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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).
This commit is contained in:
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esphome/components/switch/automation.h
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95
esphome/components/switch/automation.h
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#pragma once
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#include "esphome/core/component.h"
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#include "esphome/core/automation.h"
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#include "esphome/components/switch/switch.h"
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namespace esphome {
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namespace switch_ {
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template<typename... Ts> class TurnOnAction : public Action<Ts...> {
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public:
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explicit TurnOnAction(Switch *a_switch) : switch_(a_switch) {}
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void play(Ts... x) override {
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this->switch_->turn_on();
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this->play_next(x...);
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}
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protected:
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Switch *switch_;
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};
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template<typename... Ts> class TurnOffAction : public Action<Ts...> {
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public:
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explicit TurnOffAction(Switch *a_switch) : switch_(a_switch) {}
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void play(Ts... x) override {
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this->switch_->turn_off();
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this->play_next(x...);
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}
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protected:
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Switch *switch_;
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};
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template<typename... Ts> class ToggleAction : public Action<Ts...> {
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public:
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explicit ToggleAction(Switch *a_switch) : switch_(a_switch) {}
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void play(Ts... x) override {
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this->switch_->toggle();
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this->play_next(x...);
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}
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protected:
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Switch *switch_;
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};
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template<typename... Ts> class SwitchCondition : public Condition<Ts...> {
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public:
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SwitchCondition(Switch *parent, bool state) : parent_(parent), state_(state) {}
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bool check(Ts... x) override { return this->parent_->state == this->state_; }
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protected:
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Switch *parent_;
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bool state_;
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};
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class SwitchTurnOnTrigger : public Trigger<> {
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public:
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SwitchTurnOnTrigger(Switch *a_switch) {
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a_switch->add_on_state_callback([this](bool state) {
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if (state) {
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this->trigger();
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}
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});
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}
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};
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class SwitchTurnOffTrigger : public Trigger<> {
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public:
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SwitchTurnOffTrigger(Switch *a_switch) {
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a_switch->add_on_state_callback([this](bool state) {
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if (!state) {
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this->trigger();
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}
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});
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}
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};
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template<typename... Ts> class SwitchPublishAction : public Action<Ts...> {
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public:
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SwitchPublishAction(Switch *a_switch) : switch_(a_switch) {}
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TEMPLATABLE_VALUE(bool, state)
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void play(Ts... x) override {
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this->switch_->publish_state(this->state_.value(x...));
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this->play_next(x...);
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}
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protected:
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Switch *switch_;
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};
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} // namespace switch_
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} // namespace esphome
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