/** * @RDE_HEADER@ * SoundState class derivation for custom purposes. * $Id$ * $HeadURL$ * $Author$ * Created by Filip Biedziak, NLE, 2020-08-26 */ #include "efm_sound_state.h" namespace EffectManagement { //============================================================================================================================= // SOUNDSTATE //============================================================================================================================= SoundState::SoundState(const SoundManagement::SoundState &soundState) : SoundManagement::SoundState(soundState) { } //----------------------------------------------------------------------------------------------------------------------------- // PUBLIC MEMBER FUNCTIONS //----------------------------------------------------------------------------------------------------------------------------- void SoundState::status(Status stat) { m_status = stat; } void SoundState::duration(int secs) { if (secs > 0) m_duration = std::max(0, secs); } void SoundState::timeLeft(int secs) { if (secs >= 0) m_timeLeft = secs; } void SoundState::volume(int vol) { if (vol >= 0) m_volume = vol; } QString SoundState::statusToString() const { if (m_status == Status::Active) return QStringLiteral("Active"); return m_status == Status::Stop ? QStringLiteral("Stop") : QStringLiteral("Scheduled"); } } // namespace EffectManagement