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#pragma once
#include "../api/AudioSource.h"
#include "../facade/Sound.h"
#include "../facade/SoundContext.h"
#include "System.h"
namespace crepe {
class AudioSystem : public System {
public:
using System::System;
void update() override;
private:
/**
* \brief Update `last_*` members of \c component
*
* Copies all component properties stored for comparison between AudioSystem::update() calls
*
* \param component AudioSource component to update
*/
void update_last(AudioSource & component);
/**
* \brief Compare update component
*
* Compares properties of \c component and \c data, and calls SoundContext functions where
* applicable.
*
* \param component AudioSource component to update
* \param resource Sound instance for AudioSource's Asset
*/
void diff_update(AudioSource & component, Sound & resource);
protected:
/**
* \brief Get SoundContext
*
* SoundContext is retrieved through this function instead of being a direct member of
* AudioSystem to aid with testability.
*/
virtual SoundContext & get_context();
private:
//! SoundContext
std::unique_ptr<SoundContext> context = nullptr;
};
} // namespace crepe
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