Files
esphome-dev/esphome/components/script/script.h
T
Andrew Zaborowski da390d32f8 Move stop/is_running implementation to Action base class
Try to fix issue #1105.  Until now if an UpdateComponentAction, a
LambdaAction, or any action that can contain those inside their
"else" or "then" action lists, resulted in a call to script.stop on
the script that contains them, the script would continue running,
because they didn't implement a stop() method.  Basically only
the asynchronous ones did: DelayAction, WaitUntilAction and
ScriptWaitAction.

With this change num_running_ in Action replaces
DelayAction::num_running_ and WaitUntilAction::triggered_ to provide
the same is_running logic to other actions.
2020-05-01 12:44:30 +02:00

89 lines
1.9 KiB
C++

#pragma once
#include "esphome/core/automation.h"
namespace esphome {
namespace script {
class Script : public Trigger<> {
public:
void execute() {
bool prev = this->in_stack_;
this->in_stack_ = true;
this->trigger();
this->in_stack_ = prev;
}
bool script_is_running() { return this->in_stack_ || this->is_running(); }
protected:
bool in_stack_{false};
};
template<typename... Ts> class ScriptExecuteAction : public Action<Ts...> {
public:
ScriptExecuteAction(Script *script) : script_(script) {}
void play(Ts... x) override { this->script_->trigger(); }
protected:
Script *script_;
};
template<typename... Ts> class ScriptStopAction : public Action<Ts...> {
public:
ScriptStopAction(Script *script) : script_(script) {}
void play(Ts... x) override { this->script_->stop(); }
protected:
Script *script_;
};
template<typename... Ts> class IsRunningCondition : public Condition<Ts...> {
public:
explicit IsRunningCondition(Script *parent) : parent_(parent) {}
bool check(Ts... x) override { return this->parent_->script_is_running(); }
protected:
Script *parent_;
};
template<typename... Ts> class ScriptWaitAction : public Action<Ts...>, public Component {
public:
ScriptWaitAction(Script *script) : script_(script) {}
void play(Ts... x) override { /* ignore - see play_complex */
}
void play_complex(Ts... x) override {
this->num_running_++;
// Check if we can continue immediately.
if (!this->script_->is_running()) {
this->play_next(x...);
return;
}
this->var_ = std::make_tuple(x...);
this->loop();
}
void loop() override {
if (this->num_running_ == 0)
return;
if (this->script_->is_running())
return;
this->play_next_tuple(this->var_);
}
float get_setup_priority() const override { return setup_priority::DATA; }
protected:
Script *script_;
std::tuple<Ts...> var_{};
};
} // namespace script
} // namespace esphome