Skip to content
SceneElementManager.h 23 KiB
Newer Older
Nicolas Metts's avatar
Nicolas Metts committed
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526
#ifndef _SCENE_ELEMENT_MANAGER_H_
#define _SCENE_ELEMENT_MANAGER_H_
/**
 * \ingroup ControllerClient
 */
/**
 * \file lighting_controller_client/inc/SceneElementManager.h
 * This file provides definitions for Scene Element Manager
 */
/******************************************************************************
 * Copyright AllSeen Alliance. All rights reserved.
 *
 *    Permission to use, copy, modify, and/or distribute this software for any
 *    purpose with or without fee is hereby granted, provided that the above
 *    copyright notice and this permission notice appear in all copies.
 *
 *    THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
 *    WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
 *    MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
 *    ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
 *    WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
 *    ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
 *    OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
 ******************************************************************************/

#include <LSFTypes.h>
#include <Manager.h>
#include <LSFResponseCodes.h>
#include <ControllerClientDefs.h>
#include <list>

namespace lsf {

class ControllerClient;

/**
 * SceneElement callback class
 */
class SceneElementManagerCallback {
  public:
    virtual ~SceneElementManagerCallback() { }

    /**
     * Response to SceneElementManager::GetAllSceneElementIds.
     *
     * @param responseCode    The response code
     * @param sceneElementIDs The list of sceneElement ID's
     */
    virtual void GetAllSceneElementIDsReplyCB(const LSFResponseCode& responseCode, const LSFStringList& sceneElementIDs) { }

    /**
     * Response to SceneElementManager::GetSceneElementName.
     *
     * @param responseCode    The response code: \n
     *   LSF_OK - operation succeeded \n
     *   LSF_ERR_NOT_FOUND  - the sceneElement not found \n
     *   LSF_ERR_INVALID_ARGS - Language not supported \n
     * @param sceneElementID    The id of the sceneElement
     * @param language          The language of the sceneElement name
     * @param sceneElementName  The name of the sceneElement
     */
    virtual void GetSceneElementNameReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID, const LSFString& language, const LSFString& sceneElementName) { }

    /**
     * Response to SceneElementManager::SetSceneElementName.
     *
     * @param responseCode    The response code: \n
     *   LSF_OK - operation succeeded \n
     *   LSF_ERR_INVALID_ARGS - Language not supported, length exceeds LSF_MAX_NAME_LENGTH \n
     *   LSF_ERR_EMPTY_NAME - sceneElement name is empty \n
     *   LSF_ERR_RESOURCES - blob length is longer than MAX_FILE_LEN \n
     * @param sceneElementID    The id of the sceneElement whose name was changed
     * @param language          language of the sceneElement
     */
    virtual void SetSceneElementNameReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID, const LSFString& language) { }

    /**
     * This signal is fired any time a sceneElement's name is changed.
     *
     * @param sceneElementIDs    The id of the sceneElement whose name changed
     */
    virtual void SceneElementsNameChangedCB(const LSFStringList& sceneElementIDs) { }

    /**
     * Response to SceneElementManager::CreateTransitionToStateSceneElement.
     *
     * @param responseCode    The response code: \n
     *  LSF_OK - operation succeeded \n
     *  LSF_ERR_INVALID_ARGS - Language not supported, sceneElement name is empty, Invalid SceneElement components specified, ame length exceeds \n
     *  LSF_ERR_RESOURCES - Could not allocate memory \n
     *  LSF_ERR_NO_SLOT - No slot for new SceneElement \n
     * @param sceneElementID    The id of the new SceneElement
     */
    virtual void CreateTransitionToStateSceneElementReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID) { }

    /**
     * Response to SceneElementManager::CreateTransitionToPresetSceneElement.
     *
     * @param responseCode    The response code: \n
     *  LSF_OK - operation succeeded \n
     *  LSF_ERR_INVALID_ARGS - Language not supported, sceneElement name is empty, Invalid SceneElement components specified, ame length exceeds \n
     *  LSF_ERR_RESOURCES - Could not allocate memory \n
     *  LSF_ERR_NO_SLOT - No slot for new SceneElement \n
     * @param sceneElementID    The id of the new SceneElement
     */
    virtual void CreateTransitionToPresetSceneElementReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID) { }

    /**
     * Response to SceneElementManager::CreatePulseWithStateSceneElement.
     *
     * @param responseCode    The response code: \n
     *  LSF_OK - operation succeeded \n
     *  LSF_ERR_INVALID_ARGS - Language not supported, sceneElement name is empty, Invalid SceneElement components specified, ame length exceeds \n
     *  LSF_ERR_RESOURCES - Could not allocate memory \n
     *  LSF_ERR_NO_SLOT - No slot for new SceneElement \n
     * @param sceneElementID    The id of the new SceneElement
     */
    virtual void CreatePulseWithStateSceneElementReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID) { }

    /**
     * Response to SceneElementManager::CreatePulseWithPresetSceneElement.
     *
     * @param responseCode    The response code: \n
     *  LSF_OK - operation succeeded \n
     *  LSF_ERR_INVALID_ARGS - Language not supported, sceneElement name is empty, Invalid SceneElement components specified, ame length exceeds \n
     *  LSF_ERR_RESOURCES - Could not allocate memory \n
     *  LSF_ERR_NO_SLOT - No slot for new SceneElement \n
     * @param sceneElementID    The id of the new SceneElement
     */
    virtual void CreatePulseWithPresetSceneElementReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID) { }

    /**
     * Response to SceneElementManager::CreateSceneElementWithEffectID.
     *
     * @param responseCode    The response code: \n
     *  LSF_OK - operation succeeded \n
     *  LSF_ERR_INVALID_ARGS - Language not supported, sceneElement name is empty, Invalid SceneElement components specified, ame length exceeds \n
     *  LSF_ERR_RESOURCES - Could not allocate memory \n
     *  LSF_ERR_NO_SLOT - No slot for new SceneElement \n
     * @param sceneElementID    The id of the new SceneElement
     */
    virtual void CreateSceneElementWithEffectIDReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID) { }

    /**
     *  This signal is fired any time a sceneElement is been created.
     *
     * @param sceneElementIDs    The id of the new sceneElement
     */
    virtual void SceneElementsCreatedCB(const LSFStringList& sceneElementIDs) { }

    /**
     * Response to SceneElementManager::UpdateTransitionToStateSceneElement.
     *
     * @param responseCode    The response code: \n
     *  LSF_OK - operation succeeded \n
     *  LSF_ERR_INVALID_ARGS - Language not supported, sceneElement name is empty, Invalid SceneElement components specified, ame length exceeds \n
     *  LSF_ERR_RESOURCES - Could not allocate memory \n
     *  LSF_ERR_NO_SLOT - No slot for new SceneElement \n
     * @param sceneElementID    The id of the new SceneElement
     */
    virtual void UpdateTransitionToStateSceneElementReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID) { }

    /**
     * Response to SceneElementManager::UpdateTransitionToPresetSceneElement.
     *
     * @param responseCode    The response code: \n
     *  LSF_OK - operation succeeded \n
     *  LSF_ERR_INVALID_ARGS - Language not supported, sceneElement name is empty, Invalid SceneElement components specified, ame length exceeds \n
     *  LSF_ERR_RESOURCES - Could not allocate memory \n
     *  LSF_ERR_NO_SLOT - No slot for new SceneElement \n
     * @param sceneElementID    The id of the new SceneElement
     */
    virtual void UpdateTransitionToPresetSceneElementReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID) { }

    /**
     * Response to SceneElementManager::UpdatePulseWithStateSceneElement.
     *
     * @param responseCode    The response code: \n
     *  LSF_OK - operation succeeded \n
     *  LSF_ERR_INVALID_ARGS - Language not supported, sceneElement name is empty, Invalid SceneElement components specified, ame length exceeds \n
     *  LSF_ERR_RESOURCES - Could not allocate memory \n
     *  LSF_ERR_NO_SLOT - No slot for new SceneElement \n
     * @param sceneElementID    The id of the new SceneElement
     */
    virtual void UpdatePulseWithStateSceneElementReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID) { }

    /**
     * Response to SceneElementManager::UpdatePulseWithPresetSceneElement.
     *
     * @param responseCode    The response code: \n
     *  LSF_OK - operation succeeded \n
     *  LSF_ERR_INVALID_ARGS - Language not supported, sceneElement name is empty, Invalid SceneElement components specified, ame length exceeds \n
     *  LSF_ERR_RESOURCES - Could not allocate memory \n
     *  LSF_ERR_NO_SLOT - No slot for new SceneElement \n
     * @param sceneElementID    The id of the new SceneElement
     */
    virtual void UpdatePulseWithPresetSceneElementReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID) { }

    /**
     * Response to SceneElementManager::UpdateSceneElementWithEffectID.
     *
     * @param responseCode    The response code: \n
     *  LSF_OK - operation succeeded \n
     *  LSF_ERR_INVALID_ARGS - Language not supported, sceneElement name is empty, Invalid SceneElement components specified, ame length exceeds \n
     *  LSF_ERR_RESOURCES - Could not allocate memory \n
     *  LSF_ERR_NO_SLOT - No slot for new SceneElement \n
     * @param sceneElementID    The id of the new SceneElement
     */
    virtual void UpdateSceneElementWithEffectIDReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID) { }

    /**
     * This signal is fired any time a sceneElement has been updated.
     *
     * @param sceneElementIDs    The id of the updated sceneElement
     */
    virtual void SceneElementsUpdatedCB(const LSFStringList& sceneElementIDs) { }

    /**
     * Response to SceneElementManager::DeleteSceneElement.
     *
     * @param responseCode    The response code: \n
     *  LSF_OK - operation succeeded \n
     *  LSF_ERR_NOT_FOUND - can't find sceneElement id \n
     * @param sceneElementID    The id of the deleted sceneElement
     */
    virtual void DeleteSceneElementReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID) { }

    /**
     * This signal is fired any time a sceneElement has been deleted.
     *
     * @param sceneElementIDs    The id of the deleted sceneElement
     */
    virtual void SceneElementsDeletedCB(const LSFStringList& sceneElementIDs) { }

    /**
     * Response to SceneElementManager::GetSceneElement.
     *
     * @param responseCode    The response code: \n
     *  return LSF_OK \n
     *  return LSF_ERR_NOT_FOUND - sceneElement not found \n
     * @param sceneElementID    The id of the sceneElement
     * @param sceneElement      The sceneElement data
     */
    virtual void GetSceneElementReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID, const SceneElement& sceneElement) { }

    /**
     * Response to SceneElementManager::ApplySceneElement.
     *
     * @param responseCode    The response code \n
     *  LSF_OK - on success \n
     *  LSF_ERR_NOT_FOUND - sceneElement id not found in current list of sceneElements
     * @param sceneElementID    The id of the sceneElement
     */
    virtual void ApplySceneElementReplyCB(const LSFResponseCode& responseCode, const LSFString& sceneElementID) { }

    /**
     * This signal is fired any time a sceneElement has been applied.
     *
     * @param sceneElementIDs    The id of the sceneElement
     */
    virtual void SceneElementsAppliedCB(const LSFStringList& sceneElementIDs) { }
};


/**
 * sceneElement management class
 */
class SceneElementManager : public Manager {

    friend class ControllerClient;

  public:
    /**
     * SceneElementManager CTOR.
     * @param controller - a reference to ControllerClient instance
     * @param callback - a reference to SceneElementManagerCallback instance, to get the callback messages
     */
    SceneElementManager(ControllerClient& controller, SceneElementManagerCallback& callback);

    /**
     * Get the IDs of all available sceneElements. \n
     * Response comes in SceneElementManagerCallback::GetAllSceneElementIDsReplyCB
     */
    ControllerClientStatus GetAllSceneElementIDs(void);

    /**
     * Get the name of the given SceneElement. \n
     * Response in SceneElementManagerCallback::GetSceneElementNameReplyCB
     *
     * @param sceneElementID    The id of the sceneElement
     * @param language   The requested language
     */
    ControllerClientStatus GetSceneElementName(const LSFString& sceneElementID, const LSFString& language = LSFString("en"));

    /**
     * Set the name of a SceneElement. \n
     * Response in SceneElementManagerCallback::SetSceneElementNameReplyCB
     *
     * @param sceneElementID    The id of the sceneElement to modify
     * @param sceneElementName  The new sceneElement name
     * @param language   The requested language
     */
    ControllerClientStatus SetSceneElementName(const LSFString& sceneElementID, const LSFString& sceneElementName, const LSFString& language = LSFString("en"));

    /**
     *  Create a new TransitionToState SceneElement. \n
     *  Response in SceneElementManagerCallback::CreateTransitionToStateSceneElementReplyCB
     *
     * @param sceneElement      The sceneElement of type TransitionLampsLampGroupsToState
     * @param sceneElementName  The sceneElement name
     * @param language          The sceneElement language
     */
    ControllerClientStatus CreateTransitionToStateSceneElement(const TransitionLampsLampGroupsToState& sceneElement, const LSFString& sceneElementName, const LSFString& language = LSFString("en"));

    /**
     *  Create a new TransitionToPreset SceneElement. \n
     *  Response in SceneElementManagerCallback::CreateTransitionToPresetSceneElementReplyCB
     *
     * @param sceneElement      The sceneElement of type TransitionLampsLampGroupsToPreset
     * @param sceneElementName  The sceneElement name
     * @param language          The sceneElement language
     */
    ControllerClientStatus CreateTransitionToPresetSceneElement(const TransitionLampsLampGroupsToPreset& sceneElement, const LSFString& sceneElementName, const LSFString& language = LSFString("en"));

    /**
     *  Create a new PulseWithState SceneElement. \n
     *  Response in SceneElementManagerCallback::CreatePulseWithStateSceneElementReplyCB
     *
     * @param sceneElement      The sceneElement of type PulseLampsLampGroupsWithState
     * @param sceneElementName  The sceneElement name
     * @param language          The sceneElement language
     */
    ControllerClientStatus CreatePulseWithStateSceneElement(const PulseLampsLampGroupsWithState& sceneElement, const LSFString& sceneElementName, const LSFString& language = LSFString("en"));

    /**
     *  Create a new PulseWithPreset SceneElement. \n
     *  Response in SceneElementManagerCallback::CreatePulseWithPresetSceneElementReplyCB
     *
     * @param sceneElement      The sceneElement of type PulseLampsLampGroupsWithPreset
     * @param sceneElementName  The sceneElement name
     * @param language          The sceneElement language
     */
    ControllerClientStatus CreatePulseWithPresetSceneElement(const PulseLampsLampGroupsWithPreset& sceneElement, const LSFString& sceneElementName, const LSFString& language = LSFString("en"));

    /**
     *  Create a new SceneElement with EffectID. \n
     *  Response in SceneElementManagerCallback::CreateSceneElementWithEffectIDReplyCB
     *
     * @param sceneElement      The sceneElement with EffectID
     * @param sceneElementName  The sceneElement name
     * @param language          The sceneElement language
     */
    ControllerClientStatus CreateSceneElementWithEffectID(const SceneElementWithEffectID& sceneElement, const LSFString& sceneElementName, const LSFString& language = LSFString("en"));

    /**
     * Modify an existing sceneElement. \n
     * Response in SceneElementManagerCallback::UpdateTransitionToStateSceneElementReplyCB \n
     *
     * @param sceneElementID    The id of the sceneElement to modify
     * @param sceneElement      The new value of the sceneElement
     */
    ControllerClientStatus UpdateTransitionToStateSceneElement(const LSFString& sceneElementID, const TransitionLampsLampGroupsToState& sceneElement);

    /**
     * Modify an existing sceneElement. \n
     * Response in SceneElementManagerCallback::UpdateTransitionToPresetSceneElementReplyCB \n
     *
     * @param sceneElementID    The id of the sceneElement to modify
     * @param sceneElement      The new value of the sceneElement
     */
    ControllerClientStatus UpdateTransitionToPresetSceneElement(const LSFString& sceneElementID, const TransitionLampsLampGroupsToPreset& sceneElement);

    /**
     * Modify an existing sceneElement. \n
     * Response in SceneElementManagerCallback::UpdatePulseWithStateSceneElementReplyCB \n
     *
     * @param sceneElementID    The id of the sceneElement to modify
     * @param sceneElement      The new value of the sceneElement
     */
    ControllerClientStatus UpdatePulseWithStateSceneElement(const LSFString& sceneElementID, const PulseLampsLampGroupsWithState& sceneElement);

    /**
     * Modify an existing sceneElement. \n
     * Response in SceneElementManagerCallback::UpdatePulseWithPresetSceneElementReplyCB \n
     *
     * @param sceneElementID    The id of the sceneElement to modify
     * @param sceneElement      The new value of the sceneElement
     */
    ControllerClientStatus UpdatePulseWithPresetSceneElement(const LSFString& sceneElementID, const PulseLampsLampGroupsWithPreset& sceneElement);

    /**
     * Modify an existing sceneElement. \n
     * Response in SceneElementManagerCallback::UpdateSceneElementWithEffectIDReplyCB \n
     *
     * @param sceneElementID    The id of the sceneElement to modify
     * @param sceneElement      The new value of the sceneElement
     */
    ControllerClientStatus UpdateSceneElementWithEffectID(const LSFString& sceneElementID, const SceneElementWithEffectID& sceneElement);

    /**
     * Delete an existing sceneElement. \n
     * Response in SceneElementManagerCallback::DeleteSceneElementReplyCB
     *
     * @param sceneElementID    The id of the sceneElement to delete
     */
    ControllerClientStatus DeleteSceneElement(const LSFString& sceneElementID);

    /**
     * Get the information about the specified sceneElement. \n
     * Response in SceneElementManagerCallback::GetSceneElementReplyCB
     *
     * @param sceneElementID    The id of the sceneElement to find
     */
    ControllerClientStatus GetSceneElement(const LSFString& sceneElementID);

    /**
     * Apply a sceneElement. \n
     * Activate an already created sceneElement. Make it happen. \n
     * Response in SceneElementManagerCallback::ApplySceneElementReplyCB
     *
     * @param sceneElementID    The ID of the sceneElement to apply
     */
    ControllerClientStatus ApplySceneElement(const LSFString& sceneElementID);

    /**
     * Get the SceneElement Info and Name. \n
     * Combination of GetSceneElement and GetScneneName. Responses are accordingly. \n
     *
     * @param sceneElementID    The ID of the master sceneElement
     * @param language   The requested language
     */
    ControllerClientStatus GetSceneElementDataSet(const LSFString& sceneElementID, const LSFString& language = LSFString("en"));

  private:

    // Signal handlers:
    void SceneElementsNameChanged(LSFStringList& idList) {
        callback.SceneElementsNameChangedCB(idList);
    }

    void SceneElementsCreated(LSFStringList& idList) {
        callback.SceneElementsCreatedCB(idList);
    }

    void SceneElementsUpdated(LSFStringList& idList) {
        callback.SceneElementsUpdatedCB(idList);
    }

    void SceneElementsDeleted(LSFStringList& idList) {
        callback.SceneElementsDeletedCB(idList);
    }

    void SceneElementsApplied(LSFStringList& idList) {
        callback.SceneElementsAppliedCB(idList);
    }

    // asynch method response handlers
    void GetAllSceneElementIDsReply(LSFResponseCode& responseCode, LSFStringList& idList) {
        callback.GetAllSceneElementIDsReplyCB(responseCode, idList);
    }

    void GetSceneElementReply(ajn::Message& message);

    void ApplySceneElementReply(LSFResponseCode& responseCode, LSFString& lsfId) {
        callback.ApplySceneElementReplyCB(responseCode, lsfId);
    }

    void DeleteSceneElementReply(LSFResponseCode& responseCode, LSFString& lsfId) {
        callback.DeleteSceneElementReplyCB(responseCode, lsfId);
    }

    void SetSceneElementNameReply(LSFResponseCode& responseCode, LSFString& lsfId, LSFString& language) {
        callback.SetSceneElementNameReplyCB(responseCode, lsfId, language);
    }

    void GetSceneElementNameReply(LSFResponseCode& responseCode, LSFString& lsfId, LSFString& language, LSFString& lsfName) {
        callback.GetSceneElementNameReplyCB(responseCode, lsfId, language, lsfName);
    }

    void CreateTransitionToStateSceneElementReply(LSFResponseCode& responseCode, LSFString& lsfId) {
        callback.CreateTransitionToStateSceneElementReplyCB(responseCode, lsfId);
    }

    void CreateTransitionToPresetSceneElementReply(LSFResponseCode& responseCode, LSFString& lsfId) {
        callback.CreateTransitionToPresetSceneElementReplyCB(responseCode, lsfId);
    }

    void CreatePulseWithStateSceneElementReply(LSFResponseCode& responseCode, LSFString& lsfId) {
        callback.CreatePulseWithStateSceneElementReplyCB(responseCode, lsfId);
    }

    void CreatePulseWithPresetSceneElementReply(LSFResponseCode& responseCode, LSFString& lsfId) {
        callback.CreatePulseWithPresetSceneElementReplyCB(responseCode, lsfId);
    }

    void CreateSceneElementWithEffectIDReply(LSFResponseCode& responseCode, LSFString& lsfId) {
        callback.CreateSceneElementWithEffectIDReplyCB(responseCode, lsfId);
    }

    void UpdateTransitionToStateSceneElementReply(LSFResponseCode& responseCode, LSFString& lsfId) {
        callback.UpdateTransitionToStateSceneElementReplyCB(responseCode, lsfId);
    }

    void UpdateTransitionToPresetSceneElementReply(LSFResponseCode& responseCode, LSFString& lsfId) {
        callback.UpdateTransitionToPresetSceneElementReplyCB(responseCode, lsfId);
    }

    void UpdatePulseWithStateSceneElementReply(LSFResponseCode& responseCode, LSFString& lsfId) {
        callback.UpdatePulseWithStateSceneElementReplyCB(responseCode, lsfId);
    }

    void UpdatePulseWithPresetSceneElementReply(LSFResponseCode& responseCode, LSFString& lsfId) {
        callback.UpdatePulseWithPresetSceneElementReplyCB(responseCode, lsfId);
    }

    void UpdateSceneElementWithEffectIDReply(LSFResponseCode& responseCode, LSFString& lsfId) {
        callback.UpdateSceneElementWithEffectIDReplyCB(responseCode, lsfId);
    }

    SceneElementManagerCallback& callback;
};


}

#endif