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Remove EntityBase from sprinkler (#4606)
* Remove EntityBase form sprinkler * remove unneeded method * Set name correctly Move some timers to `setup` that rely on this->name_ * Fix SprinklerControllerSwitch setup * Update esphome/components/sprinkler/__init__.py Co-authored-by: Jesse Hills <3060199+jesserockz@users.noreply.github.com> --------- Co-authored-by: Samuel Sieb <samuel-github@sieb.net> Co-authored-by: Keith Burzinski <kbx81x@gmail.com>
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d70e7da0ef
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3 changed files with 27 additions and 34 deletions
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@ -330,6 +330,7 @@ SPRINKLER_VALVE_SCHEMA = cv.Schema(
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SPRINKLER_CONTROLLER_SCHEMA = cv.Schema(
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{
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cv.GenerateID(): cv.declare_id(Sprinkler),
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cv.Optional(CONF_NAME): cv.string,
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cv.Optional(CONF_AUTO_ADVANCE_SWITCH): cv.maybe_simple_value(
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switch.switch_schema(
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SprinklerControllerSwitch, entity_category=ENTITY_CATEGORY_CONFIG
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@ -424,7 +425,8 @@ SPRINKLER_CONTROLLER_SCHEMA = cv.Schema(
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): cv.positive_time_period_seconds,
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cv.Required(CONF_VALVES): cv.ensure_list(SPRINKLER_VALVE_SCHEMA),
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}
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).extend(cv.ENTITY_BASE_SCHEMA)
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).extend(cv.COMPONENT_SCHEMA)
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CONFIG_SCHEMA = cv.All(
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cv.ensure_list(SPRINKLER_CONTROLLER_SCHEMA),
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@ -559,16 +561,19 @@ async def sprinkler_simple_action_to_code(config, action_id, template_arg, args)
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async def to_code(config):
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for sprinkler_controller in config:
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if len(sprinkler_controller[CONF_VALVES]) > 1:
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var = cg.new_Pvariable(
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sprinkler_controller[CONF_ID],
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sprinkler_controller[CONF_MAIN_SWITCH][CONF_NAME],
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)
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var = cg.new_Pvariable(sprinkler_controller[CONF_ID])
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if CONF_NAME in sprinkler_controller:
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cg.add(var.set_name(sprinkler_controller[CONF_NAME]))
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else:
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var = cg.new_Pvariable(
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sprinkler_controller[CONF_ID],
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sprinkler_controller[CONF_VALVES][0][CONF_VALVE_SWITCH][CONF_NAME],
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)
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if len(sprinkler_controller[CONF_VALVES]) > 1:
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name = sprinkler_controller[CONF_MAIN_SWITCH][CONF_NAME]
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else:
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name = sprinkler_controller[CONF_VALVES][0][CONF_VALVE_SWITCH][
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CONF_NAME
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]
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cg.add(var.set_name(name))
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await cg.register_component(var, sprinkler_controller)
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if len(sprinkler_controller[CONF_VALVES]) > 1:
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@ -138,15 +138,7 @@ float SprinklerControllerSwitch::get_setup_priority() const { return setup_prior
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Trigger<> *SprinklerControllerSwitch::get_turn_on_trigger() const { return this->turn_on_trigger_; }
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Trigger<> *SprinklerControllerSwitch::get_turn_off_trigger() const { return this->turn_off_trigger_; }
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void SprinklerControllerSwitch::setup() {
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this->state = this->get_initial_state_with_restore_mode().value_or(false);
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if (this->state) {
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this->turn_on();
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} else {
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this->turn_off();
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}
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}
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void SprinklerControllerSwitch::setup() { this->state = this->get_initial_state_with_restore_mode().value_or(false); }
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void SprinklerControllerSwitch::dump_config() { LOG_SWITCH("", "Sprinkler Switch", this); }
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@ -378,10 +370,11 @@ SprinklerValveOperator *SprinklerValveRunRequest::valve_operator() { return this
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SprinklerValveRunRequestOrigin SprinklerValveRunRequest::request_is_from() { return this->origin_; }
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Sprinkler::Sprinkler() {}
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Sprinkler::Sprinkler(const std::string &name) : EntityBase(name) {}
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void Sprinkler::setup() { this->all_valves_off_(true); }
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void Sprinkler::setup() {
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this->timer_.push_back({this->name_ + "sm", false, 0, 0, std::bind(&Sprinkler::sm_timer_callback_, this)});
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this->timer_.push_back({this->name_ + "vs", false, 0, 0, std::bind(&Sprinkler::valve_selection_callback_, this)});
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this->all_valves_off_(true);
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}
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void Sprinkler::loop() {
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for (auto &p : this->pump_) {
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@ -1218,8 +1211,6 @@ SprinklerSwitch *Sprinkler::valve_pump_switch_by_pump_index(size_t pump_index) {
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return nullptr;
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}
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uint32_t Sprinkler::hash_base() { return 3129891955UL; }
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bool Sprinkler::valve_is_enabled_(const size_t valve_number) {
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if (this->is_a_valid_valve(valve_number)) {
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if (this->valve_[valve_number].enable_switch != nullptr) {
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@ -201,15 +201,14 @@ class SprinklerValveRunRequest {
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SprinklerValveRunRequestOrigin origin_{USER};
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};
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class Sprinkler : public Component, public EntityBase {
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class Sprinkler : public Component {
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public:
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Sprinkler();
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Sprinkler(const std::string &name);
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void setup() override;
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void loop() override;
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void dump_config() override;
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void set_name(const std::string &name) { this->name_ = name; }
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/// add a valve to the controller
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void add_valve(SprinklerControllerSwitch *valve_sw, SprinklerControllerSwitch *enable_sw = nullptr);
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@ -423,8 +422,6 @@ class Sprinkler : public Component, public EntityBase {
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SprinklerSwitch *valve_pump_switch_by_pump_index(size_t pump_index);
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protected:
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uint32_t hash_base() override;
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/// returns true if valve number is enabled
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bool valve_is_enabled_(size_t valve_number);
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@ -528,6 +525,8 @@ class Sprinkler : public Component, public EntityBase {
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uint32_t start_delay_{0};
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uint32_t stop_delay_{0};
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std::string name_;
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/// Sprinkler controller state
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SprinklerState state_{IDLE};
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@ -574,9 +573,7 @@ class Sprinkler : public Component, public EntityBase {
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std::vector<SprinklerValveOperator> valve_op_{2};
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/// Valve control timers
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std::vector<SprinklerTimer> timer_{
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{this->name_ + "sm", false, 0, 0, std::bind(&Sprinkler::sm_timer_callback_, this)},
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{this->name_ + "vs", false, 0, 0, std::bind(&Sprinkler::valve_selection_callback_, this)}};
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std::vector<SprinklerTimer> timer_{};
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/// Other Sprinkler instances we should be aware of (used to check if pumps are in use)
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std::vector<Sprinkler *> other_controllers_;
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