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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).
242 lines
5.8 KiB
C++
242 lines
5.8 KiB
C++
#pragma once
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#include <vector>
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#include "esphome/core/component.h"
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#include "esphome/core/helpers.h"
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#include "esphome/core/defines.h"
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#include "esphome/core/preferences.h"
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namespace esphome {
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#define TEMPLATABLE_VALUE_(type, name) \
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protected: \
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TemplatableValue<type, Ts...> name##_{}; \
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\
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public: \
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template<typename V> void set_##name(V value_) { this->name##_ = value_; }
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#define TEMPLATABLE_VALUE(type, name) TEMPLATABLE_VALUE_(type, name)
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template<typename... Ts> class Condition {
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public:
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virtual bool check(Ts... x) = 0;
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bool check_tuple(const std::tuple<Ts...> &tuple);
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protected:
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template<int... S> bool check_tuple_(const std::tuple<Ts...> &tuple, seq<S...>);
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};
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template<typename... Ts> class AndCondition : public Condition<Ts...> {
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public:
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explicit AndCondition(const std::vector<Condition<Ts...> *> &conditions);
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bool check(Ts... x) override;
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protected:
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std::vector<Condition<Ts...> *> conditions_;
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};
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template<typename... Ts> class OrCondition : public Condition<Ts...> {
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public:
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explicit OrCondition(const std::vector<Condition<Ts...> *> &conditions);
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bool check(Ts... x) override;
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protected:
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std::vector<Condition<Ts...> *> conditions_;
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};
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template<typename... Ts> class LambdaCondition : public Condition<Ts...> {
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public:
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explicit LambdaCondition(std::function<bool(Ts...)> &&f);
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bool check(Ts... x) override;
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protected:
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std::function<bool(Ts...)> f_;
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};
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class RangeCondition : public Condition<float> {
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public:
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explicit RangeCondition();
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bool check(float x) override;
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template<typename V> void set_min(V value) { this->min_ = value; }
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template<typename V> void set_max(V value) { this->max_ = value; }
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protected:
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TemplatableValue<float, float> min_{NAN};
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TemplatableValue<float, float> max_{NAN};
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};
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template<typename... Ts> class Automation;
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template<typename... Ts> class Trigger {
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public:
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void trigger(Ts... x);
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void set_parent(Automation<Ts...> *parent);
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void stop();
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protected:
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Automation<Ts...> *parent_{nullptr};
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};
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class StartupTrigger : public Trigger<>, public Component {
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public:
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explicit StartupTrigger(float setup_priority = setup_priority::LATE);
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void setup() override;
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float get_setup_priority() const override;
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protected:
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float setup_priority_;
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};
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class ShutdownTrigger : public Trigger<>, public Component {
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public:
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void on_shutdown() override;
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};
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class LoopTrigger : public Trigger<>, public Component {
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public:
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void loop() override;
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float get_setup_priority() const override;
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};
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template<typename... Ts> class ActionList;
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template<typename... Ts> class Action {
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public:
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virtual void play(Ts... x) = 0;
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void play_next(Ts... x);
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virtual void stop();
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void stop_next();
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void play_next_tuple(const std::tuple<Ts...> &tuple);
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protected:
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friend ActionList<Ts...>;
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template<int... S> void play_next_tuple_(const std::tuple<Ts...> &tuple, seq<S...>);
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Action<Ts...> *next_ = nullptr;
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};
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template<typename... Ts> class DelayAction : public Action<Ts...>, public Component {
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public:
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explicit DelayAction();
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template<typename V> void set_delay(V value) { this->delay_ = value; }
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void stop() override;
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void play(Ts... x) override;
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float get_setup_priority() const override;
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protected:
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TemplatableValue<uint32_t, Ts...> delay_{0};
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};
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template<typename... Ts> class LambdaAction : public Action<Ts...> {
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public:
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explicit LambdaAction(std::function<void(Ts...)> &&f);
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void play(Ts... x) override;
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protected:
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std::function<void(Ts...)> f_;
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};
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template<typename... Ts> class IfAction : public Action<Ts...> {
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public:
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explicit IfAction(std::vector<Condition<Ts...> *> conditions);
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void add_then(const std::vector<Action<Ts...> *> &actions);
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void add_else(const std::vector<Action<Ts...> *> &actions);
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void play(Ts... x) override;
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void stop() override;
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protected:
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std::vector<Condition<Ts...> *> conditions_;
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ActionList<Ts...> then_;
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ActionList<Ts...> else_;
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};
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template<typename... Ts> class WhileAction : public Action<Ts...> {
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public:
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WhileAction(const std::vector<Condition<Ts...> *> &conditions);
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void add_then(const std::vector<Action<Ts...> *> &actions);
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void play(Ts... x) override;
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void stop() override;
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protected:
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std::vector<Condition<Ts...> *> conditions_;
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ActionList<Ts...> then_;
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bool is_running_{false};
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};
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template<typename... Ts> class WaitUntilAction : public Action<Ts...>, public Component {
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public:
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WaitUntilAction(const std::vector<Condition<Ts...> *> &conditions);
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void play(Ts... x) override;
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void stop() override;
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void loop() override;
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float get_setup_priority() const override;
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protected:
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std::vector<Condition<Ts...> *> conditions_;
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bool triggered_{false};
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std::tuple<Ts...> var_{};
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};
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template<typename... Ts> class UpdateComponentAction : public Action<Ts...> {
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public:
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UpdateComponentAction(PollingComponent *component);
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void play(Ts... x) override;
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protected:
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PollingComponent *component_;
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};
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template<typename... Ts> class ActionList {
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public:
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Action<Ts...> *add_action(Action<Ts...> *action);
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void add_actions(const std::vector<Action<Ts...> *> &actions);
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void play(Ts... x);
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void stop();
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bool empty() const;
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protected:
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Action<Ts...> *actions_begin_{nullptr};
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Action<Ts...> *actions_end_{nullptr};
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};
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template<typename... Ts> class Automation {
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public:
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explicit Automation(Trigger<Ts...> *trigger);
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Condition<Ts...> *add_condition(Condition<Ts...> *condition);
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void add_conditions(const std::vector<Condition<Ts...> *> &conditions);
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Action<Ts...> *add_action(Action<Ts...> *action);
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void add_actions(const std::vector<Action<Ts...> *> &actions);
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void stop();
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void trigger(Ts... x);
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protected:
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Trigger<Ts...> *trigger_;
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std::vector<Condition<Ts...> *> conditions_;
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ActionList<Ts...> actions_;
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};
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} // namespace esphome
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#include "esphome/core/automation.tcc"
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