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a3dcac62f9
Co-authored-by: Stefan Agner <stefan@agner.ch> Co-authored-by: Otto Winter <otto@otto-winter.com> Co-authored-by: Jesse Hills <3060199+jesserockz@users.noreply.github.com>
145 lines
3.7 KiB
C++
145 lines
3.7 KiB
C++
#pragma once
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#include "esphome/core/automation.h"
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#include "esphome/core/component.h"
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namespace esphome {
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namespace script {
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/// The abstract base class for all script types.
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class Script : public Trigger<> {
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public:
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/** Execute a new instance of this script.
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*
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* The behavior of this function when a script is already running is defined by the subtypes
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*/
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virtual void execute() = 0;
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/// Check if any instance of this script is currently running.
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virtual bool is_running() { return this->is_action_running(); }
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/// Stop all instances of this script.
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virtual void stop() { this->stop_action(); }
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// Internal function to give scripts readable names.
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void set_name(const std::string &name) { name_ = name; }
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protected:
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std::string name_;
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};
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/** A script type for which only a single instance at a time is allowed.
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*
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* If a new instance is executed while the previous one hasn't finished yet,
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* a warning is printed and the new instance is discarded.
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*/
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class SingleScript : public Script {
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public:
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void execute() override;
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};
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/** A script type that restarts scripts from the beginning when a new instance is started.
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*
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* If a new instance is started but another one is already running, the existing
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* script is stopped and the new instance starts from the beginning.
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*/
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class RestartScript : public Script {
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public:
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void execute() override;
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};
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/** A script type that queues new instances that are created.
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*
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* Only one instance of the script can be active at a time.
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*/
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class QueueingScript : public Script, public Component {
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public:
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void execute() override;
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void stop() override;
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void loop() override;
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void set_max_runs(int max_runs) { max_runs_ = max_runs; }
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protected:
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int num_runs_ = 0;
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int max_runs_ = 0;
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};
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/** A script type that executes new instances in parallel.
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*
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* If a new instance is started while previous ones haven't finished yet,
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* the new one is executed in parallel to the other instances.
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*/
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class ParallelScript : public Script {
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public:
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void execute() override;
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void set_max_runs(int max_runs) { max_runs_ = max_runs; }
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protected:
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int max_runs_ = 0;
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};
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template<typename... Ts> class ScriptExecuteAction : public Action<Ts...> {
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public:
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ScriptExecuteAction(Script *script) : script_(script) {}
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void play(Ts... x) override { this->script_->execute(); }
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protected:
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Script *script_;
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};
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template<typename... Ts> class ScriptStopAction : public Action<Ts...> {
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public:
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ScriptStopAction(Script *script) : script_(script) {}
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void play(Ts... x) override { this->script_->stop(); }
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protected:
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Script *script_;
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};
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template<typename... Ts> class IsRunningCondition : public Condition<Ts...> {
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public:
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explicit IsRunningCondition(Script *parent) : parent_(parent) {}
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bool check(Ts... x) override { return this->parent_->is_running(); }
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protected:
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Script *parent_;
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};
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template<typename... Ts> class ScriptWaitAction : public Action<Ts...>, public Component {
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public:
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ScriptWaitAction(Script *script) : script_(script) {}
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void play_complex(Ts... x) override {
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this->num_running_++;
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// Check if we can continue immediately.
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if (!this->script_->is_running()) {
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this->play_next_(x...);
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return;
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}
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this->var_ = std::make_tuple(x...);
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this->loop();
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}
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void loop() override {
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if (this->num_running_ == 0)
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return;
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if (this->script_->is_running())
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return;
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this->play_next_tuple_(this->var_);
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}
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float get_setup_priority() const override { return setup_priority::DATA; }
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void play(Ts... x) override { /* ignore - see play_complex */
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}
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protected:
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Script *script_;
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std::tuple<Ts...> var_{};
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};
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} // namespace script
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} // namespace esphome
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