/**********************************************************************

  Audacity: A Digital Audio Editor

  TwoPassSimpleMono.h

  Dominic Mazzoni

  This bit by Martyn Shaw.

**********************************************************************/
#ifndef __AUDACITY_EFFECT_TWOPASSSIMPLEMONO__
#define __AUDACITY_EFFECT_TWOPASSSIMPLEMONO__

#include "StatefulEffect.h"

class WaveChannel;

class AUDACITY_DLL_API EffectTwoPassSimpleMono /* not final */
   : public StatefulEffect
{
public:
   ~EffectTwoPassSimpleMono() override;

   // Effect implementation

   bool Process(EffectInstance &instance, EffectSettings &settings) override;

protected:
   // EffectTwoPassSimpleMono implementation

   //! Override these methods if you need to initialize something
   //! before each pass. Return false if processing should stop.
   virtual bool InitPass1();
   virtual bool InitPass2();

   // new virtuals

   //! Override these methods if you need to do things
   //! before every track (including the first one)
   virtual bool NewTrackPass1();
   virtual bool NewTrackPass2();

   //! Override this method to actually process audio
   virtual bool ProcessPass1
      (float * WXUNUSED(buffer), size_t WXUNUSED(len))
   { return false; }

   virtual bool ProcessPass2
      (float * WXUNUSED(buffer), size_t WXUNUSED(len))
   { return false; }

   //! Override this method to actually process audio with access to 2 sequential
   //! buffers at a time
   /*!
    Either buffer1 or buffer2 may be modified as needed
    This allows implementation of processing with delays
    The default just calls the one-buffer-at-a-time method
    */
   virtual bool TwoBufferProcessPass1(float *buffer1, size_t len1,
       [[maybe_unused]] float *buffer2,
       [[maybe_unused]] size_t len2)
   {
      if (buffer1)
         return ProcessPass1(buffer1, len1);
      else return true;
   }
   virtual bool TwoBufferProcessPass2(float *buffer1, size_t len1,
      [[maybe_unused]] float * buffer2,
      [[maybe_unused]] size_t len2)
   {
      if(buffer1)
         return ProcessPass2(buffer1, len1);
      else return true;
   }

   // End of new virtuals

   //! Call this if you know in advance that no second pass will be needed.
   /*!
    This is used as a hint for the progress bar
    */
   void DisableSecondPass() { mSecondPassDisabled = true; }

   // Other useful information
   int    mCurTrackNum;
   double mCurRate;
   double mCurT0;
   double mCurT1;
   int    mPass;
   bool   mSecondPassDisabled;

   std::shared_ptr<TrackList> mWorkTracks;
   TrackList *mTrackLists[2];

private:
   bool ProcessOne(WaveChannel &t, WaveChannel &outTrack,
      sampleCount start, sampleCount end);
   bool ProcessPass(EffectSettings &settings);
};

#endif
