements > mElements.size()) {
            AUElement *elem = mCreator->CreateElement(GetScope(), mElements.size());
            mElements.push_back(elem);
        }
    } else
        while (numElements < mElements.size()) {
            AUElement *elem = mElements.back();
            mElements.pop_back();
            delete elem;
        }
}
 
//_____________________________________________________________________________
//
bool    AUScope::HasElementWithName () const
{
    for (UInt32 i = 0; i < GetNumberOfElements(); ++i) {
        AUElement * el = const_cast<AUScope*>(this)->GetElement (i);
        if (el && el->HasName()) {
            return true;
        }
    }
    return false;
}
 
//_____________________________________________________________________________
//
 
void    AUScope::AddElementNamesToDict (CFMutableDictionaryRef & inNameDict)
{
    if (HasElementWithName())
    {
        static char string[32];
        CFMutableDictionaryRef elementDict = CFDictionaryCreateMutable  (NULL, 0,
                                &kCFTypeDictionaryKeyCallBacks, &kCFTypeDictionaryValueCallBacks);
        CFStringRef str;
        for (UInt32 i = 0; i < GetNumberOfElements(); ++i) {
            AUElement * el = GetElement (i);
            if (el && el->HasName()) {
                snprintf (string, sizeof(string), "%d", int(i));
                str = CFStringCreateWithCString (NULL, string, kCFStringEncodingASCII);
                CFDictionarySetValue (elementDict, str, el->GetName());
                CFRelease (str);
            }
        }
 
        snprintf (string, sizeof(string), "%d", int(mScope));
        str = CFStringCreateWithCString (NULL, string, kCFStringEncodingASCII);
        CFDictionarySetValue (inNameDict, str, elementDict);
        CFRelease (str);
        CFRelease (elementDict);
    }
}
 
//_____________________________________________________________________________
//
bool    AUScope::RestoreElementNames (CFDictionaryRef& inNameDict)
{
    static char string[32];
 
    //first we have to see if we have enough elements and if not create them
    bool didAddElements = false;
    unsigned int maxElNum = 0;
    
    int dictSize = CFDictionaryGetCount(inNameDict);
    CFStringRef * keys = (CFStringRef*)CA_malloc (dictSize * sizeof (CFStringRef));
    CFDictionaryGetKeysAndValues (inNameDict, reinterpret_cast<const void**>(keys), NULL);
    for (int i = 0; i < dictSize; i++)
    {
        unsigned int intKey;
        CFStringGetCString (keys[i], string, 32, kCFStringEncodingASCII);
        sscanf (string, "%u", &intKey);
        if (UInt32(intKey) > maxElNum)
            maxElNum = intKey;
    }
    
    if (maxElNum >= GetNumberOfElements()) {
        SetNumberOfElements (maxElNum+1);
        didAddElements = true;
    }
        
        // OK, now we have the number of elements that we need - lets restate their names
    for (int i = 0; i < dictSize; i++)
    {
        CFStringRef elName = reinterpret_cast<CFStringRef>(CFDictionaryGetValue (inNameDict,  keys[i]));
        int intKey;
        CFStringGetCString (keys[i], string, 32, kCFStringEncodingASCII);
        sscanf (string, "%d", &intKey);
        GetElement (intKey)->SetName (elName);
    }
    free (keys);
    
    return didAddElements;
}