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add fan.cycle_speed action (#2329)
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2 changed files with 43 additions and 0 deletions
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@ -41,6 +41,7 @@ FAN_DIRECTION_ENUM = {
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TurnOnAction = fan_ns.class_("TurnOnAction", automation.Action)
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TurnOffAction = fan_ns.class_("TurnOffAction", automation.Action)
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ToggleAction = fan_ns.class_("ToggleAction", automation.Action)
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CycleSpeedAction = fan_ns.class_("CycleSpeedAction", automation.Action)
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FanTurnOnTrigger = fan_ns.class_("FanTurnOnTrigger", automation.Trigger.template())
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FanTurnOffTrigger = fan_ns.class_("FanTurnOffTrigger", automation.Trigger.template())
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@ -204,6 +205,12 @@ async def fan_turn_on_to_code(config, action_id, template_arg, args):
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return var
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@automation.register_action("fan.cycle_speed", CycleSpeedAction, FAN_ACTION_SCHEMA)
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async def fan_cycle_speed_to_code(config, action_id, template_arg, args):
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paren = await cg.get_variable(config[CONF_ID])
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return cg.new_Pvariable(action_id, template_arg, paren)
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@automation.register_condition(
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"fan.is_on",
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FanIsOnCondition,
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@ -50,6 +50,42 @@ template<typename... Ts> class ToggleAction : public Action<Ts...> {
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FanState *state_;
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};
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template<typename... Ts> class CycleSpeedAction : public Action<Ts...> {
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public:
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explicit CycleSpeedAction(FanState *state) : state_(state) {}
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void play(Ts... x) override {
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// check to see if fan supports speeds and is on
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if (this->state_->get_traits().supported_speed_count()) {
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if (this->state_->state) {
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int speed = this->state_->speed + 1;
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int supported_speed_count = this->state_->get_traits().supported_speed_count();
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if (speed > supported_speed_count) {
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// was running at max speed, so turn off
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speed = 1;
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auto call = this->state_->turn_off();
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call.set_speed(speed);
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call.perform();
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} else {
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auto call = this->state_->turn_on();
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call.set_speed(speed);
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call.perform();
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}
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} else {
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// fan was off, so set speed to 1
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auto call = this->state_->turn_on();
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call.set_speed(1);
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call.perform();
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}
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} else {
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// fan doesn't support speed counts, so toggle
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this->state_->toggle().perform();
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}
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}
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FanState *state_;
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};
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template<typename... Ts> class FanIsOnCondition : public Condition<Ts...> {
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public:
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explicit FanIsOnCondition(FanState *state) : state_(state) {}
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