Files
esphome/esphome/components/valve/automation.h
T

124 lines
3.3 KiB
C++

#pragma once
#include "esphome/core/automation.h"
#include "esphome/core/component.h"
#include "valve.h"
namespace esphome {
namespace valve {
template<typename... Ts> class OpenAction : public Action<Ts...> {
public:
explicit OpenAction(Valve *valve) : valve_(valve) {}
void play(const Ts &...x) override { this->valve_->make_call().set_command_open().perform(); }
protected:
Valve *valve_;
};
template<typename... Ts> class CloseAction : public Action<Ts...> {
public:
explicit CloseAction(Valve *valve) : valve_(valve) {}
void play(const Ts &...x) override { this->valve_->make_call().set_command_close().perform(); }
protected:
Valve *valve_;
};
template<typename... Ts> class StopAction : public Action<Ts...> {
public:
explicit StopAction(Valve *valve) : valve_(valve) {}
void play(const Ts &...x) override { this->valve_->make_call().set_command_stop().perform(); }
protected:
Valve *valve_;
};
template<typename... Ts> class ToggleAction : public Action<Ts...> {
public:
explicit ToggleAction(Valve *valve) : valve_(valve) {}
void play(const Ts &...x) override { this->valve_->make_call().set_command_toggle().perform(); }
protected:
Valve *valve_;
};
// All configured fields are baked into a single stateless lambda whose
// constants live in flash. The action only stores one function pointer
// plus one parent pointer, regardless of how many fields the user set.
// Trigger args are forwarded to the apply function so user lambdas
// (e.g. `position: !lambda "return x;"`) keep working.
//
// Trigger args are forwarded as `const std::remove_reference_t<Ts> &...`
// (instead of `const Ts &...`) so codegen can emit the same form in the
// apply lambda's parameter list without producing `const T & &` for
// triggers whose Ts already carries a reference (e.g. `std::string &`).
template<typename... Ts> class ControlAction : public Action<Ts...> {
public:
using ApplyFn = void (*)(ValveCall &, const std::remove_reference_t<Ts> &...);
ControlAction(Valve *valve, ApplyFn apply) : valve_(valve), apply_(apply) {}
void play(const Ts &...x) override {
auto call = this->valve_->make_call();
this->apply_(call, x...);
call.perform();
}
protected:
Valve *valve_;
ApplyFn apply_;
};
template<typename... Ts> class ValveIsOpenCondition : public Condition<Ts...> {
public:
ValveIsOpenCondition(Valve *valve) : valve_(valve) {}
bool check(const Ts &...x) override { return this->valve_->is_fully_open(); }
protected:
Valve *valve_;
};
template<typename... Ts> class ValveIsClosedCondition : public Condition<Ts...> {
public:
ValveIsClosedCondition(Valve *valve) : valve_(valve) {}
bool check(const Ts &...x) override { return this->valve_->is_fully_closed(); }
protected:
Valve *valve_;
};
class ValveOpenTrigger : public Trigger<> {
public:
ValveOpenTrigger(Valve *a_valve) : valve_(a_valve) {
a_valve->add_on_state_callback([this]() {
if (this->valve_->is_fully_open()) {
this->trigger();
}
});
}
protected:
Valve *valve_;
};
class ValveClosedTrigger : public Trigger<> {
public:
ValveClosedTrigger(Valve *a_valve) : valve_(a_valve) {
a_valve->add_on_state_callback([this]() {
if (this->valve_->is_fully_closed()) {
this->trigger();
}
});
}
protected:
Valve *valve_;
};
} // namespace valve
} // namespace esphome