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