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Added skeleton for effect engine development
Former-commit-id: e1fb69fd4de4b8968075660e3ba7f7add021c152
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42
libsrc/effectengine/EffectEngine.cpp
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42
libsrc/effectengine/EffectEngine.cpp
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#include <effectengine/EffectEngine.h>
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EffectEngine::EffectEngine(Hyperion * hyperion) :
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_hyperion(hyperion),
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_availableEffects()
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{
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// connect the Hyperion channel clear feedback
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connect(_hyperion, SIGNAL(channelCleared(int)), this, SLOT(channelCleared(int)));
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connect(_hyperion, SIGNAL(allChannelsCleared()), this, SLOT(allChannelsCleared()));
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// read all effects
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_availableEffects["test"] = "test.py";
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}
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EffectEngine::~EffectEngine()
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{
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}
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std::list<std::string> EffectEngine::getEffects() const
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{
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std::list<std::string> effectNames;
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foreach (auto entry, _availableEffects) {
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effectNames.push_back(entry.first);
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}
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return effectNames;
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}
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int EffectEngine::runEffect(const std::string &effectName, int priority, int timeout)
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{
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std::cout << "run effect " << effectName << " on channel " << priority << std::endl;
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return 0;
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}
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void EffectEngine::channelCleared(int priority)
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{
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std::cout << "clear effect on channel " << priority << std::endl;
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}
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void EffectEngine::allChannelsCleared()
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{
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std::cout << "clear effect on every channel" << std::endl;
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}
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