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#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