#pragma once
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namespace BEQ {
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enum class EQ_STATE
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{
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IDLE = 0,
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RUN,
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DOWN,
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MAINTENANCE,
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MCHG,
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E_TIME
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};
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enum class STEP_STATE
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{
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IDLE = 0,
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MATERIAL_RECEIVED,
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MATERIAL_REMOVEED,
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PROCESSING_STARTED,
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PROCESSING,
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PROCESSING_COMPLETED
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};
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class IUnit
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{
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public:
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virtual int getName(char* pszBuffer, int nMaxCount) = 0;
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virtual void setState(EQ_STATE state) = 0;
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virtual EQ_STATE getState() = 0;
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virtual void setDoorCount(int count) = 0;
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virtual void setDoorState(int state) = 0;
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virtual int getDoorState() = 0;
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virtual void setLayerCount(int count) = 0;
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virtual int getLayerCount() = 0;
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virtual void setIndex(int index) = 0;
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virtual int getIndex() = 0;
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virtual void setAlarm(int code, int level, const char* pszText) = 0;
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virtual int getAlarmCode() = 0;
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virtual int getAlarmLevel() = 0;
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virtual void stepIdle() = 0;
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virtual void stepMaterialReceived(const char* pszID) = 0;
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virtual void stepMaterialRemoved(const char* pszID) = 0;
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virtual void stepProcessingStarted(const char* pszID) = 0;
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virtual void stepProcessing(const char* pszID, int nSvTime, int nTvTime) = 0;
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virtual void stepProcessingCompleted(const char* pszID) = 0;
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virtual STEP_STATE getStepState() = 0;
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virtual void setDataTime(unsigned long long time) = 0;
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virtual void setDataTimeAndResetData(unsigned long long time) = 0;
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virtual unsigned long long getDataTime() = 0;
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virtual void addData(const char* pszName, const char* pszDataText, bool bComplete) = 0;
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virtual void addRecipe(int id, const char* pszName, bool bComplete) = 0;
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virtual int reqNotReady(int layer) = 0;
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virtual int reqLoad(int layer) = 0;
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virtual int reqUnload(int layer) = 0;
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};
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}
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