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//! Contains the implementation of the complicated facade sub-system.
use super::facade_idevicenetworklowlevel_trait::IDeviceNetworkLowLevel;
//-----------------------------------------------------------------------------
/// Identifies the type of devices that can appear in a device chain.
/// Part of the "Facade" pattern example.
enum DeviceTypes {
/// device controller. This is always visible.
DEVICECONTROLLER,
/// Core device
CORE,
/// GTE device
GTE,
/// PCH device
PCH,
/// PMC device
PMC,
}
//=============================================================================
/// Represents a single device in a device chain.
/// Part of the "Facade" pattern example.
struct DeviceNode {
/// Whether the device is visible in the device chain.
visible: bool,
/// Name of this device.
_name : String,
/// The idcode for this device.
idcode: u32,
/// A value from the DeviceTypes enumeration identifying the type of the
/// device.
device_type : DeviceTypes,
}
impl DeviceNode {
/// Constructor.
///
/// # Parameters
/// - name
///
/// Name to use.
/// - idcode
///
/// idcode for the device.
/// - tap_type
///
/// Value from the DeviceTypes enumeration.
/// - initially_visible
///
/// true if initially visible; otherwise false.
///
/// # Returns
/// Returns a new DeviceNode instance.
fn new(name: &str, idcode: u32, tap_type: DeviceTypes, initially_visible: bool) -> DeviceNode {
DeviceNode {
_name: name.to_string(),
idcode: idcode,
device_type: tap_type,
visible: initially_visible,
}
}
}
//=============================================================================
/// Represents a device chain, which is a collection of DeviceNode objects.
/// Part of the "Facade" pattern example.
struct DeviceChain {
/// The list of DeviceNodes on this device chain.
_nodes: Vec<DeviceNode>,
/// The Name of this device chain.
_name: String,
/// Whether this device chain is locked for access.
locked: bool,
}
impl DeviceChain {
/// Constructor.
///
/// # Parameters
/// - name
///
/// Name of this device chain
///
/// # Returns
/// Returns a new DeviceChain instance.
pub fn new(name: &str) -> DeviceChain {
DeviceChain {
_name: name.to_string(),
locked: false,
_nodes: vec![]
}
}
/// Helper method to add a DeviceNode to the device chain. DeviceNode
/// objects that are of DEVICECONTROLLER are always inserted as the first
/// device in the device chain, with the assumption there is only one
/// DEVICECONTROLLER in a given device chain (this is not actually
/// enforced, though).
///
/// # Parameters
/// - node
///
/// A DeviceNode object to add to the device chain.
pub fn add_node(&mut self, node: DeviceNode) {
match node.device_type {
DeviceTypes::DEVICECONTROLLER => self._nodes.insert(0, node),
_ => self._nodes.push(node)
}
}
/// Resets the device chain so that all devices that are not CLdevices are
/// no longer visible in the device chain.
pub fn reset_visibility(&mut self) {
for node in self._nodes.iter_mut() {
if let DeviceTypes::DEVICECONTROLLER = node.device_type {
// Device Controller's visibility is never touched
} else {
node.visible = false;
}
}
}
/// Make visible one or more devices in the device chain.
///
/// # Parameters
/// - node_select_mask
///
/// A bit mask specifying which device or devices to make visible, where
/// bit 0 is the first device, bit 1 is the second, etc. Bit 0 is
/// ignored as the first device is always visible.
pub fn select_nodes(&mut self, node_select_mask: u32) {
self._show_hide_nodes(node_select_mask, true);
}
/// Make invisible one or more devices in the device chain.
///
///
/// # Parameters
/// - node_select_mask
///
/// A bit mask specifying which device or devices to hide, where bit 0 is
/// the first device, bit 1 is the second, etc. Bit 0 is ignored as the
/// first device is always visible.
pub fn deselect_nodes(&mut self, node_select_mask: u32) {
self._show_hide_nodes(node_select_mask, false);
}
/// Retrieve a list of idcodes for all devices that are visible in
/// the device chain.
///
/// # Returns
/// Returns an array of unsigned 32-bit integers corresponding to the
/// idcodes of each visible device. The first idcode corresponds to the
/// first visible device.
pub fn get_id_codes_for_visible_nodes(&self) -> Vec<u32> {
let mut idcodes : Vec<u32> = vec![];
for node in self._nodes.iter() {
if node.visible {
idcodes.push(node.idcode);
}
}
idcodes
}
/// Helper method to show or hide devices on the device chain.
///
/// # Parameters
/// - node_select_mask
///
/// A bit mask where the position of each bit corresponds to a device in
/// the device chain, with bit 0 being the first device, bit 1 being the
/// second device, and so on.
/// - make_visible
///
/// true if the device is to be made visible on the device chain;
/// otherwise false, the device cannot be seen on the device chain.
fn _show_hide_nodes(&mut self, node_select_mask: u32, make_visible: bool) {
let mut bit_mask: u32 = 0x2; // bit 0 is always the DEVICECONTROLLER and is always selected
let num_nodes = self._nodes.len();
// Start at the device after the DEVICECONTROLLER
for index in 1..num_nodes {
if (bit_mask & node_select_mask) != 0 {
self._nodes[index].visible = make_visible;
}
bit_mask <<= 1;
if bit_mask == 0 {
// We don't allow more than 32 devices
break;
}
}
}
}
//-----------------------------------------------------------------------------
/// Represents some kind of system that contains multiple device chains.
/// Part of the "Facade" pattern example.
///
/// The following operations are available:
/// - get_num_chains()
/// - lock_devices()
/// - unlock_devices()
/// - reset_devices()
/// - select_devices()
/// - deselect_devices()
/// - get_idcodes()
pub struct FacadeComplicatedSubSystem {
device_chains: Vec<DeviceChain>,
}
impl FacadeComplicatedSubSystem {
/// Constructor.
pub fn new() -> Box<dyn IDeviceNetworkLowLevel> {
let mut device_chain0 = DeviceChain::new("CHAIN0");
let mut device_chain1 = DeviceChain::new("CHAIN1");
device_chain0.add_node(DeviceNode::new("DDD_DEVCTRL0", 0x10101010, DeviceTypes::DEVICECONTROLLER, true));
device_chain0.add_node(DeviceNode::new("DDD_CORE0", 0x20202020, DeviceTypes::CORE, false));
device_chain0.add_node(DeviceNode::new("DDD_GTE0", 0x30303030, DeviceTypes::GTE, false));
device_chain1.add_node(DeviceNode::new("DDD_DEVCTRL1", 0x10101011, DeviceTypes::DEVICECONTROLLER, true));
device_chain1.add_node(DeviceNode::new("DDD_PCH0", 0x40404040, DeviceTypes::PCH, false));
device_chain1.add_node(DeviceNode::new("DDD_PMC0", 0x50505050, DeviceTypes::PMC, false));
Box::new(FacadeComplicatedSubSystem {
device_chains: vec![device_chain0, device_chain1],
})
}
}
impl IDeviceNetworkLowLevel for FacadeComplicatedSubSystem {
fn get_num_chains(&self) -> usize {
self.device_chains.len()
}
fn lock_device_chain(&mut self, chain_index: usize) -> bool {
let mut locked = false;
if chain_index < self.device_chains.len() {
if !self.device_chains[chain_index].locked {
self.device_chains[chain_index].locked = true;
locked = true;
}
}
locked
}
fn unlock_device_chain(&mut self, chain_index: usize) -> bool {
let mut unlocked = false;
if chain_index < self.device_chains.len() {
if self.device_chains[chain_index].locked {
self.device_chains[chain_index].locked = false;
unlocked = true;
}
}
unlocked
}
fn reset_device_chain(&mut self, chain_index: usize) {
if chain_index < self.device_chains.len() {
self.device_chains[chain_index].reset_visibility();
}
}
fn enable_devices_in_device_chain(&mut self, chain_index: usize, devices_select_mask: u32) {
if chain_index < self.device_chains.len() {
self.device_chains[chain_index].select_nodes(devices_select_mask);
}
}
fn disable_devices_in_device_chain(&mut self, chain_index: usize, devices_select_mask: u32) {
if chain_index < self.device_chains.len() {
self.device_chains[chain_index].deselect_nodes(devices_select_mask);
}
}
fn get_idcodes(&self, chain_index: usize) -> Vec<u32> {
let mut idcodes: Vec<u32> = vec![];
if chain_index < self.device_chains.len() {
idcodes = self.device_chains[chain_index].get_id_codes_for_visible_nodes();
}
idcodes
}
}