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Update stepper.h to use enums
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@ -7,6 +7,13 @@
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namespace esphome {
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namespace esphome {
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namespace stepper {
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namespace stepper {
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// Possible rotations
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enum Rotations {
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ROTATION_CCW = -1, /// Only rotate counter-clockwise
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ROTATION_BOTH = 0, /// Rotation possible in 2 directions
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ROTATION_CW = 1, /// Only rotate clockwise
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};
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#define LOG_STEPPER(this) \
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#define LOG_STEPPER(this) \
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ESP_LOGCONFIG(TAG, " Acceleration: %.0f steps/s^2", this->acceleration_); \
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ESP_LOGCONFIG(TAG, " Acceleration: %.0f steps/s^2", this->acceleration_); \
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ESP_LOGCONFIG(TAG, " Deceleration: %.0f steps/s^2", this->deceleration_); \
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ESP_LOGCONFIG(TAG, " Deceleration: %.0f steps/s^2", this->deceleration_); \
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@ -20,7 +27,7 @@ class Stepper {
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void set_acceleration(float acceleration) { this->acceleration_ = acceleration; }
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void set_acceleration(float acceleration) { this->acceleration_ = acceleration; }
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void set_deceleration(float deceleration) { this->deceleration_ = deceleration; }
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void set_deceleration(float deceleration) { this->deceleration_ = deceleration; }
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void set_max_speed(float max_speed) { this->max_speed_ = max_speed; }
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void set_max_speed(float max_speed) { this->max_speed_ = max_speed; }
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void set_rotation(int rotation) { this->rotation_ = rotation; }
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void set_rotation(Rotations rotation) { this->rotation_ = rotation; }
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virtual void on_update_speed() {}
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virtual void on_update_speed() {}
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bool has_reached_target() { return this->current_position == this->target_position; }
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bool has_reached_target() { return this->current_position == this->target_position; }
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@ -35,7 +42,7 @@ class Stepper {
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float deceleration_{1e6f};
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float deceleration_{1e6f};
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float current_speed_{0.0f};
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float current_speed_{0.0f};
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float max_speed_{1e6f};
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float max_speed_{1e6f};
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int rotation_{0};
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Rotations rotation_{ROTATION_BOTH};
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uint32_t last_calculation_{0};
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uint32_t last_calculation_{0};
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uint32_t last_step_{0};
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uint32_t last_step_{0};
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};
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};
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@ -114,10 +121,10 @@ template<typename... Ts> class SetRotationAction : public Action<Ts...> {
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public:
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public:
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explicit SetRotationAction(Stepper *parent) : parent_(parent) {}
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explicit SetRotationAction(Stepper *parent) : parent_(parent) {}
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TEMPLATABLE_VALUE(int, rotation);
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TEMPLATABLE_VALUE(Rotations, rotation);
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void play(Ts... x) override {
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void play(Ts... x) override {
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int rotation = this->rotation_.value(x...);
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Rotations rotation = this->rotation_.value(x...);
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this->parent_->set_rotation(rotation);
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this->parent_->set_rotation(rotation);
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}
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}
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