/**************************************************************************************************
Monkey's Audio MACLib.h (include for using MACLib.lib in your projects)

Overview:

There are two main interfaces... create one (using CreateIAPExxx) and go to town:

    IAPECompress - for creating APE files
    IAPEDecompress - for decompressing and analyzing APE files

Note(s):

Unless otherwise specified, functions return ERROR_SUCCESS (0) on success and an
error code on failure.

The terminology "Sample" refers to a single sample value, and "Block" refers
to a collection of "Channel" samples. For simplicity, MAC typically uses blocks
everywhere so that channel mis-alignment cannot happen. (i.e. on a CD, a sample is
2 bytes and a block is 4 bytes ([2 bytes per sample] * [2 channels] = 4 bytes))

License:

http://monkeysaudio.com/license.html

Questions / Suggestions:

Please direct questions or comments to this email address:
mail at monkeysaudio dot com
[ due to a large volume of email and spams, a response can not be guaranteed ]
**************************************************************************************************/

#pragma once

namespace APE
{

/**************************************************************************************************
APE File Format Overview: (pieces in order -- only valid for the latest version APE files)

    JUNK - any amount of "junk" before the APE_DESCRIPTOR (so people that put ID3v2 tags on the files aren't hosed)
    APE_DESCRIPTOR - defines the sizes (and offsets) of all the pieces, as well as the MD5 checksum
    APE_HEADER - describes all of the necessary information about the APE file
    SEEK TABLE - the table that represents seek offsets [optional]
    HEADER DATA - the pre-audio data from the original file [optional]
    APE FRAMES - the actual compressed audio (broken into frames for seekability)
    TERMINATING DATA - the post-audio data from the original file [optional]
    TAG - describes all the properties of the file [optional]

Notes:

    Junk:

    This block may not be supported in the future, so don't write any software that adds meta data
    before the APE_DESCRIPTOR. Please use the APE Tag for any meta data.

    Seek Table:

    A 32-bit unsigned integer array of offsets from the header to the frame data. May become "delta"
    values someday to better suit huge files.

    MD5 Hash:

    Since the header is the last part written to an APE file, you must calculate the MD5 checksum out of order.
    So, you first calculate from the tail of the seek table to the end of the terminating data.
    Then, go back and do from the end of the descriptor to the tail of the seek table.
    You may wish to just cache the header data when starting and run it last, so you don't
    need to seek back in the I/O.
**************************************************************************************************/

/**************************************************************************************************
Defines
**************************************************************************************************/
#define APE_COMPRESSION_LEVEL_FAST          1000
#define APE_COMPRESSION_LEVEL_NORMAL        2000
#define APE_COMPRESSION_LEVEL_HIGH          3000
#define APE_COMPRESSION_LEVEL_EXTRA_HIGH    4000
#define APE_COMPRESSION_LEVEL_INSANE        5000

#define APE_FORMAT_FLAG_8_BIT               (1 << 0)    // is 8-bit [OBSOLETE]
#define APE_FORMAT_FLAG_CRC                 (1 << 1)    // uses the new CRC32 error detection [OBSOLETE]
#define APE_FORMAT_FLAG_HAS_PEAK_LEVEL      (1 << 2)    // uint32 nPeakLevel after the header [OBSOLETE]
#define APE_FORMAT_FLAG_24_BIT              (1 << 3)    // is 24-bit [OBSOLETE]
#define APE_FORMAT_FLAG_HAS_SEEK_ELEMENTS   (1 << 4)    // has the number of seek elements after the peak level
#define APE_FORMAT_FLAG_CREATE_WAV_HEADER   (1 << 5)    // create the wave header on decompression (not stored)
#define APE_FORMAT_FLAG_AIFF                (1 << 6)    // the file is an AIFF that was compressed (instead of WAV)
#define APE_FORMAT_FLAG_W64                 (1 << 7)    // the file is a W64 (instead of WAV)
#define APE_FORMAT_FLAG_SND                 (1 << 8)    // the file is a SND (instead of WAV)
#define APE_FORMAT_FLAG_BIG_ENDIAN          (1 << 9)    // flags that the file uses big endian encoding
#define APE_FORMAT_FLAG_CAF                 (1 << 10)   // the file is a CAF (instead of WAV)
#define APE_FORMAT_FLAG_SIGNED_8_BIT        (1 << 11)   // 8-bit values are signed
#define APE_FORMAT_FLAG_FLOATING_POINT      (1 << 12)   // floating point

#define CREATE_WAV_HEADER_ON_DECOMPRESSION    -1
#define MAX_AUDIO_BYTES_UNKNOWN -1

/**************************************************************************************************
Progress callbacks
**************************************************************************************************/
typedef void (__stdcall * APE_PROGRESS_CALLBACK) (int);

class IAPEProgressCallback
{
public:
    virtual ~IAPEProgressCallback() { }
    virtual void Progress(int nPercentageDone) = 0;
    virtual int GetKillFlag() = 0; // KILL_FLAG_CONTINUE to continue
};

/**************************************************************************************************
All structures are designed for 4-byte alignment
**************************************************************************************************/
#pragma pack(push, 4)

/**************************************************************************************************
WAV header structure
**************************************************************************************************/
struct WAVE_HEADER
{
    // RIFF header
    char cRIFFHeader[4];
    unsigned int nRIFFBytes;

    // data type
    char cDataTypeID[4];

    // wave format
    char cFormatHeader[4];
    unsigned int nFormatBytes;

    unsigned short nFormatTag;
    unsigned short nChannels;
    unsigned int nSamplesPerSec;
    unsigned int nAvgBytesPerSec;
    unsigned short nBlockAlign;
    unsigned short nBitsPerSample;

    // data chunk header
    char cDataHeader[4];
    unsigned int nDataBytes;
};

/**************************************************************************************************
RF64 header structure
**************************************************************************************************/
struct RF64_HEADER
{
    // RIFF header
    char cRIFFHeader[4]; // RF64
    unsigned int nRIFFBytes;

    // DS64
    char cDataTypeID[4]; // WAVE
    char cDS64[4]; // ds64
    int32 nDSHeaderSize;
    int64 nRIFFSize;
    int64 nDataSize;
    int64 nSampleCount;
    int32 nTableLength;

    // wave format
    char cFormatHeader[4];
    unsigned int nFormatBytes;

    unsigned short nFormatTag;
    unsigned short nChannels;
    unsigned int nSamplesPerSec;
    unsigned int nAvgBytesPerSec;
    unsigned short nBlockAlign;
    unsigned short nBitsPerSample;

    // data chunk header
    char cDataHeader[4];
    unsigned int nDataBytes;
};

/**************************************************************************************************
APE_DESCRIPTOR structure (file header that describes lengths, offsets, etc.)
**************************************************************************************************/
struct APE_DESCRIPTOR
{
    char   cID[4];                             // should equal 'MAC ' or 'MACF'
    uint16 nVersion;                           // version number * 1000 (3.81 = 3810)
    uint16 nPadding;                           // because 4-byte alignment requires this (or else nVersion would take 4-bytes)

    uint32 nDescriptorBytes;                   // the number of descriptor bytes (allows later expansion of this header)
    uint32 nHeaderBytes;                       // the number of header APE_HEADER bytes
    uint32 nSeekTableBytes;                    // the number of bytes of the seek table
    uint32 nHeaderDataBytes;                   // the number of header data bytes (from original file)
    uint32 nAPEFrameDataBytes;                 // the number of bytes of APE frame data
    uint32 nAPEFrameDataBytesHigh;             // the high order number of APE frame data bytes
    uint32 nTerminatingDataBytes;              // the terminating data of the file (not including tag data)

    uint8  cFileMD5[16];                       // the MD5 hash of the file (see notes for usage... it's a little tricky)
};

/**************************************************************************************************
APE_HEADER structure (describes the format, duration, etc. of the APE file)
**************************************************************************************************/
struct APE_HEADER
{
    uint16 nCompressionLevel;                  // the compression level (see defines I.E. COMPRESSION_LEVEL_FAST)
    uint16 nFormatFlags;                       // any format flags (for future use)

    uint32 nBlocksPerFrame;                    // the number of audio blocks in one frame
    uint32 nFinalFrameBlocks;                  // the number of audio blocks in the final frame
    uint32 nTotalFrames;                       // the total number of frames

    uint16 nBitsPerSample;                     // the bits per sample (typically 16)
    uint16 nChannels;                          // the number of channels (1 or 2)
    uint32 nSampleRate;                        // the sample rate (typically 44100)
};

/**************************************************************************************************
Reset alignment
**************************************************************************************************/
#pragma pack(pop)

/**************************************************************************************************
Classes (fully defined elsewhere)
**************************************************************************************************/
class IAPEIO;
class CInputSource;
class CAPEInfo;

/**************************************************************************************************
IID3v2Tag - interface for reading file tags
**************************************************************************************************/
class IID3v2Tag
{
public:
    // destructor (needed so implementation's destructor will be called)
    IID3v2Tag() { m_bFoundTag = false; }
    virtual ~IID3v2Tag() { }

    // analyze
    virtual bool Analyze(unsigned char * pTagData, int nTagBytes) = 0;

    // data
    bool m_bFoundTag;
};

/**************************************************************************************************
IAPEDecompress - interface for working with existing APE files (decoding, seeking, analyzing, etc.)
**************************************************************************************************/
class IAPEDecompress
{
public:
    /**************************************************************************************************
    APE_DECOMPRESS_FIELDS - used when querying for information

    Note(s):
    -the distinction between APE_INFO_XXXX and APE_DECOMPRESS_XXXX is that the first is querying the APE
    information engine, and the other is querying the decompressor, and since the decompressor can be
    a range of an APE file (for APL), differences will arise. Typically, use the APE_DECOMPRESS_XXXX
    fields when querying for info about the length, etc. so APL will work properly.
    (i.e. (APE_INFO_TOTAL_BLOCKS != APE_DECOMPRESS_TOTAL_BLOCKS) for APL files)
    **************************************************************************************************/
    enum APE_DECOMPRESS_FIELDS
    {
        APE_INFO_FILE_VERSION = 1000,               // version of the APE file * 1000 (3.93 = 3930) [ignored, ignored]
        APE_INFO_COMPRESSION_LEVEL = 1001,          // compression level of the APE file [ignored, ignored]
        APE_INFO_FORMAT_FLAGS = 1002,               // format flags of the APE file [ignored, ignored]
        APE_INFO_SAMPLE_RATE = 1003,                // sample rate (Hz) [ignored, ignored]
        APE_INFO_BITS_PER_SAMPLE = 1004,            // bits per sample [ignored, ignored]
        APE_INFO_BYTES_PER_SAMPLE = 1005,           // number of bytes per sample [ignored, ignored]
        APE_INFO_CHANNELS = 1006,                   // channels [ignored, ignored]
        APE_INFO_BLOCK_ALIGN = 1007,                // block alignment [ignored, ignored]
        APE_INFO_BLOCKS_PER_FRAME = 1008,           // number of blocks in a frame (frames are used internally)  [ignored, ignored]
        APE_INFO_FINAL_FRAME_BLOCKS = 1009,         // blocks in the final frame (frames are used internally) [ignored, ignored]
        APE_INFO_TOTAL_FRAMES = 1010,               // total number frames (frames are used internally) [ignored, ignored]
        APE_INFO_WAV_HEADER_BYTES = 1011,           // header bytes of the decompressed WAV [ignored, ignored]
        APE_INFO_WAV_TERMINATING_BYTES = 1012,      // terminating bytes of the decompressed WAV [ignored, ignored]
        APE_INFO_WAV_DATA_BYTES = 1013,             // data bytes of the decompressed WAV [ignored, ignored]
        APE_INFO_WAV_TOTAL_BYTES = 1014,            // total bytes of the decompressed WAV [ignored, ignored]
        APE_INFO_APE_TOTAL_BYTES = 1015,            // total bytes of the APE file [ignored, ignored]
        APE_INFO_TOTAL_BLOCKS = 1016,               // total blocks of audio data [ignored, ignored]
        APE_INFO_LENGTH_MS = 1017,                  // length in ms (1 sec = 1000 ms) [ignored, ignored]
        APE_INFO_AVERAGE_BITRATE = 1018,            // average bitrate of the APE [ignored, ignored]
        APE_INFO_FRAME_BITRATE = 1019,              // bitrate of specified APE frame [frame index, ignored]
        APE_INFO_DECOMPRESSED_BITRATE = 1020,       // bitrate of the decompressed WAV [ignored, ignored]
        APE_INFO_PEAK_LEVEL = 1021,                 // peak audio level (obsolete) (-1 is unknown) [ignored, ignored]
        APE_INFO_SEEK_BIT = 1022,                   // bit offset [frame index, ignored]
        APE_INFO_SEEK_BYTE = 1023,                  // byte offset [frame index, ignored]
        APE_INFO_WAV_HEADER_DATA = 1024,            // error code [buffer *, max bytes]
        APE_INFO_WAV_TERMINATING_DATA = 1025,       // error code [buffer *, max bytes]
        APE_INFO_WAVEFORMATEX = 1026,               // error code [waveformatex *, ignored]
        APE_INFO_IO_SOURCE = 1027,                  // I/O source (IAPEIO *) [ignored, ignored]
        APE_INFO_FRAME_BYTES = 1028,                // bytes (compressed) of the frame [frame index, ignored]
        APE_INFO_FRAME_BLOCKS = 1029,               // blocks in a given frame [frame index, ignored]
        APE_INFO_TAG = 1030,                        // point to tag (CAPETag *) [ignored, ignored]
        APE_INFO_APL = 1031,                        // whether it's an APL file
        APE_INFO_MD5 = 1032,                        // the MD5 checksum [buffer *, ignored]
        APE_INFO_MD5_MATCHES = 1033,                // an MD5 checksum to test (returns ERROR_INVALID_CHECKSUM or ERROR_SUCCESS) [buffer *, ignored]

        APE_DECOMPRESS_CURRENT_BLOCK = 2000,        // current block location [ignored, ignored]
        APE_DECOMPRESS_CURRENT_MS = 2001,           // current millisecond location [ignored, ignored]
        APE_DECOMPRESS_TOTAL_BLOCKS = 2002,         // total blocks in the decompressors range [ignored, ignored]
        APE_DECOMPRESS_LENGTH_MS = 2003,            // length of the decompressors range in milliseconds [ignored, ignored]
        APE_DECOMPRESS_CURRENT_BITRATE = 2004,      // current bitrate [ignored, ignored]
        APE_DECOMPRESS_AVERAGE_BITRATE = 2005,      // average bitrate (works with ranges) [ignored, ignored]
        APE_DECOMPRESS_CURRENT_FRAME = 2006,        // current frame

        APE_INTERNAL_INFO = 3000,                   // for internal use -- don't use (returns APE_FILE_INFO *) [ignored, ignored]
    };

    // destructor (needed so implementation's destructor will be called)
    virtual ~IAPEDecompress() { }

    /**************************************************************************************************
    * Decompress / Seek
    **************************************************************************************************/

    //////////////////////////////////////////////////////////////////////////////////////////////
    // GetData(...) - gets raw decompressed audio
    //
    // Parameters:
    //    char * pBuffer
    //        a pointer to a buffer to put the data into
    //    int nBlocks
    //        the number of audio blocks desired (see note at intro about blocks vs. samples)
    //    int * pBlocksRetrieved
    //        the number of blocks actually retrieved (could be less at end of file or on critical failure)
    //    APE_GET_DATA_PROCESSING * pProcessing
    //        whether to perform floating point, signed 8 bit, and big endian processing
    //        when passing NULL, it uses the defaults that normal playback wants (true, false, false)
    //////////////////////////////////////////////////////////////////////////////////////////////
    struct APE_GET_DATA_PROCESSING
    {
        bool bApplyFloatProcessing;
        bool bApplySigned8BitProcessing;
        bool bApplyBigEndianProcessing;
    };
    virtual int GetData(unsigned char * pBuffer, int64 nBlocks, int64 * pBlocksRetrieved, APE_GET_DATA_PROCESSING * pProcessing = APE_NULL) = 0;

    //////////////////////////////////////////////////////////////////////////////////////////////
    // Seek(...) - seeks
    //
    // Parameters:
    //    int nBlockOffset
    //        the block to seek to (see note at intro about blocks vs. samples)
    //////////////////////////////////////////////////////////////////////////////////////////////
    virtual int Seek(int64 nBlockOffset) = 0;

    /**************************************************************************************************
    * Get Information
    **************************************************************************************************/

    //////////////////////////////////////////////////////////////////////////////////////////////
    // GetInfo(...) - get information about the APE file or the state of the decompressor
    //
    // Parameters:
    //    APE_DECOMPRESS_FIELDS Field
    //        the field we're querying (see APE_DECOMPRESS_FIELDS above for more info)
    //    int nParam1
    //        generic parameter... usage is listed in APE_DECOMPRESS_FIELDS
    //    int nParam2
    //        generic parameter... usage is listed in APE_DECOMPRESS_FIELDS
    //////////////////////////////////////////////////////////////////////////////////////////////
    virtual int64 GetInfo(APE_DECOMPRESS_FIELDS Field, int64 nParam1 = 0, int64 nParam2 = 0) = 0;

    /**************************************************************************************************
    * Configure
    **************************************************************************************************/

    //////////////////////////////////////////////////////////////////////////////////////////////
    // SetNumberOfThreads(...) - sets the number of threads to use for decompressing
    //////////////////////////////////////////////////////////////////////////////////////////////
    virtual int SetNumberOfThreads(int nThreads) = 0;
};

/**************************************************************************************************
IAPECompress - interface for creating APE files

Usage:

    To create an APE file, you Start(...), then add data (in a variety of ways), then Finish(...)
**************************************************************************************************/
class IAPECompress
{
public:
    // destructor (needed so implementation's destructor will be called)
    virtual ~IAPECompress() { }

    /**************************************************************************************************
    * Start
    **************************************************************************************************/

    //////////////////////////////////////////////////////////////////////////////////////////////
    // Start(...) / StartEx(...) - starts encoding
    //
    // Parameters:
    //    IAPEIO * pioOutput / const str_utfn * pFilename
    //        the output... either a filename or an I/O source
    //    WAVEFORMATEX * pwfeInput
    //        format of the audio to encode (use FillWaveFormatEx() if necessary)
    //    int nMaxAudioBytes
    //        the absolute maximum audio bytes that will be encoded... encoding fails with a
    //        ERROR_APE_COMPRESS_TOO_MUCH_DATA if you attempt to encode more than specified here
    //        (if unknown, use MAX_AUDIO_BYTES_UNKNOWN to allocate as much storage in the seek table as
    //        possible... limit is then 2 GB of data (~4 hours of CD music)... this wastes around
    //        30kb, so only do it if completely necessary)
    //    int nCompressionLevel
    //        the compression level for the APE file (fast - extra high)
    //        (note: extra-high is much slower for little gain)
    //    const void * pHeaderData
    //        a pointer to a buffer containing the WAV header (data before the data block in the WAV)
    //        (note: use NULL for on-the-fly encoding... see next parameter)
    //    int nHeaderBytes
    //        number of bytes in the header data buffer (use CREATE_WAV_HEADER_ON_DECOMPRESSION and
    //        NULL for the pHeaderData and MAC will automatically create the appropriate WAV header
    //        on decompression)
    //////////////////////////////////////////////////////////////////////////////////////////////

    virtual int Start(const str_utfn * pOutputFilename, const WAVEFORMATEX * pwfeInput,
        bool bFloat, int64 nMaxAudioBytes = MAX_AUDIO_BYTES_UNKNOWN, int nCompressionLevel = APE_COMPRESSION_LEVEL_NORMAL,
        const void * pHeaderData = APE_NULL, int64 nHeaderBytes = CREATE_WAV_HEADER_ON_DECOMPRESSION, int nFlags = 0) = 0;

    virtual int StartEx(IAPEIO * pioOutput, const WAVEFORMATEX * pwfeInput,
        bool bFloat, int64 nMaxAudioBytes = MAX_AUDIO_BYTES_UNKNOWN, int nCompressionLevel = APE_COMPRESSION_LEVEL_NORMAL,
        const void * pHeaderData = APE_NULL, int64 nHeaderBytes = CREATE_WAV_HEADER_ON_DECOMPRESSION) = 0;

    /**************************************************************************************************
    * Add / Compress Data
    *    - there are 3 ways to add data:
    *        1) simple call AddData(...)
    *        2) lock MAC's buffer, copy into it, and unlock (LockBuffer(...) / UnlockBuffer(...))
    *        3) from an I/O source (AddDataFromInputSource(...))
    **************************************************************************************************/

    //////////////////////////////////////////////////////////////////////////////////////////////
    // AddData(...) - adds data to the encoder
    //
    // Parameters:
    //    unsigned char * pData
    //        a pointer to a buffer containing the raw audio data
    //    int nBytes
    //        the number of bytes in the buffer
    //////////////////////////////////////////////////////////////////////////////////////////////
    virtual int64 AddData(unsigned char * pData, int64 nBytes) = 0;

    //////////////////////////////////////////////////////////////////////////////////////////////
    // GetBufferBytesAvailable(...) - returns the number of bytes available in the buffer
    //    (helpful when locking)
    //////////////////////////////////////////////////////////////////////////////////////////////
    virtual int64 GetBufferBytesAvailable() = 0;

    //////////////////////////////////////////////////////////////////////////////////////////////
    // LockBuffer(...) - locks MAC's buffer so we can copy into it
    //
    // Parameters:
    //    int * pBytesAvailable
    //        returns the number of bytes available in the buffer (DO NOT COPY MORE THAN THIS IN)
    //
    // Return:
    //    pointer to the buffer (add at that location)
    //////////////////////////////////////////////////////////////////////////////////////////////
    virtual unsigned char * LockBuffer(int64 * pBytesAvailable) = 0;

    //////////////////////////////////////////////////////////////////////////////////////////////
    // UnlockBuffer(...) - releases the buffer
    //
    // Parameters:
    //    int nBytesAdded
    //        the number of bytes copied into the buffer
    //    bool bProcess
    //        whether MAC should process as much as possible of the buffer
    //////////////////////////////////////////////////////////////////////////////////////////////
    virtual int64 UnlockBuffer(int64 nBytesAdded, bool bProcess = true) = 0;


    //////////////////////////////////////////////////////////////////////////////////////////////
    // AddDataFromInputSource(...) - use a CInputSource (input source) to add data
    //
    // Parameters:
    //    CInputSource * pInputSource
    //        a pointer to the input source
    //    int nMaxBytes
    //        the maximum number of bytes to let MAC add (-1 if MAC can add any amount)
    //    int * pBytesAdded
    //        returns the number of bytes added from the I/O source
    //////////////////////////////////////////////////////////////////////////////////////////////
    virtual int64 AddDataFromInputSource(CInputSource * pInputSource, int64 nMaxBytes = 0, int64 * pBytesAdded = APE_NULL) = 0;

    /**************************************************************************************************
    * Finish
    **************************************************************************************************/

    //////////////////////////////////////////////////////////////////////////////////////////////
    // Finish(...) - ends encoding and finalizes the file
    //
    // Parameters:
    //    unsigned char * pTerminatingData
    //        a pointer to a buffer containing the information to place at the end of the APE file
    //        (comprised of the WAV terminating data (data after the data block in the WAV) followed
    //        by any tag information)
    //    int nTerminatingBytes
    //        number of bytes in the terminating data buffer
    //    int nWAVTerminatingBytes
    //        the number of bytes of the terminating data buffer that should be appended to a decoded
    //        WAV file (it's basically nTerminatingBytes - the bytes that make up the tag)
    //////////////////////////////////////////////////////////////////////////////////////////////
    virtual int Finish(unsigned char * pTerminatingData, int64 nTerminatingBytes, int64 nWAVTerminatingBytes) = 0;

    /**************************************************************************************************
    * Configure
    **************************************************************************************************/

    //////////////////////////////////////////////////////////////////////////////////////////////
    // SetNumberOfThreads(...) - sets the number of threads to use for compressing
    //////////////////////////////////////////////////////////////////////////////////////////////
    virtual int SetNumberOfThreads(int nThreads) = 0;
};

} // namespace APE

/**************************************************************************************************
Functions to create the interfaces

Usage:
    Interface creation returns a APE_NULL pointer on failure (and fills error code if it was passed in)

Usage example:
    int nErrorCode;
    IAPEDecompress * pAPEDecompress = CreateIAPEDecompress("c:\\1.ape", &nErrorCode);
    if (pAPEDecompress == APE_NULL)
    {
        // failure... nErrorCode will have specific code
    }

**************************************************************************************************/
extern "C"
{
    DLLEXPORT APE::IAPEDecompress * __stdcall CreateIAPEDecompress(const APE::str_utfn * pFilename, int * pErrorCode, bool bReadOnly, bool bAnalyzeTagNow, bool bReadWholeFile);
    DLLEXPORT APE::IAPEDecompress * __stdcall CreateIAPEDecompressEx(APE::IAPEIO * pIO, int * pErrorCode);
    DLLEXPORT APE::IAPEDecompress * __stdcall CreateIAPEDecompressEx2(APE::CAPEInfo * pAPEInfo, int nStartBlock, int nFinishBlock, int * pErrorCode);
#ifdef APE_SUPPORT_COMPRESS
    DLLEXPORT APE::IAPECompress * __stdcall CreateIAPECompress(int * pErrorCode = APE_NULL);
#endif
}

/**************************************************************************************************
Simple functions - see the SDK sample projects for usage examples
**************************************************************************************************/
extern "C"
{
    // process whole files
#ifdef APE_SUPPORT_COMPRESS
    DLLEXPORT int __stdcall CompressFile(const APE::str_ansi * pInputFilename, const APE::str_ansi * pOutputFilename, int nCompressionLevel = APE_COMPRESSION_LEVEL_NORMAL, int * pPercentageDone = APE_NULL, APE::APE_PROGRESS_CALLBACK ProgressCallback = 0, int * pKillFlag = APE_NULL, int nThreads = 1, APE::IID3v2Tag * pTag = APE_NULL);
#endif
    DLLEXPORT int __stdcall DecompressFile(const APE::str_ansi * pInputFilename, const APE::str_ansi * pOutputFilename, int * pPercentageDone, APE::APE_PROGRESS_CALLBACK ProgressCallback, int * pKillFlag, int nThreads);
    DLLEXPORT int __stdcall ConvertFile(const APE::str_ansi * pInputFilename, const APE::str_ansi * pOutputFilename, int nCompressionLevel, int * pPercentageDone, APE::APE_PROGRESS_CALLBACK ProgressCallback, int * pKillFlag, int nThreads);
    DLLEXPORT int __stdcall VerifyFile(const APE::str_ansi * pInputFilename, int * pPercentageDone, APE::APE_PROGRESS_CALLBACK ProgressCallback, int * pKillFlag, bool bQuickVerifyIfPossible = false, int nThreads = 1);

#ifdef APE_SUPPORT_COMPRESS
    DLLEXPORT int __stdcall CompressFileW(const APE::str_utfn * pInputFilename, const APE::str_utfn * pOutputFilename, int nCompressionLevel = APE_COMPRESSION_LEVEL_NORMAL, int * pPercentageDone = APE_NULL, APE::APE_PROGRESS_CALLBACK ProgressCallback = 0, int * pKillFlag = APE_NULL, int nThreads = 1, APE::IID3v2Tag * pTag = APE_NULL, bool bReadFullInput = false);
#endif
    DLLEXPORT int __stdcall DecompressFileW(const APE::str_utfn * pInputFilename, const APE::str_utfn * pOutputFilename, int * pPercentageDone, APE::APE_PROGRESS_CALLBACK ProgressCallback, int * pKillFlag, int nThreads);
    DLLEXPORT int __stdcall ConvertFileW(const APE::str_utfn * pInputFilename, const APE::str_utfn * pOutputFilename, int nCompressionLevel, int * pPercentageDone, APE::APE_PROGRESS_CALLBACK ProgressCallback, int * pKillFlag, int nThreads);
    DLLEXPORT int __stdcall VerifyFileW(const APE::str_utfn * pInputFilename, int * pPercentageDone, APE::APE_PROGRESS_CALLBACK ProgressCallback, int * pKillFlag, bool bQuickVerifyIfPossible = false, int nThreads = 1);

#ifdef APE_SUPPORT_COMPRESS
    DLLEXPORT int __stdcall CompressFileW2(const APE::str_utfn * pInputFilename, const APE::str_utfn * pOutputFilename, int nCompressionLevel = APE_COMPRESSION_LEVEL_NORMAL, APE::IAPEProgressCallback * pProgressCallback = APE_NULL, int nThreads = 1, APE::IID3v2Tag * pTag = APE_NULL, bool bReadFullInputForUnknownLength = false);
#endif
    DLLEXPORT int __stdcall DecompressFileW2(const APE::str_utfn * pInputFilename, const APE::str_utfn * pOutputFilename, APE::IAPEProgressCallback * pProgressCallback = APE_NULL, int nThreads = 1);
    DLLEXPORT int __stdcall ConvertFileW2(const APE::str_utfn * pInputFilename, const APE::str_utfn * pOutputFilename, int nCompressionLevel, APE::IAPEProgressCallback * pProgressCallback = APE_NULL, int nThreads = 1);
    DLLEXPORT int __stdcall VerifyFileW2(const APE::str_utfn * pInputFilename, APE::IAPEProgressCallback * pProgressCallback = APE_NULL, bool bQuickVerifyIfPossible = false, int nThreads = 1);

    // helper functions
    DLLEXPORT int __stdcall FillWaveFormatEx(APE::WAVEFORMATEX * pWaveFormatEx, int nFormatTag, int nSampleRate, int nBitsPerSample, int nChannels);
    DLLEXPORT int __stdcall FillWaveHeader(APE::WAVE_HEADER * pWAVHeader, APE::int64 nAudioBytes, const APE::WAVEFORMATEX * pWaveFormatEx, APE::intn nTerminatingBytes = 0);
    DLLEXPORT int __stdcall FillRF64Header(APE::RF64_HEADER * pWAVHeader, APE::int64 nAudioBytes, const APE::WAVEFORMATEX * pWaveFormatEx);
    DLLEXPORT int __stdcall GetAPEFileType(const APE::str_utfn * pInputFilename, APE::str_ansi cFileType[8]);
    DLLEXPORT void __stdcall GetAPECompressionLevelName(int nCompressionLevel, APE::str_utfn * pCompressionLevel, size_t nBufferCharacters, bool bTitleCase);
    DLLEXPORT void __stdcall GetAPEModeName(APE::APE_MODES Mode, APE::str_utfn * pModeName, size_t nBufferCharacters, bool bActive);
}
