mirror of
https://github.com/esphome/esphome.git
synced 2024-11-24 12:06:26 +01:00
407 lines
11 KiB
C++
407 lines
11 KiB
C++
#pragma once
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#include "esphome/core/automation.h"
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#include "esphome/core/component.h"
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#include "esphome/core/defines.h"
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#include "esphome/core/preferences.h"
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#include <vector>
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namespace esphome {
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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) : conditions_(conditions) {}
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bool check(Ts... x) override {
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for (auto *condition : this->conditions_) {
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if (!condition->check(x...))
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return false;
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}
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return true;
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}
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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) : conditions_(conditions) {}
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bool check(Ts... x) override {
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for (auto *condition : this->conditions_) {
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if (condition->check(x...))
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return true;
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}
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return false;
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}
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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 NotCondition : public Condition<Ts...> {
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public:
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explicit NotCondition(Condition<Ts...> *condition) : condition_(condition) {}
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bool check(Ts... x) override { return !this->condition_->check(x...); }
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protected:
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Condition<Ts...> *condition_;
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};
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template<typename... Ts> class XorCondition : public Condition<Ts...> {
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public:
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explicit XorCondition(const std::vector<Condition<Ts...> *> &conditions) : conditions_(conditions) {}
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bool check(Ts... x) override {
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size_t result = 0;
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for (auto *condition : this->conditions_) {
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result += condition->check(x...);
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}
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return result == 1;
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}
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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) : f_(std::move(f)) {}
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bool check(Ts... x) override { return this->f_(x...); }
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protected:
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std::function<bool(Ts...)> f_;
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};
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template<typename... Ts> class ForCondition : public Condition<Ts...>, public Component {
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public:
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explicit ForCondition(Condition<> *condition) : condition_(condition) {}
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TEMPLATABLE_VALUE(uint32_t, time);
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void loop() override { this->check_internal(); }
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float get_setup_priority() const override { return setup_priority::DATA; }
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bool check_internal() {
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bool cond = this->condition_->check();
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if (!cond)
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this->last_inactive_ = millis();
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return cond;
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}
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bool check(Ts... x) override {
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if (!this->check_internal())
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return false;
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return millis() - this->last_inactive_ >= this->time_.value(x...);
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}
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protected:
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Condition<> *condition_;
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uint32_t last_inactive_{0};
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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_(setup_priority) {}
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void setup() override { this->trigger(); }
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float get_setup_priority() const override { return this->setup_priority_; }
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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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explicit ShutdownTrigger(float setup_priority) : setup_priority_(setup_priority) {}
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void on_shutdown() override { this->trigger(); }
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float get_setup_priority() const override { return this->setup_priority_; }
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protected:
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float setup_priority_;
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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 { this->trigger(); }
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float get_setup_priority() const override { return setup_priority::DATA; }
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};
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#ifdef ESPHOME_PROJECT_NAME
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class ProjectUpdateTrigger : public Trigger<std::string>, public Component {
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public:
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void setup() override {
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uint32_t hash = fnv1_hash(ESPHOME_PROJECT_NAME);
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ESPPreferenceObject pref = global_preferences->make_preference<char[30]>(hash, true);
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char previous_version[30];
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char current_version[30] = ESPHOME_PROJECT_VERSION_30;
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if (pref.load(&previous_version)) {
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int cmp = strcmp(previous_version, current_version);
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if (cmp < 0) {
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this->trigger(previous_version);
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}
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}
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pref.save(¤t_version);
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global_preferences->sync();
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}
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float get_setup_priority() const override { return setup_priority::PROCESSOR; }
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};
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#endif
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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() = default;
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TEMPLATABLE_VALUE(uint32_t, delay)
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void play_complex(Ts... x) override {
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auto f = std::bind(&DelayAction<Ts...>::play_next_, this, x...);
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this->num_running_++;
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this->set_timeout(this->delay_.value(x...), f);
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}
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float get_setup_priority() const override { return setup_priority::HARDWARE; }
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void play(Ts... x) override { /* ignore - see play_complex */
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}
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void stop() override { this->cancel_timeout(""); }
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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) : f_(std::move(f)) {}
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void play(Ts... x) override { this->f_(x...); }
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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(Condition<Ts...> *condition) : condition_(condition) {}
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void add_then(const std::vector<Action<Ts...> *> &actions) {
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this->then_.add_actions(actions);
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this->then_.add_action(new LambdaAction<Ts...>([this](Ts... x) { this->play_next_(x...); }));
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}
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void add_else(const std::vector<Action<Ts...> *> &actions) {
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this->else_.add_actions(actions);
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this->else_.add_action(new LambdaAction<Ts...>([this](Ts... x) { this->play_next_(x...); }));
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}
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void play_complex(Ts... x) override {
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this->num_running_++;
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bool res = this->condition_->check(x...);
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if (res) {
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if (this->then_.empty()) {
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this->play_next_(x...);
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} else if (this->num_running_ > 0) {
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this->then_.play(x...);
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}
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} else {
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if (this->else_.empty()) {
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this->play_next_(x...);
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} else if (this->num_running_ > 0) {
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this->else_.play(x...);
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}
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}
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}
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void play(Ts... x) override { /* ignore - see play_complex */
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}
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void stop() override {
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this->then_.stop();
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this->else_.stop();
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}
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protected:
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Condition<Ts...> *condition_;
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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(Condition<Ts...> *condition) : condition_(condition) {}
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void add_then(const std::vector<Action<Ts...> *> &actions) {
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this->then_.add_actions(actions);
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this->then_.add_action(new LambdaAction<Ts...>([this](Ts... x) {
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if (this->num_running_ > 0 && this->condition_->check_tuple(this->var_)) {
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// play again
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if (this->num_running_ > 0) {
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this->then_.play_tuple(this->var_);
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}
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} else {
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// condition false, play next
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this->play_next_tuple_(this->var_);
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}
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}));
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}
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void play_complex(Ts... x) override {
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this->num_running_++;
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// Store loop parameters
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this->var_ = std::make_tuple(x...);
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// Initial condition check
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if (!this->condition_->check_tuple(this->var_)) {
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// If new condition check failed, stop loop if running
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this->then_.stop();
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this->play_next_tuple_(this->var_);
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return;
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}
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if (this->num_running_ > 0) {
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this->then_.play_tuple(this->var_);
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}
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}
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void play(Ts... x) override { /* ignore - see play_complex */
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}
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void stop() override { this->then_.stop(); }
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protected:
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Condition<Ts...> *condition_;
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ActionList<Ts...> then_;
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std::tuple<Ts...> var_{};
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};
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template<typename... Ts> class RepeatAction : public Action<Ts...> {
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public:
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TEMPLATABLE_VALUE(uint32_t, count)
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void add_then(const std::vector<Action<uint32_t, Ts...> *> &actions) {
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this->then_.add_actions(actions);
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this->then_.add_action(new LambdaAction<uint32_t, Ts...>([this](uint32_t iteration, Ts... x) {
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iteration++;
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if (iteration >= this->count_.value(x...))
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this->play_next_tuple_(this->var_);
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else
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this->then_.play(iteration, x...);
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}));
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}
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void play_complex(Ts... x) override {
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this->num_running_++;
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this->var_ = std::make_tuple(x...);
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if (this->count_.value(x...) > 0) {
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this->then_.play(0, x...);
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} else {
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this->play_next_tuple_(this->var_);
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}
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}
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void play(Ts... x) override { /* ignore - see play_complex */
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}
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void stop() override { this->then_.stop(); }
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protected:
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ActionList<uint32_t, Ts...> then_;
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std::tuple<Ts...> var_;
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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(Condition<Ts...> *condition) : condition_(condition) {}
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TEMPLATABLE_VALUE(uint32_t, timeout_value)
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void play_complex(Ts... x) override {
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this->num_running_++;
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// Check if we can continue immediately.
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if (this->condition_->check(x...)) {
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if (this->num_running_ > 0) {
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this->play_next_(x...);
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}
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return;
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}
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this->var_ = std::make_tuple(x...);
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if (this->timeout_value_.has_value()) {
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auto f = std::bind(&WaitUntilAction<Ts...>::play_next_, this, x...);
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this->set_timeout("timeout", this->timeout_value_.value(x...), f);
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}
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this->loop();
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}
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void loop() override {
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if (this->num_running_ == 0)
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return;
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if (!this->condition_->check_tuple(this->var_)) {
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return;
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}
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this->cancel_timeout("timeout");
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this->play_next_tuple_(this->var_);
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}
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float get_setup_priority() const override { return setup_priority::DATA; }
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void play(Ts... x) override { /* ignore - see play_complex */
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}
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void stop() override { this->cancel_timeout("timeout"); }
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protected:
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Condition<Ts...> *condition_;
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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) : component_(component) {}
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void play(Ts... x) override {
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if (!this->component_->is_ready())
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return;
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this->component_->update();
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}
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protected:
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PollingComponent *component_;
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};
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template<typename... Ts> class SuspendComponentAction : public Action<Ts...> {
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public:
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SuspendComponentAction(PollingComponent *component) : component_(component) {}
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void play(Ts... x) override {
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if (!this->component_->is_ready())
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return;
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this->component_->stop_poller();
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}
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protected:
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PollingComponent *component_;
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};
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template<typename... Ts> class ResumeComponentAction : public Action<Ts...> {
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public:
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ResumeComponentAction(PollingComponent *component) : component_(component) {}
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TEMPLATABLE_VALUE(uint32_t, update_interval)
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void play(Ts... x) override {
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if (!this->component_->is_ready()) {
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return;
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}
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optional<uint32_t> update_interval = this->update_interval_.optional_value(x...);
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if (update_interval.has_value()) {
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this->component_->set_update_interval(update_interval.value());
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}
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this->component_->start_poller();
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}
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protected:
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PollingComponent *component_;
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};
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} // namespace esphome
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