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🏗 Merge C++ into python codebase (#504) ## Description: Move esphome-core codebase into esphome (and a bunch of other refactors). See https://github.com/esphome/feature-requests/issues/97 Yes this is a shit ton of work and no there's no way to automate it :( But it will be worth it 👍 Progress: - Core support (file copy etc): 80% - Base Abstractions (light, switch): ~50% - Integrations: ~10% - Working? Yes, (but only with ported components). Other refactors: - Moves all codegen related stuff into a single class: `esphome.codegen` (imported as `cg`) - Rework coroutine syntax - Move from `component/platform.py` to `domain/component.py` structure as with HA - Move all defaults out of C++ and into config validation. - Remove `make_...` helpers from Application class. Reason: Merge conflicts with every single new integration. - Pointer Variables are stored globally instead of locally in setup(). Reason: stack size limit. Future work: - Rework const.py - Move all `CONF_...` into a conf class (usage `conf.UPDATE_INTERVAL` vs `CONF_UPDATE_INTERVAL`). Reason: Less convoluted import block - Enable loading from `custom_components` folder. **Related issue (if applicable):** https://github.com/esphome/feature-requests/issues/97 **Pull request in [esphome-docs](https://github.com/esphome/esphome-docs) with documentation (if applicable):** esphome/esphome-docs#<esphome-docs PR number goes here> ## Checklist: - [ ] The code change is tested and works locally. - [ ] Tests have been added to verify that the new code works (under `tests/` folder). If user exposed functionality or configuration variables are added/changed: - [ ] Documentation added/updated in [esphomedocs](https://github.com/OttoWinter/esphomedocs).
2019-04-17 12:06:00 +02:00
#pragma once
#include "esphome/core/automation.h"
#include "light_state.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 LightIsOnCondition : public Condition<Ts...> {
public:
explicit LightIsOnCondition(LightState *state) : state_(state) {}
bool check(Ts... x) override { return this->state_->get_current_values().is_on(); }
protected:
LightState *state_;
};
template<typename... Ts> class LightIsOffCondition : public Condition<LightState, Ts...> {
public:
explicit LightIsOffCondition(LightState *state) : state_(state) {}
bool check(Ts... x) override { return !this->state_->get_current_values().is_on(); }
protected:
LightState *state_;
};
} // namespace light
} // namespace esphome