esphome/esphome/core/automation.h

253 lines
7.1 KiB
C++

#pragma once
#include <vector>
#include "esphome/core/component.h"
#include "esphome/core/helpers.h"
#include "esphome/core/defines.h"
#include "esphome/core/preferences.h"
namespace esphome {
// https://stackoverflow.com/questions/7858817/unpacking-a-tuple-to-call-a-matching-function-pointer/7858971#7858971
template<int...> struct seq {}; // NOLINT
template<int N, int... S> struct gens : gens<N - 1, N - 1, S...> {}; // NOLINT
template<int... S> struct gens<0, S...> { using type = seq<S...>; }; // NOLINT
#define TEMPLATABLE_VALUE_(type, name) \
protected: \
TemplatableValue<type, Ts...> name##_{}; \
\
public: \
template<typename V> void set_##name(V name) { this->name##_ = name; }
#define TEMPLATABLE_VALUE(type, name) TEMPLATABLE_VALUE_(type, name)
template<typename T, typename... X> class TemplatableValue {
public:
TemplatableValue() : type_(EMPTY) {}
template<typename F, enable_if_t<!is_invocable<F, X...>::value, int> = 0>
TemplatableValue(F value) : type_(VALUE), value_(value) {}
template<typename F, enable_if_t<is_invocable<F, X...>::value, int> = 0>
TemplatableValue(F f) : type_(LAMBDA), f_(f) {}
bool has_value() { return this->type_ != EMPTY; }
T value(X... x) {
if (this->type_ == LAMBDA) {
return this->f_(x...);
}
// return value also when empty
return this->value_;
}
optional<T> optional_value(X... x) {
if (!this->has_value()) {
return {};
}
return this->value(x...);
}
T value_or(X... x, T default_value) {
if (!this->has_value()) {
return default_value;
}
return this->value(x...);
}
protected:
enum {
EMPTY,
VALUE,
LAMBDA,
} type_;
T value_{};
std::function<T(X...)> f_{};
};
/** Base class for all automation conditions.
*
* @tparam Ts The template parameters to pass when executing.
*/
template<typename... Ts> class Condition {
public:
/// Check whether this condition passes. This condition check must be instant, and not cause any delays.
virtual bool check(Ts... x) = 0;
/// Call check with a tuple of values as parameter.
bool check_tuple(const std::tuple<Ts...> &tuple) {
return this->check_tuple_(tuple, typename gens<sizeof...(Ts)>::type());
}
protected:
template<int... S> bool check_tuple_(const std::tuple<Ts...> &tuple, seq<S...>) {
return this->check(std::get<S>(tuple)...);
}
};
template<typename... Ts> class Automation;
template<typename... Ts> class Trigger {
public:
/// Inform the parent automation that the event has triggered.
void trigger(Ts... x) {
if (this->automation_parent_ == nullptr)
return;
this->automation_parent_->trigger(x...);
}
void set_automation_parent(Automation<Ts...> *automation_parent) { this->automation_parent_ = automation_parent; }
/// Stop any action connected to this trigger.
void stop_action() {
if (this->automation_parent_ == nullptr)
return;
this->automation_parent_->stop();
}
/// Returns true if any action connected to this trigger is running.
bool is_action_running() {
if (this->automation_parent_ == nullptr)
return false;
return this->automation_parent_->is_running();
}
protected:
Automation<Ts...> *automation_parent_{nullptr};
};
template<typename... Ts> class ActionList;
template<typename... Ts> class Action {
public:
virtual void play_complex(Ts... x) {
this->num_running_++;
this->play(x...);
this->play_next_(x...);
}
virtual void stop_complex() {
if (num_running_) {
this->stop();
this->num_running_ = 0;
}
this->stop_next_();
}
/// Check if this or any of the following actions are currently running.
virtual bool is_running() { return this->num_running_ > 0 || this->is_running_next_(); }
/// The total number of actions that are currently running in this plus any of
/// the following actions in the chain.
int num_running_total() {
int total = this->num_running_;
if (this->next_ != nullptr)
total += this->next_->num_running_total();
return total;
}
protected:
friend ActionList<Ts...>;
virtual void play(Ts... x) = 0;
void play_next_(Ts... x) {
if (this->num_running_ > 0) {
this->num_running_--;
if (this->next_ != nullptr) {
this->next_->play_complex(x...);
}
}
}
template<int... S> void play_next_tuple_(const std::tuple<Ts...> &tuple, seq<S...>) {
this->play_next_(std::get<S>(tuple)...);
}
void play_next_tuple_(const std::tuple<Ts...> &tuple) {
this->play_next_tuple_(tuple, typename gens<sizeof...(Ts)>::type());
}
virtual void stop() {}
void stop_next_() {
if (this->next_ != nullptr) {
this->next_->stop_complex();
}
}
bool is_running_next_() {
if (this->next_ == nullptr)
return false;
return this->next_->is_running();
}
Action<Ts...> *next_{nullptr};
/// The number of instances of this sequence in the list of actions
/// that is currently being executed.
int num_running_{0};
};
template<typename... Ts> class ActionList {
public:
void add_action(Action<Ts...> *action) {
if (this->actions_end_ == nullptr) {
this->actions_begin_ = action;
} else {
this->actions_end_->next_ = action;
}
this->actions_end_ = action;
}
void add_actions(const std::vector<Action<Ts...> *> &actions) {
for (auto *action : actions) {
this->add_action(action);
}
}
void play(Ts... x) {
if (this->actions_begin_ != nullptr)
this->actions_begin_->play_complex(x...);
}
void play_tuple(const std::tuple<Ts...> &tuple) { this->play_tuple_(tuple, typename gens<sizeof...(Ts)>::type()); }
void stop() {
if (this->actions_begin_ != nullptr)
this->actions_begin_->stop_complex();
}
bool empty() const { return this->actions_begin_ == nullptr; }
/// Check if any action in this action list is currently running.
bool is_running() {
if (this->actions_begin_ == nullptr)
return false;
return this->actions_begin_->is_running();
}
/// Return the number of actions in this action list that are currently running.
int num_running() {
if (this->actions_begin_ == nullptr)
return false;
return this->actions_begin_->num_running_total();
}
protected:
template<int... S> void play_tuple_(const std::tuple<Ts...> &tuple, seq<S...>) { this->play(std::get<S>(tuple)...); }
Action<Ts...> *actions_begin_{nullptr};
Action<Ts...> *actions_end_{nullptr};
};
template<typename... Ts> class Automation {
public:
explicit Automation(Trigger<Ts...> *trigger) : trigger_(trigger) { this->trigger_->set_automation_parent(this); }
Action<Ts...> *add_action(Action<Ts...> *action) { this->actions_.add_action(action); }
void add_actions(const std::vector<Action<Ts...> *> &actions) { this->actions_.add_actions(actions); }
void stop() { this->actions_.stop(); }
void trigger(Ts... x) { this->actions_.play(x...); }
bool is_running() { return this->actions_.is_running(); }
/// Return the number of actions in the action part of this automation that are currently running.
int num_running() { return this->actions_.num_running(); }
protected:
Trigger<Ts...> *trigger_;
ActionList<Ts...> actions_;
};
} // namespace esphome