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Added skeleton for effect engine development
Former-commit-id: e1fb69fd4de4b8968075660e3ba7f7add021c152
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29
include/effectengine/EffectEngine.h
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29
include/effectengine/EffectEngine.h
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#pragma once
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#include <hyperion/Hyperion.h>
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class EffectEngine : public QObject
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{
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Q_OBJECT
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public:
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EffectEngine(Hyperion * hyperion);
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virtual ~EffectEngine();
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std::list<std::string> getEffects() const;
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public slots:
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/// Run the specified effect on the given priority channel and optionally specify a timeout
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int runEffect(const std::string &effectName, int priority, int timeout = -1);
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/// Clear any effect running on the provided channel
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void channelCleared(int priority);
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/// Clear all effects
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void allChannelsCleared();
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private:
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Hyperion * _hyperion;
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std::map<std::string, std::string> _availableEffects;
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};
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