#pragma once

// NOTE : The following MIT license applies to this file ONLY and not to the SDK as a whole. Please review the SDK documentation 
// for the description of the full license terms, which are also provided in the file "NDI License Agreement.pdf" within the SDK or 
// online at http://new.tk/ndisdk_license/. Your use of any part of this SDK is acknowledgment that you agree to the SDK license 
// terms. THe full NDI SDK may be downloaded at https://www.newtek.com/ndi/sdk/
//
//***********************************************************************************************************************************************
// 
// Copyright(c) 2014-2017 NewTek, inc
// 
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation 
// files(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, 
// merge, publish, distribute, sublicense, and / or sell copies of the Software, and to permit persons to whom the Software is 
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
// 
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE 
// FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//***********************************************************************************************************************************************

//**************************************************************************************************************************
// Structures and type definitions required by NDI sending
// The reference to an instance of the sender
typedef void* NDIlib_send_instance_t;

// The creation structure that is used when you are creating a sender
typedef struct NDIlib_send_create_t
{	// The name of the NDI source to create. This is a NULL terminated UTF8 string.
	const char* p_ndi_name;

	// What groups should this source be part of. NULL means default.
	const char* p_groups;

	// Do you want audio and video to "clock" themselves. When they are clocked then 
	// by adding video frames, they will be rate limited to match the current frame-rate
	// that you are submitting at. The same is true for audio. In general if you are submitting
	// video and audio off a single thread then you should only clock one of them (video is
	// probably the better of the two to clock off). If you are submtiting audio and video
	// of separate threads then having both clocked can be useful.
	bool clock_video, clock_audio;

#if NDILIB_CPP_DEFAULT_CONSTRUCTORS
	NDIlib_send_create_t(const char* p_ndi_name_ = NULL, const char* p_groups_ = NULL, bool clock_video_ = true, bool clock_audio_ = false);
#endif // NDILIB_CPP_DEFAULT_CONSTRUCTORS

}	NDIlib_send_create_t;

// Create a new sender instance. This will return NULL if it fails.
PROCESSINGNDILIB_API
NDIlib_send_instance_t NDIlib_send_create(const NDIlib_send_create_t* p_create_settings);

// This will destroy an existing finder instance.
PROCESSINGNDILIB_API
void NDIlib_send_destroy(NDIlib_send_instance_t p_instance);

// This will add a video frame
PROCESSINGNDILIB_API 
void NDIlib_send_send_video_v2(NDIlib_send_instance_t p_instance, const NDIlib_video_frame_v2_t* p_video_data);

// This will add a video frame and will return immediately, having scheduled the frame to be displayed. 
// All processing and sending of the video will occur asynchronously. The memory accessed by NDIlib_video_frame_t 
// cannot be freed or re-used by the caller until a synchronizing event has occured. In general the API is better
// able to take advantage of asynchronous processing than you might be able to by simple having a separate thread
// to submit frames. 
//
// This call is particularly beneficial when processing BGRA video since it allows any color conversion, compression
// and network sending to all be done on separate threads from your main rendering thread. 
//
// Synchronozing events are :
//		- a call to NDIlib_send_send_video
//		- a call to NDIlib_send_send_video_async with another frame to be sent
//		- a call to NDIlib_send_send_video with p_video_data=NULL
//		- a call to NDIlib_send_destroy
PROCESSINGNDILIB_API
void NDIlib_send_send_video_async_v2(NDIlib_send_instance_t p_instance, const NDIlib_video_frame_v2_t* p_video_data);

// This will add an audio frame
PROCESSINGNDILIB_API
void NDIlib_send_send_audio_v2(NDIlib_send_instance_t p_instance, const NDIlib_audio_frame_v2_t* p_audio_data);

// This will add a metadata frame
PROCESSINGNDILIB_API
void NDIlib_send_send_metadata(NDIlib_send_instance_t p_instance, const NDIlib_metadata_frame_t* p_metadata);

// This allows you to receive metadata from the other end of the connection
PROCESSINGNDILIB_API
NDIlib_frame_type_e NDIlib_send_capture(
	NDIlib_send_instance_t p_instance,   // The instance data
	NDIlib_metadata_frame_t* p_metadata, // The metadata received (can be NULL)
	uint32_t timeout_in_ms);             // The amount of time in milliseconds to wait for data.

// Free the buffers returned by capture for metadata
PROCESSINGNDILIB_API
void NDIlib_send_free_metadata(NDIlib_send_instance_t p_instance, const NDIlib_metadata_frame_t* p_metadata);

// Determine the current tally sate. If you specify a timeout then it will wait until it has changed, otherwise it will simply poll it
// and return the current tally immediately. The return value is whether anything has actually change (true) or whether it timed out (false)
PROCESSINGNDILIB_API
bool NDIlib_send_get_tally(NDIlib_send_instance_t p_instance, NDIlib_tally_t* p_tally, uint32_t timeout_in_ms);

// Get the current number of receivers connected to this source. This can be used to avoid even rendering when nothing is connected to the video source. 
// which can significantly improve the efficiency if you want to make a lot of sources available on the network. If you specify a timeout that is not
// 0 then it will wait until there are connections for this amount of time.
PROCESSINGNDILIB_API
int NDIlib_send_get_no_connections(NDIlib_send_instance_t p_instance, uint32_t timeout_in_ms);

// Connection based metadata is data that is sent automatically each time a new connection is received. You queue all of these
// up and they are sent on each connection. To reset them you need to clear them all and set them up again. 
PROCESSINGNDILIB_API
void NDIlib_send_clear_connection_metadata(NDIlib_send_instance_t p_instance);

// Add a connection metadata string to the list of what is sent on each new connection. If someone is already connected then
// this string will be sent to them immediately.
PROCESSINGNDILIB_API
void NDIlib_send_add_connection_metadata(NDIlib_send_instance_t p_instance, const NDIlib_metadata_frame_t* p_metadata);

// This will assign a new fail-over source for this video source. What this means is that if this video source was to fail
// any receivers would automatically switch over to use this source, unless this source then came back online. You can specify
// NULL to clear the source.
PROCESSINGNDILIB_API
void NDIlib_send_set_failover(NDIlib_send_instance_t p_instance, const NDIlib_source_t* p_failover_source);