fsfw/action/HasActionsIF.h

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#ifndef HASACTIONSIF_H_
#define HASACTIONSIF_H_
#include <framework/action/ActionHelper.h>
#include <framework/action/ActionMessage.h>
#include <framework/action/SimpleActionHelper.h>
#include <framework/returnvalues/HasReturnvaluesIF.h>
#include <framework/ipc/MessageQueueIF.h>
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/**
* \brief Interface for component which uses actions
*
* This interface is used to execute actions in the component. Actions, in the sense of this interface, are activities with a well-defined beginning and
* end in time. They may adjust sub-states of components, but are not supposed to change
* the main mode of operation, which is handled with the HasModesIF described below.
*
* The HasActionsIF allows components to define such actions and make them available
* for other components to use. Implementing the interface is straightforward: Theres a
* single executeAction call, which provides an identifier for the action to execute, as well
* as arbitrary parameters for input. Aside from direct, software-based
* actions, it is used in device handler components as an interface to forward commands to
* devices.
* Implementing components of the interface are supposed to check identifier (ID) and
* parameters and immediately start execution of the action. It is, however, not required to
* immediately finish execution. Instead, this may be deferred to a later point in time, at
* which the component needs to inform the caller about finished or failed execution.
*/
class HasActionsIF {
public:
static const uint8_t INTERFACE_ID = CLASS_ID::HAS_ACTIONS_IF;
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static const ReturnValue_t IS_BUSY = MAKE_RETURN_CODE(1);//!<
static const ReturnValue_t INVALID_PARAMETERS = MAKE_RETURN_CODE(2);
static const ReturnValue_t EXECUTION_FINISHED = MAKE_RETURN_CODE(3);
static const ReturnValue_t INVALID_ACTION_ID = MAKE_RETURN_CODE(4);
virtual ~HasActionsIF() { }
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/**
* Function to get the MessageQueueId_t of the implementing object
* @return MessageQueueId_t of the object
*/
virtual MessageQueueId_t getCommandQueue() const = 0;
/**
* Execute or initialize the execution of a certain function.
* Returning #EXECUTION_FINISHED or a failure code, nothing else needs to be done.
* When needing more steps, return RETURN_OK and issue steps and completion manually. One "step failed" or completion report must
* be issued!
*/
virtual ReturnValue_t executeAction(ActionId_t actionId, MessageQueueId_t commandedBy, const uint8_t* data, uint32_t size) = 0;
};
#endif /* HASACTIONSIF_H_ */