Fix Light Trigger (#1308)

* make LightTransitionTransformer publish at end

* adjust on trigger + cleanup

* add target_state_reached_callback_

* fix format

* revert publish_at_end change

* fix bug for rapid on/off switching + remove debug logging

* formatting

* call state reached callback when no transition

Co-authored-by: Guillermo Ruffino <glm.net@gmail.com>
This commit is contained in:
MartinWelsch 2020-10-11 03:50:53 +02:00 committed by GitHub
parent e35d56defe
commit 4988349677
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 28 additions and 14 deletions

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@ -102,17 +102,18 @@ class LightTurnOnTrigger : public Trigger<> {
public:
LightTurnOnTrigger(LightState *a_light) {
a_light->add_new_remote_values_callback([this, a_light]() {
auto is_on = a_light->current_values.is_on();
// using the remote value because of transitions we need to trigger as early as possible
auto is_on = a_light->remote_values.is_on();
// only trigger when going from off to on
auto should_trigger = is_on && !last_on_;
auto should_trigger = is_on && !this->last_on_;
// Set new state immediately so that trigger() doesn't devolve
// into infinite loop
last_on_ = is_on;
this->last_on_ = is_on;
if (should_trigger) {
this->trigger();
}
});
last_on_ = a_light->current_values.is_on();
this->last_on_ = a_light->current_values.is_on();
}
protected:
@ -122,22 +123,14 @@ class LightTurnOnTrigger : public Trigger<> {
class LightTurnOffTrigger : public Trigger<> {
public:
LightTurnOffTrigger(LightState *a_light) {
a_light->add_new_remote_values_callback([this, a_light]() {
a_light->add_new_target_state_reached_callback([this, a_light]() {
auto is_on = a_light->current_values.is_on();
// only trigger when going from on to off
auto should_trigger = !is_on && last_on_;
// Set new state immediately so that trigger() doesn't devolve
// into infinite loop
last_on_ = is_on;
if (should_trigger) {
if (!is_on) {
this->trigger();
}
});
last_on_ = a_light->current_values.is_on();
}
protected:
bool last_on_;
};
template<typename... Ts> class AddressableSet : public Action<Ts...> {

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@ -145,6 +145,7 @@ void LightState::loop() {
if (this->transformer_ != nullptr) {
if (this->transformer_->is_finished()) {
this->remote_values = this->current_values = this->transformer_->get_end_values();
this->target_state_reached_callback_.call();
if (this->transformer_->publish_at_end())
this->publish_state();
this->transformer_ = nullptr;
@ -336,6 +337,9 @@ void LightCall::perform() {
this->parent_->set_immediately_(v, this->publish_);
}
if (!this->has_transition_()) {
this->parent_->target_state_reached_callback_.call();
}
if (this->publish_) {
this->parent_->publish_state();
}
@ -752,6 +756,10 @@ void LightState::current_values_as_cwww(float *cold_white, float *warm_white, bo
void LightState::add_new_remote_values_callback(std::function<void()> &&send_callback) {
this->remote_values_callback_.add(std::move(send_callback));
}
void LightState::add_new_target_state_reached_callback(std::function<void()> &&send_callback) {
this->target_state_reached_callback_.add(std::move(send_callback));
}
LightEffect *LightState::get_active_effect_() {
if (this->active_effect_index_ == 0)
return nullptr;

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@ -242,6 +242,13 @@ class LightState : public Nameable, public Component {
*/
void add_new_remote_values_callback(std::function<void()> &&send_callback);
/**
* The callback is called once the state of current_values and remote_values are equal
*
* @param send_callback
*/
void add_new_target_state_reached_callback(std::function<void()> &&send_callback);
/// Return whether the light has any effects that meet the trait requirements.
bool supports_effects();
@ -318,6 +325,12 @@ class LightState : public Nameable, public Component {
* starting with the beginning of the transition.
*/
CallbackManager<void()> remote_values_callback_{};
/** Callback to call when the state of current_values and remote_values are equal
* This should be called once the state of current_values changed and equals the state of remote_values
*/
CallbackManager<void()> target_state_reached_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};