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🏗 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).
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#pragma once
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#include "esphome/core/component.h"
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#include "esphome/core/automation.h"
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#include "cover.h"
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namespace esphome {
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namespace cover {
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template<typename... Ts> class OpenAction : public Action<Ts...> {
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public:
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explicit OpenAction(Cover *cover) : cover_(cover) {}
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void play(Ts... x) override {
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this->cover_->open();
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this->play_next(x...);
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}
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protected:
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Cover *cover_;
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};
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template<typename... Ts> class CloseAction : public Action<Ts...> {
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public:
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explicit CloseAction(Cover *cover) : cover_(cover) {}
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void play(Ts... x) override {
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this->cover_->close();
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this->play_next(x...);
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}
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protected:
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Cover *cover_;
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};
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template<typename... Ts> class StopAction : public Action<Ts...> {
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public:
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explicit StopAction(Cover *cover) : cover_(cover) {}
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void play(Ts... x) override {
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this->cover_->stop();
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this->play_next(x...);
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}
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protected:
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Cover *cover_;
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};
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template<typename... Ts> class ControlAction : public Action<Ts...> {
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public:
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explicit ControlAction(Cover *cover) : cover_(cover) {}
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void play(Ts... x) override {
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auto call = this->cover_->make_call();
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if (this->stop_.has_value())
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call.set_stop(this->stop_.value(x...));
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if (this->position_.has_value())
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call.set_position(this->position_.value(x...));
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if (this->tilt_.has_value())
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call.set_tilt(this->tilt_.value(x...));
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call.perform();
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this->play_next(x...);
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}
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TEMPLATABLE_VALUE(bool, stop)
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TEMPLATABLE_VALUE(float, position)
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TEMPLATABLE_VALUE(float, tilt)
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protected:
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Cover *cover_;
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};
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template<typename... Ts> class CoverPublishAction : public Action<Ts...> {
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public:
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CoverPublishAction(Cover *cover) : cover_(cover) {}
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void play(Ts... x) override {
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if (this->position_.has_value())
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this->cover_->position = this->position_.value(x...);
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if (this->tilt_.has_value())
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this->cover_->tilt = this->tilt_.value(x...);
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if (this->current_operation_.has_value())
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this->cover_->current_operation = this->current_operation_.value(x...);
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this->cover_->publish_state();
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this->play_next(x...);
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}
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TEMPLATABLE_VALUE(float, position)
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TEMPLATABLE_VALUE(float, tilt)
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TEMPLATABLE_VALUE(CoverOperation, current_operation)
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protected:
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Cover *cover_;
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};
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template<typename... Ts> class CoverIsOpenCondition : public Condition<Ts...> {
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public:
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CoverIsOpenCondition(Cover *cover) : cover_(cover) {}
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bool check(Ts... x) override { return this->cover_->is_fully_open(); }
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protected:
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Cover *cover_;
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};
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template<typename... Ts> class CoverIsClosedCondition : public Condition<Ts...> {
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public:
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CoverIsClosedCondition(Cover *cover) : cover_(cover) {}
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bool check(Ts... x) override { return this->cover_->is_fully_closed(); }
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protected:
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Cover *cover_;
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};
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} // namespace cover
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} // namespace esphome
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