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Fix Light Trigger (#1308)
* make LightTransitionTransformer publish at end * adjust on trigger + cleanup * add target_state_reached_callback_ * fix format * revert publish_at_end change * fix bug for rapid on/off switching + remove debug logging * formatting * call state reached callback when no transition Co-authored-by: Guillermo Ruffino <glm.net@gmail.com>
This commit is contained in:
parent
29fc7ea154
commit
221ef07c8b
3 changed files with 28 additions and 14 deletions
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@ -102,17 +102,18 @@ class LightTurnOnTrigger : public Trigger<> {
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public:
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public:
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LightTurnOnTrigger(LightState *a_light) {
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LightTurnOnTrigger(LightState *a_light) {
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a_light->add_new_remote_values_callback([this, a_light]() {
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a_light->add_new_remote_values_callback([this, a_light]() {
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auto is_on = a_light->current_values.is_on();
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// using the remote value because of transitions we need to trigger as early as possible
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auto is_on = a_light->remote_values.is_on();
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// only trigger when going from off to on
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// only trigger when going from off to on
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auto should_trigger = is_on && !last_on_;
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auto should_trigger = is_on && !this->last_on_;
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// Set new state immediately so that trigger() doesn't devolve
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// Set new state immediately so that trigger() doesn't devolve
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// into infinite loop
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// into infinite loop
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last_on_ = is_on;
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this->last_on_ = is_on;
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if (should_trigger) {
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if (should_trigger) {
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this->trigger();
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this->trigger();
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}
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}
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});
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});
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last_on_ = a_light->current_values.is_on();
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this->last_on_ = a_light->current_values.is_on();
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}
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}
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protected:
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protected:
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@ -122,22 +123,14 @@ class LightTurnOnTrigger : public Trigger<> {
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class LightTurnOffTrigger : public Trigger<> {
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class LightTurnOffTrigger : public Trigger<> {
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public:
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public:
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LightTurnOffTrigger(LightState *a_light) {
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LightTurnOffTrigger(LightState *a_light) {
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a_light->add_new_remote_values_callback([this, a_light]() {
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a_light->add_new_target_state_reached_callback([this, a_light]() {
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auto is_on = a_light->current_values.is_on();
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auto is_on = a_light->current_values.is_on();
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// only trigger when going from on to off
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// only trigger when going from on to off
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auto should_trigger = !is_on && last_on_;
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if (!is_on) {
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// Set new state immediately so that trigger() doesn't devolve
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// into infinite loop
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last_on_ = is_on;
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if (should_trigger) {
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this->trigger();
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this->trigger();
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}
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}
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});
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});
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last_on_ = a_light->current_values.is_on();
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}
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}
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protected:
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bool last_on_;
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};
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};
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template<typename... Ts> class AddressableSet : public Action<Ts...> {
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template<typename... Ts> class AddressableSet : public Action<Ts...> {
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@ -145,6 +145,7 @@ void LightState::loop() {
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if (this->transformer_ != nullptr) {
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if (this->transformer_ != nullptr) {
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if (this->transformer_->is_finished()) {
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if (this->transformer_->is_finished()) {
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this->remote_values = this->current_values = this->transformer_->get_end_values();
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this->remote_values = this->current_values = this->transformer_->get_end_values();
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this->target_state_reached_callback_.call();
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if (this->transformer_->publish_at_end())
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if (this->transformer_->publish_at_end())
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this->publish_state();
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this->publish_state();
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this->transformer_ = nullptr;
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this->transformer_ = nullptr;
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@ -336,6 +337,9 @@ void LightCall::perform() {
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this->parent_->set_immediately_(v, this->publish_);
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this->parent_->set_immediately_(v, this->publish_);
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}
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}
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if (!this->has_transition_()) {
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this->parent_->target_state_reached_callback_.call();
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}
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if (this->publish_) {
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if (this->publish_) {
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this->parent_->publish_state();
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this->parent_->publish_state();
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}
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}
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@ -752,6 +756,10 @@ void LightState::current_values_as_cwww(float *cold_white, float *warm_white, bo
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void LightState::add_new_remote_values_callback(std::function<void()> &&send_callback) {
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void LightState::add_new_remote_values_callback(std::function<void()> &&send_callback) {
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this->remote_values_callback_.add(std::move(send_callback));
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this->remote_values_callback_.add(std::move(send_callback));
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}
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}
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void LightState::add_new_target_state_reached_callback(std::function<void()> &&send_callback) {
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this->target_state_reached_callback_.add(std::move(send_callback));
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}
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LightEffect *LightState::get_active_effect_() {
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LightEffect *LightState::get_active_effect_() {
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if (this->active_effect_index_ == 0)
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if (this->active_effect_index_ == 0)
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return nullptr;
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return nullptr;
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@ -242,6 +242,13 @@ class LightState : public Nameable, public Component {
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*/
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*/
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void add_new_remote_values_callback(std::function<void()> &&send_callback);
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void add_new_remote_values_callback(std::function<void()> &&send_callback);
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/**
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* The callback is called once the state of current_values and remote_values are equal
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*
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* @param send_callback
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*/
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void add_new_target_state_reached_callback(std::function<void()> &&send_callback);
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/// Return whether the light has any effects that meet the trait requirements.
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/// Return whether the light has any effects that meet the trait requirements.
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bool supports_effects();
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bool supports_effects();
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@ -318,6 +325,12 @@ class LightState : public Nameable, public Component {
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* starting with the beginning of the transition.
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* starting with the beginning of the transition.
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*/
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*/
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CallbackManager<void()> remote_values_callback_{};
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CallbackManager<void()> remote_values_callback_{};
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/** Callback to call when the state of current_values and remote_values are equal
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* This should be called once the state of current_values changed and equals the state of remote_values
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*/
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CallbackManager<void()> target_state_reached_callback_{};
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LightOutput *output_; ///< Store the output to allow effects to have more access.
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LightOutput *output_; ///< Store the output to allow effects to have more access.
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/// Whether the light value should be written in the next cycle.
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/// Whether the light value should be written in the next cycle.
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bool next_write_{true};
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bool next_write_{true};
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