esphome/esphome/components/fan/automation.h
Oxan van Leeuwen 2a84db7f85
Refactor fan platform to resemble climate/cover platforms (#2848)
Co-authored-by: Oxan van Leeuwen <oxan@oxanvanleeuwen.nl>
Co-authored-by: rob-deutsch <robzyb+altgithub@gmail.com>
Co-authored-by: Jesse Hills <3060199+jesserockz@users.noreply.github.com>
2022-01-23 22:21:54 +13:00

161 lines
4 KiB
C++

#pragma once
#include "esphome/core/component.h"
#include "esphome/core/automation.h"
#include "fan_state.h"
namespace esphome {
namespace fan {
template<typename... Ts> class TurnOnAction : public Action<Ts...> {
public:
explicit TurnOnAction(Fan *state) : state_(state) {}
TEMPLATABLE_VALUE(bool, oscillating)
TEMPLATABLE_VALUE(int, speed)
TEMPLATABLE_VALUE(FanDirection, direction)
void play(Ts... x) override {
auto call = this->state_->turn_on();
if (this->oscillating_.has_value()) {
call.set_oscillating(this->oscillating_.value(x...));
}
if (this->speed_.has_value()) {
call.set_speed(this->speed_.value(x...));
}
if (this->direction_.has_value()) {
call.set_direction(this->direction_.value(x...));
}
call.perform();
}
Fan *state_;
};
template<typename... Ts> class TurnOffAction : public Action<Ts...> {
public:
explicit TurnOffAction(Fan *state) : state_(state) {}
void play(Ts... x) override { this->state_->turn_off().perform(); }
Fan *state_;
};
template<typename... Ts> class ToggleAction : public Action<Ts...> {
public:
explicit ToggleAction(Fan *state) : state_(state) {}
void play(Ts... x) override { this->state_->toggle().perform(); }
Fan *state_;
};
template<typename... Ts> class CycleSpeedAction : public Action<Ts...> {
public:
explicit CycleSpeedAction(Fan *state) : state_(state) {}
void play(Ts... x) override {
// check to see if fan supports speeds and is on
if (this->state_->get_traits().supported_speed_count()) {
if (this->state_->state) {
int speed = this->state_->speed + 1;
int supported_speed_count = this->state_->get_traits().supported_speed_count();
if (speed > supported_speed_count) {
// was running at max speed, so turn off
speed = 1;
auto call = this->state_->turn_off();
call.set_speed(speed);
call.perform();
} else {
auto call = this->state_->turn_on();
call.set_speed(speed);
call.perform();
}
} else {
// fan was off, so set speed to 1
auto call = this->state_->turn_on();
call.set_speed(1);
call.perform();
}
} else {
// fan doesn't support speed counts, so toggle
this->state_->toggle().perform();
}
}
Fan *state_;
};
template<typename... Ts> class FanIsOnCondition : public Condition<Ts...> {
public:
explicit FanIsOnCondition(Fan *state) : state_(state) {}
bool check(Ts... x) override { return this->state_->state; }
protected:
Fan *state_;
};
template<typename... Ts> class FanIsOffCondition : public Condition<Ts...> {
public:
explicit FanIsOffCondition(Fan *state) : state_(state) {}
bool check(Ts... x) override { return !this->state_->state; }
protected:
Fan *state_;
};
class FanTurnOnTrigger : public Trigger<> {
public:
FanTurnOnTrigger(Fan *state) {
state->add_on_state_callback([this, state]() {
auto is_on = state->state;
auto should_trigger = is_on && !this->last_on_;
this->last_on_ = is_on;
if (should_trigger) {
this->trigger();
}
});
this->last_on_ = state->state;
}
protected:
bool last_on_;
};
class FanTurnOffTrigger : public Trigger<> {
public:
FanTurnOffTrigger(Fan *state) {
state->add_on_state_callback([this, state]() {
auto is_on = state->state;
auto should_trigger = !is_on && this->last_on_;
this->last_on_ = is_on;
if (should_trigger) {
this->trigger();
}
});
this->last_on_ = state->state;
}
protected:
bool last_on_;
};
class FanSpeedSetTrigger : public Trigger<> {
public:
FanSpeedSetTrigger(Fan *state) {
state->add_on_state_callback([this, state]() {
auto speed = state->speed;
auto should_trigger = speed != !this->last_speed_;
this->last_speed_ = speed;
if (should_trigger) {
this->trigger();
}
});
this->last_speed_ = state->speed;
}
protected:
int last_speed_;
};
} // namespace fan
} // namespace esphome