Helper Classes
API Reference
DeviceBindingController
Description:
The DeviceBindingController can be used to handle enable-, release- and authentication-binding transmissions and the necessary permanent storage of the binding data. The controller is a singleton instance and can be accessed via the 'DeviceBindingController' acessor keyword. An implementation is only necessary if auto-handling of device-binding is not activated. More Info to DeviceBinding...
/**
* Access the binding controller helper API
*
*/
#define DeviceBindingController (*BindingController::GetInstance())
This helper class is also the logic that is working in the background when auto-handling of the device-binding is enabled. The controller interface has only two methods:
// base functionality
BindingResponseType handleBindingTransmission(BindingTransmissionTypes bType , const String& key );
// fetch required status
bool isBindingRequired();
handleBindingTransmission
This method can be used to implement the whole functionality required for device binding. It takes the parameter carried in a binding transmission from app to device and returns the appropriate value to construct a binding response back to the app. This method also stores the key and the required parameter to flash.
Arguments:
bType - The binding transmission purpose (enable, release, authenticate. Type: BindingTransmissionTypes
key - The binding key. Only required for enable and authenticate transmissions. If this is a release transmission the key could be empty.
Return Value:
BindingResponseType - The appropriate response type for the BindingTransmissionType.
isBindingRequired
This method can be used to fetch the required status of device binding.
Return Value:
Usage:
This is an example implementation how to handle binding transmission with the DeviceBindingController. The controller takes the arguments of the callback method onBindingTransmissionReceived of the ILaroomyAppCallback. It executes the necessary steps and returns the appropriate result.
// define the callback for the remote app-user events
class RemoteEvents : public ILaroomyAppCallback
{
public:
// handle binding transmissions (here we use the binding-controller which implements the whole functionality)
BindingResponseType onBindingTransmissionReceived(BindingTransmissionTypes bType , const String &key ) override
{
/*
When implementing the device-binding this callback-method is invoked on three cases:
- binding is enabled by the user
- binding is released by the user
- an authentication request is done during the connection process
All cases must be handled and the appropriate value must be returned. (BindingResponseType)
If this method is not overwritten and auto-handling of the device-binding is set to false,
the app reports that device binding is not supported.
Here the DeviceBindingContoller class is used to implement the whole functionality.
*/
return DeviceBindingController .handleBindingTransmission(bType , key );
}
};
When the program is started the required parameter must be loaded and passed to the LaRoomy Api.
void setup()
{
/* other setup */
LaRoomyApi .setDeviceBindingAuthenticationRequired(
DeviceBindingController .isBindingRequired()
);
/* other setup */
};
PinStorageController
Description:
The PinStorageController can be used to save and load data to/from non-volatile memory to keep the pin for a UnlockControl property. It is a singleton instance and can be used only for one UnlockControl property. It can be accessed via the 'PinStorageController' accessor.
/**
* Access the Pin-Storage helper API.
*/
#define PinStorageController (*UnlockControlPinStorageController::GetInstance())
The controller interface has only two methods:
/**
* This methods loads the pin from flash storage,
* or returns the default pin '12345' if no pin was saved before.
*/
String loadPin();
/**
* This method saves the pin to flash storage.
*/
bool savePin(const String& pin );
loadPin
This method loads the pin from flash storage or returns the default pin '12345' if no pin was saved before.
Return Value:
savePin
This method saves the pin to flash storage.
Arguments:
pin - The pin to save. Please note that the pin is limited to 10 characters.
Return Value:
Usage:
The method savePin is normally used in the UnlockControlStateChanged callback method. If the user has changed the pin, this callback method is called in pin-change-mode. The pin must be saved to non volatile memory to access it later, even if the power was down.
// define the callback for the remote app-user events
class RemoteEvents : public ILaroomyAppCallback
{
public:
// catch the state change of the unlock control property
void onUnlockControlStateChanged(cID unlockControlID , const UnlockControlState &state ) override
{
// in unlock mode, lock or unlock whatever is to be unlocked
if (state .mode == UnlockControlModes::UNLOCK_MODE )
{
if (state .unlocked )
{
// unlock
}
else
{
// lock
}
}
else if (state .mode == UnlockControlModes::PIN_CHANGE_MODE )
{
// this is pin change mode, save the pin ..
if (PinStorageController .savePin(state .pin ))
{
// pin successful saved
}
}
}
};
When the program is started, the pin must be loaded and passed to the state of the UnlockControl property.
void setup()
{
/* other setup */
// create the unlock control property
UnlockControl uc ;
uc .imageID = LaRoomyImages::UNLOCK_CONTROL_030 ;
uc .unlockControlDescription = "Unlock";
uc .unlockControlID = MY_UNLOCK_CONTROL ;
/**
* Load the previously saved pin from flash or set a default pin if it wasn't saved before.
*/
uc .unlockControlState .pin = PinStorageController .loadPin();
// add the property
LaRoomyApi .addDeviceProperty(uc );
/* other setup */
};
RGBControl
Description:
The RGBControl class can be used to control RGB light output. It works in conjunction with the RGBSelector property and does support all functionalities which are adjustable. The RGBControl class has the following methods:
class RGBControl {
public:
RGBControl(pin_size_t RedPin , pin_size_t GreenPin , pin_size_t BluePin );
void begin();
void end();
void off();
void setFadeDelayValue(unsigned int fadeDelay );
void setCustomColorSelection(ColorCollection& colorSel );
void applyStateChange(const RGBSelectorState& state );
void changeRGBColor(uint8_t red , uint8_t green , uint8_t blue , RGBTransitionType tType = RGBTransitionType::SOFT_TRANSITION );
void changeRGBColor(PCOLOR c )
void changeRGBProgram(RGBColorTransitionProgram program , RGBTransitionType tType );
void onLoop();
};
RGBControl constructor
Creates the RGBControl object.
Arguments:
RedPin - The output pin for the red part of the color.
GreenPin - The output pin for the green part of the color.
BluePin - The output pin for the blue part of the color.
begin
Begins with the rgb processing. It initalizes the pin mode and the output on the pins defined in the constructor.
end
Stops the rgb processing. Do not use this method to disable output when the class should be used again later. In this case
off
Clears the output on the RGB pins, but retains the state for later use.
setFadeDelayValue
Set the Fade Delay Value in milliseconds. The fading is generated by increasing or decreasing the current value until it reaches the desired value. This value is the delay before the next single increasing or decreasing action will be taken. Example: when fading from OFF to full RED color, the Red-Value 0 must be increased to 255. So this delay value is applied 255 times. If this value is set to 10 milliseconds, the fade takes up to 2,55 seconds.The default value is 3 milliseconds, this makes 765 millis fading time.
Arguments:
fadeDelay - The fading delay value in milliseconds.
setCustomColorSelection
When a transition program is activated, a default color selection determines the colors that follow each other. With this method the a custom selection can be passed to the RGBControl class. For an instruction on how to achieve that, look at the example below.
Arguments:
colorSel - The new color selection for the transition program.
applyStateChange
This method can be used directly in the onRGBSelectorStateChanged callback method of the ILaroomyAppCallback interface to apply the new transmitted state.
changeRGBColor
Changes the color output of the RGBControl. If a program was active it will be stopped.
Arguments:
red - The red part of the new color.
green - The green part of the new color.
blue - The blue part of the new color.
tType - (optional) The transition type, this determines how colors are changing from one to another.
c - Pointer to a COLOR struct containing the new color.
changeRGBProgram
Activates or changes the current transition program. The colors will fade one to another in the given program(speed) and with the selected transition type.
Arguments:
program - The program(speed) to execute. Type: RGBColorTransitionProgram
tType - The type of transition. Type: RGBTransitionType
onLoop
This method must be implemented in the main loop and called periodically to ensure a fluent fading and internal processing.
Usage:
Create a RGBControl object:
// define the pins for rgb output:
#define RED_PIN 10
#define GREEN_PIN 9
#define BLUE_PIN 6
// create the RGB control object
RGBControl rgbControl (RED_PIN , GREEN_PIN , BLUE_PIN );
Implement the control for the callback method to handle RGBSelector state changes:
// define the callback for the remote app-user events
class RemoteEvents : public ILaroomyAppCallback
{
public:
// receive rgb state notifications
void onRGBSelectorStateChanged(cID rgbSelectorID , const RGBSelectorState &state ) override
{
// use the rgb helper to control the colors
rgbControl .applyStateChange(state );
}
};
Start the RGBControl object:
void setup()
{
// put your setup code here, to run once:
/* other setup */
// set the callback handler for remote events
LaRoomyApi .setCallbackInterface(
dynamic_cast <ILaroomyAppCallback *>(
new RemoteEvents()));
/* other setup */
// begin rgb control
rgbControl .begin();
}
Call the 'onLoop' method periodically:
void loop()
{
// put your main code here, to run repeatedly:
LaRoomyApi .onLoop();
// handle rgb control state changes
rgbControl .onLoop();
}
Define a custom color selction for the transition program and add it. Here the Colors class is used to add some pre-defined colors.
// new color collection
ColorCollection colorCollection ;
// use the Colors class to add other colors
colorCollection .AddItem(Colors::OrangeRed );
colorCollection .AddItem(Colors::SeaGreen );
colorCollection .AddItem(Colors::Turquoise );
colorCollection .AddItem(Colors::GreenYellow );
colorCollection .AddItem(Colors::PaleRed );
colorCollection .AddItem(Colors::Mint );
colorCollection .AddItem(Colors::Gold );
colorCollection .AddItem(Colors::YellowGreen );
// or add fully custom colors
COLOR col ;
col .redPart = 56;
col .greenPart = 232;
col .bluePart = 127;
colorCollection .AddItem(col );
// pass the new color collection to the rgb helper
rgbControl .setCustomColorSelection(colorCollection );
Convert
Description:
The Convert class provides some methods to execute conversion of data. All methods of the class are static and can be called without instantiation. Most of the methods are intended for internal usage. An important part is the 'escapeNonAsciiCharacters' method. It could be used to convert a string with non-ascii characters in a transmittable format.
class Convert {
public:
static void u8BitValueToHexTwoCharBuffer(uint8_t toConvert , char* buffer_out );
static unsigned int x2CharHexValueToU8BitValue(char left , char right );
static void s16BitValueToHex4CharBuffer(int16_t toConvert , char* buffer_out );
static int16_t x4CharHexValueToSigned16BitValue(char hl , char hr , char ll , char lr );
static uint16_t x4CharHexValueToUnsigned16BitValue(char hl , char hr , char ll , char lr );
static char uIntValToHexChar(unsigned int val );
static unsigned int hexCharToUIntVal(char h );
static char numToChar(unsigned int num );
static unsigned int charToNum(char l );
static String escapeNonAsciiCharacters(const wchar_t* wStr );
};
u8BitValueToHexTwoCharBuffer
Converts a unsigned 8bit parameter in a hexadecimal 2-char string.
Arguments:
toConvert - The parameter to convert.
buffer_out - The buffer to receive the mini-string. It must have at least two fields to receive the characters. The out string is not zero terminated, the method only writes the two character.
x2CharHexValueToU8BitValue
Converts a hexadecimal two-character string in a respective unsigned 8-bit value.
Arguments:
left - The left character of the hex string.
right - The right character of the hex string.
Return Value:
s16BitValueToHex4CharBuffer
Converts a signed 16bit parameter in a hexadecimal 4-char string.
Arguments:
toConvert - The parameter to convert.
buffer_out - The buffer to receive the string. It must have at least four fields to receive the characters. The out string is not zero terminated, the method only writes the four character.
x4CharHexValueToSigned16BitValue
Converts a hexadecimal four-character string in a respective signed 16-bit value.
Arguments:
hl - The left character of the hibyte.
hr - The right character of the hibyte.
ll - The left character of the lobyte.
lr - The right character of the lobyte.
Return Value:
x4CharHexValueToUnsigned16BitValue
Converts a hexadecimal four-character string in a respective unsigned 16-bit value.
Arguments:
hl - The left character of the hibyte.
hr - The right character of the hibyte.
ll - The left character of the lobyte.
lr - The right character of the lobyte.
Return Value:
uIntValToHexChar
Converts a unsigned 8bit value into a hex character.
Arguments:
val - The value to convert. the value must be in a range covered by a single hexadecimal character.
Return Value:
hexCharToUIntVal
Converts a single hexadecimal character into an 8bit value.
Arguments:
h - The hexadecimal character to convert.
Return Value:
numToChar
Converts a single number into a character.
Arguments:
num - The number to convert. Only one digit numbers (0-9) are accepted.
Return Value:
charToNum
Converts a character into a one digit number.
Arguments:
l - The character to convert. Only number character are accepted.
Return Value:
escapeNonAsciiCharacters
Escapes the non-ASCII characters in a wide string with unicode escape sequences to generate a compatible ASCII string.
Arguments:
wStr - The wide string to convert.
Return Value:
Usage:
In the following example the text resources of a OptionSelector property must be provided in german language, this includes some non-ASCII characters. Here the Convert class is used to create a compatible string:
OptionSelector os ;
os .optionSelectorID = MY_OPTION_SELECTOR_ID ;
/* ... */
os .optionSelectorDescription =
Convert::escapeNonAsciiCharacters(L"Option wählen:"); // ä is not a valid ascii char
/* ... */
os .addOption(
Convert::escapeNonAsciiCharacters(L"Fünf") // ü is not a valid ascii char
);
os .addOption(
Convert::escapeNonAsciiCharacters(L"Maß") // ß is not a valid ascii char
);
/* ... */
LaRoomyApi .addDeviceProperty(os );
Do not forget to use 'L' literal in front of the string used as argument for the escape method to declare the string as wide string.