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mirror of https://github.com/esphome/esphome.git synced 2025-02-20 20:08:20 +00:00
Otto Winter 6682c43dfa
🏗 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

320 lines
12 KiB
C++

#pragma once
#include "esphome/core/component.h"
#include "esphome/core/optional.h"
#include "esphome/core/preferences.h"
#include "light_effect.h"
#include "light_color_values.h"
#include "light_traits.h"
#include "light_transformer.h"
namespace esphome {
namespace light {
class LightState;
class LightOutput;
class LightCall {
public:
explicit LightCall(LightState *parent) : parent_(parent) {}
/// Set the binary ON/OFF state of the light.
LightCall &set_state(optional<bool> state);
/// Set the binary ON/OFF state of the light.
LightCall &set_state(bool state);
/** Set the transition length of this call in milliseconds.
*
* This argument is ignored for starting flashes and effects.
*
* Defaults to the default transition length defined in the light configuration.
*/
LightCall &set_transition_length(optional<uint32_t> transition_length);
/** Set the transition length of this call in milliseconds.
*
* This argument is ignored for starting flashes and effects.
*
* Defaults to the default transition length defined in the light configuration.
*/
LightCall &set_transition_length(uint32_t transition_length);
/// Set the transition length property if the light supports transitions.
LightCall &set_transition_length_if_supported(uint32_t transition_length);
/// Start and set the flash length of this call in milliseconds.
LightCall &set_flash_length(optional<uint32_t> flash_length);
/// Start and set the flash length of this call in milliseconds.
LightCall &set_flash_length(uint32_t flash_length);
/// Set the target brightness of the light from 0.0 (fully off) to 1.0 (fully on)
LightCall &set_brightness(optional<float> brightness);
/// Set the target brightness of the light from 0.0 (fully off) to 1.0 (fully on)
LightCall &set_brightness(float brightness);
/// Set the brightness property if the light supports brightness.
LightCall &set_brightness_if_supported(float brightness);
/** Set the red RGB value of the light from 0.0 to 1.0.
*
* Note that this only controls the color of the light, not its brightness.
*/
LightCall &set_red(optional<float> red);
/** Set the red RGB value of the light from 0.0 to 1.0.
*
* Note that this only controls the color of the light, not its brightness.
*/
LightCall &set_red(float red);
/// Set the red property if the light supports RGB.
LightCall &set_red_if_supported(float red);
/** Set the green RGB value of the light from 0.0 to 1.0.
*
* Note that this only controls the color of the light, not its brightness.
*/
LightCall &set_green(optional<float> green);
/** Set the green RGB value of the light from 0.0 to 1.0.
*
* Note that this only controls the color of the light, not its brightness.
*/
LightCall &set_green(float green);
/// Set the green property if the light supports RGB.
LightCall &set_green_if_supported(float green);
/** Set the blue RGB value of the light from 0.0 to 1.0.
*
* Note that this only controls the color of the light, not its brightness.
*/
LightCall &set_blue(optional<float> blue);
/** Set the blue RGB value of the light from 0.0 to 1.0.
*
* Note that this only controls the color of the light, not its brightness.
*/
LightCall &set_blue(float blue);
/// Set the blue property if the light supports RGB.
LightCall &set_blue_if_supported(float blue);
/// Set the white value value of the light from 0.0 to 1.0 for RGBW[W] lights.
LightCall &set_white(optional<float> white);
/// Set the white value value of the light from 0.0 to 1.0 for RGBW[W] lights.
LightCall &set_white(float white);
/// Set the white property if the light supports RGB.
LightCall &set_white_if_supported(float white);
/// Set the color temperature of the light in mireds for CWWW or RGBWW lights.
LightCall &set_color_temperature(optional<float> color_temperature);
/// Set the color temperature of the light in mireds for CWWW or RGBWW lights.
LightCall &set_color_temperature(float color_temperature);
/// Set the color_temperature property if the light supports color temperature.
LightCall &set_color_temperature_if_supported(float color_temperature);
/// Set the effect of the light by its name.
LightCall &set_effect(optional<std::string> effect);
/// Set the effect of the light by its name.
LightCall &set_effect(const std::string &effect);
/// Set the effect of the light by its internal index number (only for internal use).
LightCall &set_effect(uint32_t effect_number);
LightCall &set_effect(optional<uint32_t> effect_number);
/// Set whether this light call should trigger a publish state.
LightCall &set_publish(bool publish);
/// Set whether this light call should trigger a save state to recover them at startup..
LightCall &set_save(bool save);
/** Set the RGB color of the light by RGB values.
*
* Please note that this only changes the color of the light, not the brightness.
*
* @param red The red color value from 0.0 to 1.0.
* @param green The green color value from 0.0 to 1.0.
* @param blue The blue color value from 0.0 to 1.0.
* @return The light call for chaining setters.
*/
LightCall &set_rgb(float red, float green, float blue);
/** Set the RGBW color of the light by RGB values.
*
* Please note that this only changes the color of the light, not the brightness.
*
* @param red The red color value from 0.0 to 1.0.
* @param green The green color value from 0.0 to 1.0.
* @param blue The blue color value from 0.0 to 1.0.
* @param white The white color value from 0.0 to 1.0.
* @return The light call for chaining setters.
*/
LightCall &set_rgbw(float red, float green, float blue, float white);
#ifdef USE_JSON
LightCall &parse_color_json(JsonObject &root);
LightCall &parse_json(JsonObject &root);
#endif
LightCall &from_light_color_values(const LightColorValues &values);
void perform();
protected:
/// Validate all properties and return the target light color values.
LightColorValues validate_();
bool has_transition_() { return this->transition_length_.has_value(); }
bool has_flash_() { return this->flash_length_.has_value(); }
bool has_effect_() { return this->effect_.has_value(); }
LightState *parent_;
optional<bool> state_;
optional<uint32_t> transition_length_;
optional<uint32_t> flash_length_;
optional<float> brightness_;
optional<float> red_;
optional<float> green_;
optional<float> blue_;
optional<float> white_;
optional<float> color_temperature_;
optional<uint32_t> effect_;
bool publish_{true};
bool save_{true};
};
/** This class represents the communication layer between the front-end MQTT layer and the
* hardware output layer.
*/
class LightState : public Nameable, public Component {
public:
/// Construct this LightState using the provided traits and name.
LightState(const std::string &name, LightOutput *output);
LightTraits get_traits();
/// Make a light state call
LightCall turn_on();
LightCall turn_off();
LightCall toggle();
LightCall make_call();
// ========== INTERNAL METHODS ==========
// (In most use cases you won't need these)
/// Load state from preferences
void setup() override;
void dump_config() override;
void loop() override;
/// Shortly after HARDWARE.
float get_setup_priority() const override;
/** The current values of the light as outputted to the light.
*
* These values represent the "real" state of the light - During transitions this
* property will be changed continuously (in contrast to .remote_values, where they
* are constant during transitions).
*
* This property is read-only for users. Any changes to it will be ignored.
*/
LightColorValues current_values;
/// Deprecated method to access current_values.
ESPDEPRECATED("get_current_values() is deprecated, please use .current_values instead.")
LightColorValues get_current_values();
/// Deprecated method to access remote_values.
ESPDEPRECATED("get_remote_values() is deprecated, please use .remote_values instead.")
LightColorValues get_remote_values();
/** The remote color values reported to the frontend.
*
* These are different from the "current" values: For example transitions will
* continuously change the "current" values. But the remote values will immediately
* switch to the target value for a transition, reducing the number of packets sent.
*
* This property is read-only for users. Any changes to it will be ignored.
*/
LightColorValues remote_values;
/// Publish the currently active state to the frontend.
void publish_state();
/// Get the light output associated with this object.
LightOutput *get_output() const;
/// Return the name of the current effect, or if no effect is active "None".
std::string get_effect_name();
/** This lets front-end components subscribe to light change events.
*
* This is different from add_new_current_values_callback in that it only sends events for start
* and end values. For example, with transitions it will only send a single callback whereas
* the callback passed in add_new_current_values_callback will be called every loop() cycle when
* a transition is active
*
* Note the callback should get the output values through get_remote_values().
*
* @param send_callback The callback.
*/
void add_new_remote_values_callback(std::function<void()> &&send_callback);
/// Return whether the light has any effects that meet the trait requirements.
bool supports_effects();
#ifdef USE_JSON
/// Dump the state of this light as JSON.
void dump_json(JsonObject &root);
#endif
/// Set the default transition length, i.e. the transition length when no transition is provided.
void set_default_transition_length(uint32_t default_transition_length);
/// Set the gamma correction factor
void set_gamma_correct(float gamma_correct);
float get_gamma_correct() const { return this->gamma_correct_; }
const std::vector<LightEffect *> &get_effects() const;
void add_effects(std::vector<LightEffect *> effects);
void current_values_as_binary(bool *binary);
void current_values_as_brightness(float *brightness);
void current_values_as_rgb(float *red, float *green, float *blue);
void current_values_as_rgbw(float *red, float *green, float *blue, float *white);
void current_values_as_rgbww(float *red, float *green, float *blue, float *cold_white, float *warm_white);
void current_values_as_cwww(float *cold_white, float *warm_white);
protected:
friend LightOutput;
friend LightCall;
uint32_t hash_base() override;
/// Internal method to start an effect with the given index
void start_effect_(uint32_t effect_index);
/// Internal method to stop the current effect (if one is active).
void stop_effect_();
/// Internal method to start a transition to the target color with the given length.
void start_transition_(const LightColorValues &target, uint32_t length);
/// Internal method to start a flash for the specified amount of time.
void start_flash_(const LightColorValues &target, uint32_t length);
/// Internal method to set the color values to target immediately (with no transition).
void set_immediately_(const LightColorValues &target);
/// Internal method to start a transformer.
void set_transformer_(std::unique_ptr<LightTransformer> transformer);
LightEffect *get_active_effect_();
/// Object used to store the persisted values of the light.
ESPPreferenceObject rtc_;
/// Default transition length for all transitions in ms.
uint32_t default_transition_length_{};
/// Value for storing the index of the currently active effect. 0 if no effect is active
uint32_t active_effect_index_{};
/// The currently active transformer for this light (transition/flash).
std::unique_ptr<LightTransformer> transformer_{nullptr};
/** Callback to call when new values for the frontend are available.
*
* "Remote values" are light color values that are reported to the frontend and have a lower
* publish frequency than the "real" color values. For example, during transitions the current
* color value may change continuously, but the remote values will be reported as the target values
* starting with the beginning of the transition.
*/
CallbackManager<void()> remote_values_callback_{};
LightOutput *output_; ///< Store the output to allow effects to have more access.
/// Whether the light value should be written in the next cycle.
bool next_write_{true};
/// Gamma correction factor for the light.
float gamma_correct_{};
/// List of effects for this light.
std::vector<LightEffect *> effects_;
};
} // namespace light
} // namespace esphome