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esphome/esphome/components/light/light_effect.h

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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/component.h"
#include "light_color_values.h"
#include "light_state.h"
namespace esphome {
namespace light {
class LightState;
class LightEffect {
public:
explicit LightEffect(const std::string &name) : name_(name) {}
/// Initialize this LightEffect. Will be called once after creation.
virtual void start() {}
virtual void start_internal() { this->start(); }
/// Called when this effect is about to be removed
virtual void stop() {}
/// Apply this effect. Use the provided state for starting transitions, ...
virtual void apply() = 0;
const std::string &get_name() { return this->name_; }
/// Internal method called by the LightState when this light effect is registered in it.
virtual void init() {}
void init_internal(LightState *state) {
this->state_ = state;
this->init();
}
protected:
LightState *state_{nullptr};
std::string name_;
};
} // namespace light
} // namespace esphome