switched from qsettings to json added editng of actors
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141 changed files with 4402 additions and 5068 deletions
173
src/items/item.cpp
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173
src/items/item.cpp
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#include "item.h"
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#include "relay.h"
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#include "../microcontroller.h"
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#include "../actors/sensoractor.h"
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#include "../actors/regulator.h"
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#include <QJsonArray>
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ItemData::ItemData(uint32_t itemIdIn, QString name, uint8_t value): name_(name), value_(value), itemId_(itemIdIn)
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{
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}
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QString ItemData::getName() const
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{
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return name_;
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}
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void ItemData::setName(QString name)
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{
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name_ = name;
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}
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uint8_t ItemData::getValue() const
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{
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return value_;
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}
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uint32_t ItemData::id() const
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{
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return itemId_;
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}
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//item
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bool Item::secondaryFlag = false;
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Item::Item(SensorStore* sensors, uint32_t itemIdIn, QString name, uint8_t value, QObject *parent): QObject(parent), ItemData (itemIdIn, name, value), sensors_(sensors)
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{
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}
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Item::Item(SensorStore* sensors, const ItemData& itemData, QObject *parent): QObject(parent), ItemData(itemData), sensors_(sensors)
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{
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}
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bool Item::actorsActive() const
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{
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return actorsActive_;
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}
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void Item::store(QJsonObject &json)
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{
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json["Name"] = name_;
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json["ItemId"] = static_cast<double>(itemId_);
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json["ActorsActive"] = actorsActive_;
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QJsonArray actorsArray;
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for(size_t i = 0; i < actors_.size(); ++i)
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{
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QJsonObject actorObject;
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actors_[i]->store(actorObject);
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actorsArray.append(actorObject);
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}
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json["Actors"] = actorsArray;
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}
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void Item::load(const QJsonObject &json, const bool preserve)
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{
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if(!preserve)
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{
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name_ = json["Name"].toString(name_);
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itemId_ = static_cast<uint32_t>(json["ItemId"].toDouble(0));
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}
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actorsActive_ = json["ActorsActive"].toBool(true);
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const QJsonArray actorsArray(json["Actors"].toArray(QJsonArray()));
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for(int i = 0; i < actorsArray.size(); ++i)
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{
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if(actorsArray[i].isObject())
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{
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Actor* actor = Actor::loadActor(actorsArray[i].toObject());
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if(actor != nullptr) addActor(actor);
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}
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}
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}
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void Item::store(QString subsecton, QSettings* settings)
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{
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settings->setValue(subsecton + "Name", name_);
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settings->setValue(subsecton + "ItemId", static_cast<unsigned>(itemId_));
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settings->setValue(subsecton + "ActorsActive", actorsActive_);
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settings->setValue(subsecton + "Actors", static_cast<unsigned>(actors_.size()));
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for(size_t i = 0; i < actors_.size(); ++i)
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{
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actors_[i]->store(subsecton + "/Actor" + QString::number(i), settings);
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}
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}
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void Item::load(QString subsecton, QSettings* settings, bool preserve)
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{
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if(!preserve)
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{
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name_ = settings->value(subsecton + "Name").toString();
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itemId_ = settings->value(subsecton + "ItemId").toUInt();
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}
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actorsActive_ = settings->value(subsecton + "ActorsActive").toBool();
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unsigned actorsLen = settings->value(subsecton + "Actors").toUInt();
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for(unsigned i = 0; i < actorsLen; ++i)
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{
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Actor* actor = Actor::loadActor(subsecton + "/Actor" + QString::number(i), settings);
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if(actor != nullptr) addActor(actor);
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}
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}
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void Item::setValue(uint8_t value)
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{
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value_ = value;
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valueChanged(value_);
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}
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void Item::informValue(uint8_t value)
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{
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Item::setValue(value);
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}
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void Item::addActor(Actor* actor)
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{
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actor->setParent(this);
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actors_.push_back(actor);
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if(!secondaryFlag)connect(actor, &Actor::sigValue, this, &Item::setValue);
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connect(this, &Item::valueChanged, actor, &Actor::onValueChanged);
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SensorActor* sensorActor = dynamic_cast<SensorActor*>(actor);
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if(sensorActor != nullptr && sensors_ != nullptr)connect(sensors_, &SensorStore::sensorChangedState, sensorActor, &SensorActor::sensorEvent);
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Regulator* regulator = dynamic_cast<Regulator*>(actor);
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if(regulator != nullptr && sensors_ != nullptr)connect(sensors_, &SensorStore::sensorChangedState, regulator, &Regulator::sensorEvent);
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if(actorsActive_) actor->makeActive();
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else actor->makeInactive();
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}
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bool Item::removeActor(Actor* actor)
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{
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for(unsigned int i = 0; i < actors_.size(); i++)
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{
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if(actors_[i] == actor)
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{
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delete actor;
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actors_.erase(actors_.begin()+i);
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return true;
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}
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}
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return false;
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}
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std::vector< Actor* >& Item::getActors()
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{
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return actors_;
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}
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bool Item::hasActors()
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{
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return actors_.size() > 0;
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}
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void Item::setActorsActive(bool in)
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{
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actorsActive_ = in;
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for(unsigned i = 0; i < actors_.size(); i++) in ? actors_[i]->makeActive() : actors_[i]->makeInactive();
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}
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