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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 "esphome/components/sensor/sensor.h"
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namespace esphome {
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namespace sensor {
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class SensorStateTrigger : public Trigger<float> {
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public:
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explicit SensorStateTrigger(Sensor *parent) {
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parent->add_on_state_callback([this](float value) { this->trigger(value); });
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}
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};
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class SensorRawStateTrigger : public Trigger<float> {
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public:
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explicit SensorRawStateTrigger(Sensor *parent) {
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parent->add_on_raw_state_callback([this](float value) { this->trigger(value); });
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}
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};
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template<typename... Ts> class SensorPublishAction : public Action<Ts...> {
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public:
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SensorPublishAction(Sensor *sensor) : sensor_(sensor) {}
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TEMPLATABLE_VALUE(float, state)
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void play(Ts... x) override {
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this->sensor_->publish_state(this->state_.value(x...));
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this->play_next(x...);
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}
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protected:
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Sensor *sensor_;
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};
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class ValueRangeTrigger : public Trigger<float>, public Component {
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public:
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explicit ValueRangeTrigger(Sensor *parent) : parent_(parent) {}
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template<typename V> void set_min(V min) { this->min_ = min; }
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template<typename V> void set_max(V max) { this->max_ = max; }
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void setup() override {
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this->rtc_ = global_preferences.make_preference<bool>(this->parent_->get_object_id_hash());
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bool initial_state;
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if (this->rtc_.load(&initial_state)) {
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this->previous_in_range_ = initial_state;
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}
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this->parent_->add_on_state_callback([this](float state) { this->on_state_(state); });
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}
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float get_setup_priority() const override { return setup_priority::HARDWARE; }
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protected:
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void on_state_(float state) {
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if (isnan(state))
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return;
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float local_min = this->min_.value(state);
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float local_max = this->max_.value(state);
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bool in_range;
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if (isnan(local_min) && isnan(local_max)) {
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in_range = this->previous_in_range_;
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} else if (isnan(local_min)) {
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in_range = state <= local_max;
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} else if (isnan(local_max)) {
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in_range = state >= local_min;
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} else {
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in_range = local_min <= state && state <= local_max;
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}
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if (in_range != this->previous_in_range_ && in_range) {
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this->trigger(state);
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}
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this->previous_in_range_ = in_range;
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this->rtc_.save(&in_range);
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}
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Sensor *parent_;
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ESPPreferenceObject rtc_;
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bool previous_in_range_{false};
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TemplatableValue<float, float> min_{NAN};
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TemplatableValue<float, float> max_{NAN};
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};
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template<typename... Ts> class SensorInRangeCondition : public Condition<Ts...> {
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public:
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SensorInRangeCondition(Sensor *parent) : parent_(parent) {}
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void set_min(float min) { this->min_ = min; }
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void set_max(float max) { this->max_ = max; }
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bool check(Ts... x) override {
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const float state = this->parent_->state;
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if (isnan(this->min_)) {
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return state <= this->max_;
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} else if (isnan(this->max_)) {
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return state >= this->min_;
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} else {
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return this->min_ <= state && state <= this->max_;
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}
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}
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protected:
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Sensor *parent_;
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float min_{NAN};
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float max_{NAN};
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};
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} // namespace sensor
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} // namespace esphome
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