Files
esphome/esphome/components/light/automation.h
MartinWelsch 221ef07c8b Fix Light Trigger (#1308)
* make LightTransitionTransformer publish at end

* adjust on trigger + cleanup

* add target_state_reached_callback_

* fix format

* revert publish_at_end change

* fix bug for rapid on/off switching + remove debug logging

* formatting

* call state reached callback when no transition

Co-authored-by: Guillermo Ruffino <glm.net@gmail.com>
2020-10-22 23:46:34 -03:00

169 lines
5.2 KiB
C++

#pragma once
#include "esphome/core/automation.h"
#include "light_state.h"
#include "addressable_light.h"
namespace esphome {
namespace light {
template<typename... Ts> class ToggleAction : public Action<Ts...> {
public:
explicit ToggleAction(LightState *state) : state_(state) {}
TEMPLATABLE_VALUE(uint32_t, transition_length)
void play(Ts... x) override {
auto call = this->state_->toggle();
call.set_transition_length(this->transition_length_.optional_value(x...));
call.perform();
}
protected:
LightState *state_;
};
template<typename... Ts> class LightControlAction : public Action<Ts...> {
public:
explicit LightControlAction(LightState *parent) : parent_(parent) {}
TEMPLATABLE_VALUE(bool, state)
TEMPLATABLE_VALUE(uint32_t, transition_length)
TEMPLATABLE_VALUE(uint32_t, flash_length)
TEMPLATABLE_VALUE(float, brightness)
TEMPLATABLE_VALUE(float, red)
TEMPLATABLE_VALUE(float, green)
TEMPLATABLE_VALUE(float, blue)
TEMPLATABLE_VALUE(float, white)
TEMPLATABLE_VALUE(float, color_temperature)
TEMPLATABLE_VALUE(std::string, effect)
void play(Ts... x) override {
auto call = this->parent_->make_call();
call.set_state(this->state_.optional_value(x...));
call.set_brightness(this->brightness_.optional_value(x...));
call.set_red(this->red_.optional_value(x...));
call.set_green(this->green_.optional_value(x...));
call.set_blue(this->blue_.optional_value(x...));
call.set_white(this->white_.optional_value(x...));
call.set_color_temperature(this->color_temperature_.optional_value(x...));
call.set_effect(this->effect_.optional_value(x...));
call.set_flash_length(this->flash_length_.optional_value(x...));
call.set_transition_length(this->transition_length_.optional_value(x...));
call.perform();
}
protected:
LightState *parent_;
};
template<typename... Ts> class DimRelativeAction : public Action<Ts...> {
public:
explicit DimRelativeAction(LightState *parent) : parent_(parent) {}
TEMPLATABLE_VALUE(float, relative_brightness)
TEMPLATABLE_VALUE(uint32_t, transition_length)
void play(Ts... x) override {
auto call = this->parent_->make_call();
float rel = this->relative_brightness_.value(x...);
float cur;
this->parent_->remote_values.as_brightness(&cur);
float new_brightness = clamp(cur + rel, 0.0f, 1.0f);
call.set_state(new_brightness != 0.0f);
call.set_brightness(new_brightness);
call.set_transition_length(this->transition_length_.optional_value(x...));
call.perform();
}
protected:
LightState *parent_;
};
template<typename... Ts> class LightIsOnCondition : public Condition<Ts...> {
public:
explicit LightIsOnCondition(LightState *state) : state_(state) {}
bool check(Ts... x) override { return this->state_->current_values.is_on(); }
protected:
LightState *state_;
};
template<typename... Ts> class LightIsOffCondition : public Condition<Ts...> {
public:
explicit LightIsOffCondition(LightState *state) : state_(state) {}
bool check(Ts... x) override { return !this->state_->current_values.is_on(); }
protected:
LightState *state_;
};
class LightTurnOnTrigger : public Trigger<> {
public:
LightTurnOnTrigger(LightState *a_light) {
a_light->add_new_remote_values_callback([this, a_light]() {
// using the remote value because of transitions we need to trigger as early as possible
auto is_on = a_light->remote_values.is_on();
// only trigger when going from off to on
auto should_trigger = is_on && !this->last_on_;
// Set new state immediately so that trigger() doesn't devolve
// into infinite loop
this->last_on_ = is_on;
if (should_trigger) {
this->trigger();
}
});
this->last_on_ = a_light->current_values.is_on();
}
protected:
bool last_on_;
};
class LightTurnOffTrigger : public Trigger<> {
public:
LightTurnOffTrigger(LightState *a_light) {
a_light->add_new_target_state_reached_callback([this, a_light]() {
auto is_on = a_light->current_values.is_on();
// only trigger when going from on to off
if (!is_on) {
this->trigger();
}
});
}
};
template<typename... Ts> class AddressableSet : public Action<Ts...> {
public:
explicit AddressableSet(LightState *parent) : parent_(parent) {}
TEMPLATABLE_VALUE(int32_t, range_from)
TEMPLATABLE_VALUE(int32_t, range_to)
TEMPLATABLE_VALUE(uint8_t, red)
TEMPLATABLE_VALUE(uint8_t, green)
TEMPLATABLE_VALUE(uint8_t, blue)
TEMPLATABLE_VALUE(uint8_t, white)
void play(Ts... x) override {
auto *out = (AddressableLight *) this->parent_->get_output();
int32_t range_from = this->range_from_.value_or(x..., 0);
int32_t range_to = this->range_to_.value_or(x..., out->size() - 1) + 1;
auto range = out->range(range_from, range_to);
if (this->red_.has_value())
range.set_red(this->red_.value(x...));
if (this->green_.has_value())
range.set_green(this->green_.value(x...));
if (this->blue_.has_value())
range.set_blue(this->blue_.value(x...));
if (this->white_.has_value())
range.set_white(this->white_.value(x...));
out->schedule_show();
}
protected:
LightState *parent_;
};
} // namespace light
} // namespace esphome