#pragma once #include "esphome/core/automation.h" #include "light_state.h" #include "addressable_light.h" namespace esphome { namespace light { template class ToggleAction : public Action { public: explicit ToggleAction(LightState *state) : state_(state) {} TEMPLATABLE_VALUE(uint32_t, transition_length) void play(Ts... x) override { auto call = this->state_->toggle(); call.set_transition_length(this->transition_length_.optional_value(x...)); call.perform(); } protected: LightState *state_; }; template class LightControlAction : public Action { public: explicit LightControlAction(LightState *parent) : parent_(parent) {} TEMPLATABLE_VALUE(bool, state) TEMPLATABLE_VALUE(uint32_t, transition_length) TEMPLATABLE_VALUE(uint32_t, flash_length) TEMPLATABLE_VALUE(float, brightness) TEMPLATABLE_VALUE(float, red) TEMPLATABLE_VALUE(float, green) TEMPLATABLE_VALUE(float, blue) TEMPLATABLE_VALUE(float, white) TEMPLATABLE_VALUE(float, color_temperature) TEMPLATABLE_VALUE(std::string, effect) void play(Ts... x) override { auto call = this->parent_->make_call(); call.set_state(this->state_.optional_value(x...)); call.set_brightness(this->brightness_.optional_value(x...)); call.set_red(this->red_.optional_value(x...)); call.set_green(this->green_.optional_value(x...)); call.set_blue(this->blue_.optional_value(x...)); call.set_white(this->white_.optional_value(x...)); call.set_color_temperature(this->color_temperature_.optional_value(x...)); call.set_effect(this->effect_.optional_value(x...)); call.set_flash_length(this->flash_length_.optional_value(x...)); call.set_transition_length(this->transition_length_.optional_value(x...)); call.perform(); } protected: LightState *parent_; }; template class DimRelativeAction : public Action { public: explicit DimRelativeAction(LightState *parent) : parent_(parent) {} TEMPLATABLE_VALUE(float, relative_brightness) TEMPLATABLE_VALUE(uint32_t, transition_length) void play(Ts... x) override { auto call = this->parent_->make_call(); float rel = this->relative_brightness_.value(x...); float cur; this->parent_->remote_values.as_brightness(&cur); float new_brightness = clamp(cur + rel, 0.0f, 1.0f); call.set_state(new_brightness != 0.0f); call.set_brightness(new_brightness); call.set_transition_length(this->transition_length_.optional_value(x...)); call.perform(); } protected: LightState *parent_; }; template class LightIsOnCondition : public Condition { public: explicit LightIsOnCondition(LightState *state) : state_(state) {} bool check(Ts... x) override { return this->state_->current_values.is_on(); } protected: LightState *state_; }; template class LightIsOffCondition : public Condition { public: explicit LightIsOffCondition(LightState *state) : state_(state) {} bool check(Ts... x) override { return !this->state_->current_values.is_on(); } protected: LightState *state_; }; template class AddressableSet : public Action { public: explicit AddressableSet(LightState *parent) : parent_(parent) {} TEMPLATABLE_VALUE(int32_t, range_from) TEMPLATABLE_VALUE(int32_t, range_to) TEMPLATABLE_VALUE(uint8_t, red) TEMPLATABLE_VALUE(uint8_t, green) TEMPLATABLE_VALUE(uint8_t, blue) TEMPLATABLE_VALUE(uint8_t, white) void play(Ts... x) override { auto *out = (AddressableLight *) this->parent_->get_output(); int32_t range_from = this->range_from_.value_or(x..., 0); int32_t range_to = this->range_to_.value_or(x..., out->size() - 1) + 1; auto range = out->range(range_from, range_to); if (this->red_.has_value()) range.set_red(this->red_.value(x...)); if (this->green_.has_value()) range.set_green(this->green_.value(x...)); if (this->blue_.has_value()) range.set_blue(this->blue_.value(x...)); if (this->white_.has_value()) range.set_white(this->white_.value(x...)); } protected: LightState *parent_; }; } // namespace light } // namespace esphome