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duty_time: fix build without binary_sensor. Parented in automations. (#5156)
Co-authored-by: Jesse Hills <3060199+jesserockz@users.noreply.github.com>
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@@ -3,8 +3,10 @@
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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/preferences.h"
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#include "esphome/components/binary_sensor/binary_sensor.h"
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#include "esphome/components/sensor/sensor.h"
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#ifdef USE_BINARY_SENSOR
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#include "esphome/components/binary_sensor/binary_sensor.h"
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#endif
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namespace esphome {
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namespace duty_time_sensor {
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@@ -22,8 +24,10 @@ class DutyTimeSensor : public sensor::Sensor, public PollingComponent {
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bool is_running() const { return this->last_state_; }
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void reset() { this->set_value_(0); }
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void set_lambda(std::function<bool()> &&func) { this->func_ = func; }
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#ifdef USE_BINARY_SENSOR
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void set_sensor(binary_sensor::BinarySensor *sensor);
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#endif
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void set_lambda(std::function<bool()> &&func) { this->func_ = func; }
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void set_last_duty_time_sensor(sensor::Sensor *sensor) { this->last_duty_time_sensor_ = sensor; }
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void set_restore(bool restore) { this->restore_ = restore; }
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@@ -43,44 +47,26 @@ class DutyTimeSensor : public sensor::Sensor, public PollingComponent {
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bool restore_;
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};
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template<typename... Ts> class StartAction : public Action<Ts...> {
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public:
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explicit StartAction(DutyTimeSensor *parent) : parent_(parent) {}
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template<typename... Ts> class BaseAction : public Action<Ts...>, public Parented<DutyTimeSensor> {};
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template<typename... Ts> class StartAction : public BaseAction<Ts...> {
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void play(Ts... x) override { this->parent_->start(); }
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protected:
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DutyTimeSensor *parent_;
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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(DutyTimeSensor *parent) : parent_(parent) {}
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template<typename... Ts> class StopAction : public BaseAction<Ts...> {
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void play(Ts... x) override { this->parent_->stop(); }
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protected:
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DutyTimeSensor *parent_;
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};
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template<typename... Ts> class ResetAction : public Action<Ts...> {
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public:
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explicit ResetAction(DutyTimeSensor *parent) : parent_(parent) {}
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template<typename... Ts> class ResetAction : public BaseAction<Ts...> {
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void play(Ts... x) override { this->parent_->reset(); }
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protected:
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DutyTimeSensor *parent_;
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};
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template<typename... Ts> class RunningCondition : public Condition<Ts...> {
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template<typename... Ts> class RunningCondition : public Condition<Ts...>, public Parented<DutyTimeSensor> {
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public:
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explicit RunningCondition(DutyTimeSensor *parent, bool state) : parent_(parent), state_(state) {}
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bool check(Ts... x) override { return this->parent_->is_running() == this->state_; }
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explicit RunningCondition(DutyTimeSensor *parent, bool state) : Parented(parent), state_(state) {}
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protected:
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DutyTimeSensor *parent_;
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bool check(Ts... x) override { return this->parent_->is_running() == this->state_; }
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bool state_;
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};
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