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// Copyright (c) 2021-present Sparky Studios. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#pragma once

#ifndef _AM_SOUND_SWITCH_H
#define _AM_SOUND_SWITCH_H

#include <SparkyStudios/Audio/Amplitude/Core/Asset.h>
#include <SparkyStudios/Audio/Amplitude/Core/Common.h>

#include <vector>

namespace SparkyStudios::Audio::Amplitude
{
    struct AM_API_PUBLIC SwitchState
    {
        AmObjectID m_id;

        AmString m_name;

        [[nodiscard]] bool Valid() const;

        bool operator==(const SwitchState& other) const;

        bool operator!=(const SwitchState& other) const;
    };

    class AM_API_PUBLIC Switch : public Asset<AmSwitchID>
    {
    public:
        [[nodiscard]] virtual const SwitchState& GetState() const = 0;

        virtual void SetState(const SwitchState& state) = 0;

        virtual void SetState(AmObjectID id) = 0;

        virtual void SetState(const AmString& name) = 0;

        [[nodiscard]] virtual const std::vector<SwitchState>& GetSwitchStates() const = 0;
    };
} // namespace SparkyStudios::Audio::Amplitude

#endif // _AM_SOUND_SWITCH_H