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esphome/esphome/components/light/light_effect.h
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

44 lines
976 B
C++

#pragma once
#include "esphome/core/component.h"
#include "light_color_values.h"
#include "light_state.h"
namespace esphome {
namespace light {
class LightState;
class LightEffect {
public:
explicit LightEffect(const std::string &name) : name_(name) {}
/// Initialize this LightEffect. Will be called once after creation.
virtual void start() {}
virtual void start_internal() { this->start(); }
/// Called when this effect is about to be removed
virtual void stop() {}
/// Apply this effect. Use the provided state for starting transitions, ...
virtual void apply() = 0;
const std::string &get_name() { return this->name_; }
/// Internal method called by the LightState when this light effect is registered in it.
virtual void init() {}
void init_internal(LightState *state) {
this->state_ = state;
this->init();
}
protected:
LightState *state_{nullptr};
std::string name_;
};
} // namespace light
} // namespace esphome