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#pragma once
#include "esphome/core/automation.h"
#include "esphome/core/component.h"
#include "interfaces.h"
#include "../light_hal.h"
#include "light_output.h"
#include "light_state.h"
#include "presets.h"
#include <cmath>
namespace esphome {
namespace xiaomi {
namespace bslamp2 {
class BrightnessTrigger : public Trigger<float> {
public:
explicit BrightnessTrigger(LightHAL *parent) {
parent->add_on_state_callback([this](light::LightColorValues values) {
auto new_brightness = values.get_brightness();
if (values.get_state() == 0)
new_brightness = 0.0f;
new_brightness = roundf(new_brightness * 100.0f) / 100.0f;
if (last_brightness_ != new_brightness) {
trigger(new_brightness);
last_brightness_ = new_brightness;
}
});
}
protected:
float last_brightness_{-1.0f};
};
template<typename... Ts> class DiscoAction : public Action<Ts...> {
public:
explicit DiscoAction(LightStateDiscoSupport *parent) : parent_(parent) {}
TEMPLATABLE_VALUE(bool, disco_state)
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, color_temperature)
TEMPLATABLE_VALUE(std::string, effect)
void play(Ts... x) override {
if (this->disco_state_.has_value()) {
auto p = this->disco_state_.optional_value(x...);
if (!*p) {
parent_->disco_stop();
return;
}
}
auto call = this->parent_->make_disco_call(false);
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_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...));
// Force the light to update right now, not in the next loop.
call.perform();
parent_->disco_apply();
}
protected:
LightStateDiscoSupport *parent_;
};
template<typename... Ts> class ActivatePresetAction : public Action<Ts...> {
public:
explicit ActivatePresetAction(PresetsContainer *presets) : presets_(presets) {}
TEMPLATABLE_VALUE(std::string, operation);
TEMPLATABLE_VALUE(std::string, group);
TEMPLATABLE_VALUE(std::string, preset);
void play(Ts... x) override {
auto operation = this->operation_.value(x...);
if (operation == "next_group") {
presets_->activate_next_group();
} else if (operation == "next_preset") {
presets_->activate_next_preset();
} else if (operation == "activate_group") {
auto group = this->group_.value(x...);
presets_->activate_group(group);
} else if (operation == "activate_preset") {
auto group = this->group_.value(x...);
auto preset = this->preset_.value(x...);
presets_->activate_preset(group, preset);
}
}
protected:
PresetsContainer *presets_;
};
} // namespace bslamp2
} // namespace xiaomi
} // namespace esphome