hyperion.ng/include/effectengine/EffectFileHandler.h

85 lines
2.1 KiB
C++

#pragma once
// util
#include <utils/Logger.h>
#include <effectengine/EffectDefinition.h>
#include <effectengine/EffectSchema.h>
#include <utils/settings.h>
class EffectFileHandler : public QObject
{
Q_OBJECT
private:
friend class HyperionDaemon;
EffectFileHandler(const QString& rootPath, const QJsonDocument& effectConfig, QObject* parent = nullptr);
public:
static EffectFileHandler* efhInstance;
static EffectFileHandler* getInstance() { return efhInstance; };
///
/// @brief Get all available effects
///
std::list<EffectDefinition> getEffects() const { return _availableEffects; }
///
/// @brief Get all available schemas
///
std::list<EffectSchema> getEffectSchemas() const { return _effectSchemas; }
///
/// @brief Save an effect
/// @param obj The effect args
/// @return If not empty, it contains the error
///
QString saveEffect(const QJsonObject& obj);
///
/// @brief Delete an effect by name.
/// @param effectName The effect name to delete
/// @return If not empty, it contains the error
///
QString deleteEffect(const QString& effectName);
public slots:
///
/// @brief Handle settings update from Hyperion Settingsmanager emit
/// @param type settingyType from enum
/// @param config configuration object
///
void handleSettingsUpdate(settings::type type, const QJsonDocument& config);
signals:
///
/// @brief Emits whenever the data changes for an effect
///
void effectListChanged();
private:
///
/// @brief refresh available schemas and effects
///
void updateEffects();
///
/// @brief Load the effect definition, called by updateEffects()
///
bool loadEffectDefinition(const QString & path, const QString & effectConfigFile, EffectDefinition &effectDefinition);
///
/// @brief load effect schemas, called by updateEffects()
///
bool loadEffectSchema(const QString & path, const QString & effectSchemaFile, EffectSchema &effectSchema);
private:
QJsonObject _effectConfig;
Logger* _log;
const QString _rootPath;
// available effects
std::list<EffectDefinition> _availableEffects;
// all schemas
std::list<EffectSchema> _effectSchemas;
};