/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Copyright (C) 2015 Simon Stürz * * Copyright (C) 2014 Michael Zanetti * * * * This file is part of guh. * * * * This library is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; If not, see * * . * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /*! \class StateType \brief Describes the Type of a \l{State} from \l{Device}. \ingroup guh-types \inmodule libguh \sa State, StateDescriptor */ #include "statetype.h" /*! Constructs a StateType with the given \a id. * When creating a \l{DevicePlugin} generate a new uuid for each StateType you define and * hardcode it into the plugin. */ StateType::StateType(const StateTypeId &id): m_id(id) { } /*! Returns the id of the StateType. */ StateTypeId StateType::id() const { return m_id; } /*! Returns the name of the StateType. This is used internally, e.g. to match interfaces. */ QString StateType::name() const { return m_name; } /*! Set the name of the StateType to \a name. This is used internally, e.g. to match interfaces. */ void StateType::setName(const QString &name) { m_name = name; } /*! Returns the displayName of the StateType. This is visible to the user (e.g. "Color temperature"). */ QString StateType::displayName() const { return m_displayName; } /*! Set the displayName of the StateType to \a name. This is visible to the user (e.g. "Color temperature"). */ void StateType::setDisplayName(const QString &displayName) { m_displayName = displayName; } /*! Returns the index of this \l{StateType}. The index of an \l{StateType} indicates the order in the \l{DeviceClass}. * This guarantees that a \l{Device} will look always the same (\l{State} order). */ int StateType::index() const { return m_index; } /*! Set the \a index of this \l{StateType}. */ void StateType::setIndex(const int &index) { m_index = index; } /*! Returns the Type of the StateType (e.g. QVariant::Real). */ QVariant::Type StateType::type() const { return m_type; } /*! Set the type fo the StateType to \a type (e.g. QVariant::Real). */ void StateType::setType(const QVariant::Type &type) { m_type = type; } /*! Returns the default value of this StateType (e.g. 21.5). */ QVariant StateType::defaultValue() const { return m_defaultValue; } /*! Set the default value of this StateType to \a defaultValue (e.g. 21.5). */ void StateType::setDefaultValue(const QVariant &defaultValue) { m_defaultValue = defaultValue; } /*! Returns the minimum value of this StateType. If this value is not set, the QVariant will be invalid. */ QVariant StateType::minValue() const { return m_minValue; } /*! Set the minimum value of this StateType to \a minValue. If this value is not set, * there is now lower limit. */ void StateType::setMinValue(const QVariant &minValue) { m_minValue = minValue; } /*! Returns the maximum value of this StateType. If this value is not set, the QVariant will be invalid. */ QVariant StateType::maxValue() const { return m_maxValue; } /*! Set the maximum value of this StateType to \a maxValue. If this value is not set, * there is now upper limit. */ void StateType::setMaxValue(const QVariant &maxValue) { m_maxValue = maxValue; } /*! Returns the list of possible values of this StateType. If the list is empty or invalid the \l{State} value can take every value. */ QVariantList StateType::possibleValues() const { return m_possibleValues; } /*! Set the list of possible values of this StateType to \a possibleValues. */ void StateType::setPossibleValues(const QVariantList &possibleValues) { m_possibleValues = possibleValues; } /*! Returns the unit of this StateType. */ Types::Unit StateType::unit() const { return m_unit; } /*! Sets the unit of this StateType to the given \a unit. */ void StateType::setUnit(const Types::Unit &unit) { m_unit = unit; } /*! Returns true if this StateType is relevant for the rule from a user perspective. */ bool StateType::ruleRelevant() const { return m_ruleRelevant; } /*! Sets this StateType relevant for the rule from a user perspective to \a ruleRelevant. */ void StateType::setRuleRelevant(const bool &ruleRelevant) { m_ruleRelevant = ruleRelevant; } /*! Returns true if this StateType is interesting to visualize the logs in a graph/chart from a user perspective. */ bool StateType::graphRelevant() const { return m_graphRelevant; } /*! Sets this StateType \a graphRelevant to inform the client application if this \l{StateType} is interesting to visualize the logs in a graph/chart. */ void StateType::setGraphRelevant(const bool &graphRelevant) { m_graphRelevant = graphRelevant; } /*! Returns true if this StateType is to be cached. This means, the last state value will be stored to disk upon shutdown and restored on reboot. If this is false, states will be initialized with the default value on each boot. By default all states are cached by the system. */ bool StateType::cached() const { return m_cached; } /*! Sets whether this StateType should be cached or not. */ void StateType::setCached(bool cached) { m_cached = cached; } StateTypes::StateTypes(const QList &other) { foreach (const StateType &st, other) { append(st); } } StateType StateTypes::findByName(const QString &name) { foreach (const StateType &stateType, *this) { if (stateType.name() == name) { return stateType; } } return StateType(StateTypeId()); } StateType StateTypes::findById(const StateTypeId &id) { foreach (const StateType &stateType, *this) { if (stateType.id() == id) { return stateType; } } return StateType(StateTypeId()); }