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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).
272 lines
8.4 KiB
C++
272 lines
8.4 KiB
C++
#pragma once
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#include <string>
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#include <vector>
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#include "esphome/core/defines.h"
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#include "esphome/core/preferences.h"
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#include "esphome/core/component.h"
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#include "esphome/core/helpers.h"
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#ifdef USE_BINARY_SENSOR
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#include "esphome/components/binary_sensor/binary_sensor.h"
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#endif
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#ifdef USE_SENSOR
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#include "esphome/components/sensor/sensor.h"
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#endif
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#ifdef USE_SWITCH
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#include "esphome/components/switch/switch.h"
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#endif
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#ifdef USE_TEXT_SENSOR
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#include "esphome/components/text_sensor/text_sensor.h"
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#endif
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#ifdef USE_FAN
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#include "esphome/components/fan/fan_state.h"
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#endif
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#ifdef USE_CLIMATE
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#include "esphome/components/climate/climate.h"
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#endif
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#ifdef USE_LIGHT
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#include "esphome/components/light/light_state.h"
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#endif
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#ifdef USE_COVER
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#include "esphome/components/cover/cover.h"
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#endif
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namespace esphome {
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class Application {
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public:
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void pre_setup(const std::string &name, const char *compilation_time) {
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this->name_ = name;
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this->compilation_time_ = compilation_time;
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global_preferences.begin(this->name_);
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}
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#ifdef USE_BINARY_SENSOR
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void register_binary_sensor(binary_sensor::BinarySensor *binary_sensor) {
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this->binary_sensors_.push_back(binary_sensor);
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}
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#endif
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#ifdef USE_SENSOR
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void register_sensor(sensor::Sensor *sensor) { this->sensors_.push_back(sensor); }
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#endif
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#ifdef USE_SWITCH
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void register_switch(switch_::Switch *a_switch) { this->switches_.push_back(a_switch); }
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#endif
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#ifdef USE_TEXT_SENSOR
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void register_text_sensor(text_sensor::TextSensor *sensor) { this->text_sensors_.push_back(sensor); }
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#endif
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#ifdef USE_FAN
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void register_fan(fan::FanState *state) { this->fans_.push_back(state); }
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#endif
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#ifdef USE_COVER
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void register_cover(cover::Cover *cover) { this->covers_.push_back(cover); }
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#endif
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#ifdef USE_CLIMATE
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void register_climate(climate::Climate *climate) { this->climates_.push_back(climate); }
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#endif
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#ifdef USE_LIGHT
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void register_light(light::LightState *light) { this->lights_.push_back(light); }
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#endif
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/// Register the component in this Application instance.
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template<class C> C *register_component(C *c) {
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static_assert(std::is_base_of<Component, C>::value, "Only Component subclasses can be registered");
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this->register_component_((Component *) c);
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return c;
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}
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/// Set up all the registered components. Call this at the end of your setup() function.
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void setup();
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/// Make a loop iteration. Call this in your loop() function.
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void loop() {
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uint32_t new_app_state = 0;
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for (Component *component : this->components_) {
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if (!component->is_failed()) {
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component->call_loop();
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}
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new_app_state |= component->get_component_state();
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this->app_state_ |= new_app_state;
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this->feed_wdt();
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}
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this->app_state_ = new_app_state;
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const uint32_t now = millis();
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if (HighFrequencyLoopRequester::is_high_frequency()) {
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yield();
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} else {
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uint32_t delay_time = this->loop_interval_;
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if (now - this->last_loop_ < this->loop_interval_)
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delay_time = this->loop_interval_ - (now - this->last_loop_);
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delay(delay_time);
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}
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this->last_loop_ = now;
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if (this->dump_config_scheduled_) {
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this->dump_config();
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this->dump_config_scheduled_ = false;
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}
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}
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/// Get the name of this Application set by set_name().
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const std::string &get_name() const { return this->name_; }
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const std::string &get_compilation_time() const { return this->compilation_time_; }
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/** Set the target interval with which to run the loop() calls.
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* If the loop() method takes longer than the target interval, ESPHome won't
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* sleep in loop(), but if the time spent in loop() is small than the target, ESPHome
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* will delay at the end of the App.loop() method.
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*
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* This is done to conserve power: In most use-cases, high-speed loop() calls are not required
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* and degrade power consumption.
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*
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* Each component can request a high frequency loop execution by using the HighFrequencyLoopRequester
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* helper in helpers.h
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*
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* @param loop_interval The interval in milliseconds to run the core loop at. Defaults to 16 milliseconds.
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*/
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void set_loop_interval(uint32_t loop_interval) { this->loop_interval_ = loop_interval; }
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void dump_config();
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void schedule_dump_config() { this->dump_config_scheduled_ = true; }
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void feed_wdt();
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void reboot();
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void safe_reboot();
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void run_safe_shutdown_hooks() {
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for (auto *comp : this->components_)
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comp->on_safe_shutdown();
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}
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uint32_t get_app_state() const { return this->app_state_; }
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#ifdef USE_BINARY_SENSOR
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const std::vector<binary_sensor::BinarySensor *> &get_binary_sensors() { return this->binary_sensors_; }
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binary_sensor::BinarySensor *get_binary_sensor_by_key(uint32_t key, bool include_internal = false) {
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for (auto *obj : this->binary_sensors_)
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if (obj->get_object_id_hash() == key && (include_internal || !obj->is_internal()))
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return obj;
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return nullptr;
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}
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#endif
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#ifdef USE_SWITCH
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const std::vector<switch_::Switch *> &get_switches() { return this->switches_; }
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switch_::Switch *get_switch_by_key(uint32_t key, bool include_internal = false) {
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for (auto *obj : this->switches_)
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if (obj->get_object_id_hash() == key && (include_internal || !obj->is_internal()))
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return obj;
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return nullptr;
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}
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#endif
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#ifdef USE_SENSOR
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const std::vector<sensor::Sensor *> &get_sensors() { return this->sensors_; }
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sensor::Sensor *get_sensor_by_key(uint32_t key, bool include_internal = false) {
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for (auto *obj : this->sensors_)
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if (obj->get_object_id_hash() == key && (include_internal || !obj->is_internal()))
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return obj;
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return nullptr;
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}
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#endif
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#ifdef USE_TEXT_SENSOR
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const std::vector<text_sensor::TextSensor *> &get_text_sensors() { return this->text_sensors_; }
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text_sensor::TextSensor *get_text_sensor_by_key(uint32_t key, bool include_internal = false) {
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for (auto *obj : this->text_sensors_)
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if (obj->get_object_id_hash() == key && (include_internal || !obj->is_internal()))
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return obj;
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return nullptr;
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}
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#endif
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#ifdef USE_FAN
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const std::vector<fan::FanState *> &get_fans() { return this->fans_; }
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fan::FanState *get_fan_by_key(uint32_t key, bool include_internal = false) {
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for (auto *obj : this->fans_)
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if (obj->get_object_id_hash() == key && (include_internal || !obj->is_internal()))
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return obj;
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return nullptr;
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}
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#endif
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#ifdef USE_COVER
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const std::vector<cover::Cover *> &get_covers() { return this->covers_; }
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cover::Cover *get_cover_by_key(uint32_t key, bool include_internal = false) {
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for (auto *obj : this->covers_)
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if (obj->get_object_id_hash() == key && (include_internal || !obj->is_internal()))
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return obj;
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return nullptr;
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}
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#endif
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#ifdef USE_LIGHT
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const std::vector<light::LightState *> &get_lights() { return this->lights_; }
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light::LightState *get_light_by_key(uint32_t key, bool include_internal = false) {
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for (auto *obj : this->lights_)
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if (obj->get_object_id_hash() == key && (include_internal || !obj->is_internal()))
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return obj;
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return nullptr;
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}
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#endif
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#ifdef USE_CLIMATE
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const std::vector<climate::Climate *> &get_climates() { return this->climates_; }
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climate::Climate *get_climate_by_key(uint32_t key, bool include_internal = false) {
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for (auto *obj : this->climates_)
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if (obj->get_object_id_hash() == key && (include_internal || !obj->is_internal()))
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return obj;
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return nullptr;
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}
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#endif
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protected:
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friend Component;
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void register_component_(Component *comp);
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std::vector<Component *> components_{};
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#ifdef USE_BINARY_SENSOR
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std::vector<binary_sensor::BinarySensor *> binary_sensors_{};
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#endif
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#ifdef USE_SWITCH
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std::vector<switch_::Switch *> switches_{};
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#endif
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#ifdef USE_SENSOR
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std::vector<sensor::Sensor *> sensors_{};
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#endif
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#ifdef USE_TEXT_SENSOR
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std::vector<text_sensor::TextSensor *> text_sensors_{};
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#endif
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#ifdef USE_FAN
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std::vector<fan::FanState *> fans_{};
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#endif
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#ifdef USE_COVER
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std::vector<cover::Cover *> covers_{};
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#endif
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#ifdef USE_CLIMATE
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std::vector<climate::Climate *> climates_{};
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#endif
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#ifdef USE_LIGHT
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std::vector<light::LightState *> lights_{};
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#endif
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std::string name_;
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std::string compilation_time_;
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uint32_t last_loop_{0};
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uint32_t loop_interval_{16};
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bool dump_config_scheduled_{false};
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uint32_t app_state_{0};
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};
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/// Global storage of Application pointer - only one Application can exist.
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extern Application App;
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} // namespace esphome
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