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/**
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* @RDE_HEADER@
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* Effects (plural) handler, handles all effects at one EGCU or BSM
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* $Id$
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* $HeadURL$
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* $Author$
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* Created by Gerlinde Rudolphus, SLTE, 2021-06-02
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*/
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#pragma once
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#include "xmlreader.h"
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#include <ControlEffects/controleffects_export.h>
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#include <BSM/bsm_types.h>
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#include <logger.h>
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#include "handle_http_request.h"
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class QTimer;
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namespace BuildingControlUnit
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{
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class CONTROLEFFECTS_EXPORT HandelEffects: public QObject
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{
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Q_OBJECT
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public:
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explicit HandelEffects(QObject *parent = nullptr, const QString &loggerchannel = QString());
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~HandelEffects();
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void init(const QString &controlEffectsCfg, const QString &hostname, EffectType et);
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void startEffects(int damagePercent);
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void playHitSound(const int hitSoundId);
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void switchRelay(const SwitchRelayValues &switchRelayValues);
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QString hostname() const { return m_hostname; }
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void setOverrides(const QVector<BcuEffectState> &effectStates);
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QVector<BcuEffectState> getOverrides();
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public slots:
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void handleEgcuReply(const QString &host, const QByteArray &data);
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private slots:
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void onEffectReady();
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void sendHttpRequest(const QUrl &url);
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void onRelayStateTimerTimeout();
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private:
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void handleEgcuReplyObject(const QString &host, const QByteArray &data);
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void handleEgcuReplyArray(const QString &host, const QByteArray &data);
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signals:
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void newHttpRequest(const QUrl &url, HandleHttpQueueMessageStatus status);
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void triggerAllFlashlights(int numberOfFlashes,
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int pauseDuration,
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int choppedConfiguration,
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int flashDuration);
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void sendRelayState (const RelayState &relayState);
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private:
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XmlContents contents() const { return m_xmlReader.contents(); }
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int m_lastDamage = -1;
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XmlReader m_xmlReader;
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EffectType m_effectType; // BSM or Sound/Relay [EGCU]
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QString m_hostname;
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EffectOverride m_sounds;
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QTimer *m_getRelayStateTimer;
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RelayState m_relayState;
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int m_offlineCounter = 0;
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LOGGER_T m_logger;
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QVector<BcuEffectState> m_effectStates;
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bool m_overridesSend = false;
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//bool m_reconnected = false; // New Connection to EGCU => restore the target state of the EGCU
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bool m_offlineState = true;
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void createEffectHandler(Effect *e, const Range *range);
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};
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} // BuildingControlUnit
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