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217 lines
6.8 KiB
C++
217 lines
6.8 KiB
C++
#pragma once
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#include <utility>
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#include "light_effect.h"
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#include "esphome/core/automation.h"
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namespace esphome {
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namespace light {
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inline static float random_cubic_float() {
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const float r = random_float() * 2.0f - 1.0f;
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return r * r * r;
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}
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/// Pulse effect.
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class PulseLightEffect : public LightEffect {
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public:
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explicit PulseLightEffect(const std::string &name) : LightEffect(name) {}
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void apply() override {
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const uint32_t now = millis();
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if (now - this->last_color_change_ < this->update_interval_) {
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return;
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}
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auto call = this->state_->turn_on();
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float out = this->on_ ? 1.0 : 0.0;
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call.set_brightness_if_supported(out);
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this->on_ = !this->on_;
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call.set_transition_length_if_supported(this->transition_length_);
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// don't tell HA every change
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call.set_publish(false);
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call.set_save(false);
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call.perform();
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this->last_color_change_ = now;
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}
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void set_transition_length(uint32_t transition_length) { this->transition_length_ = transition_length; }
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void set_update_interval(uint32_t update_interval) { this->update_interval_ = update_interval; }
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protected:
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bool on_ = false;
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uint32_t last_color_change_{0};
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uint32_t transition_length_{};
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uint32_t update_interval_{};
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};
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/// Random effect. Sets random colors every 10 seconds and slowly transitions between them.
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class RandomLightEffect : public LightEffect {
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public:
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explicit RandomLightEffect(const std::string &name) : LightEffect(name) {}
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void apply() override {
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const uint32_t now = millis();
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if (now - this->last_color_change_ < this->update_interval_) {
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return;
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}
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auto color_mode = this->state_->remote_values.get_color_mode();
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auto call = this->state_->turn_on();
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bool changed = false;
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if (color_mode & ColorCapability::RGB) {
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call.set_red(random_float());
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call.set_green(random_float());
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call.set_blue(random_float());
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changed = true;
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}
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if (color_mode & ColorCapability::COLOR_TEMPERATURE) {
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float min = this->state_->get_traits().get_min_mireds();
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float max = this->state_->get_traits().get_max_mireds();
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call.set_color_temperature(min + random_float() * (max - min));
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changed = true;
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}
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if (color_mode & ColorCapability::COLD_WARM_WHITE) {
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call.set_cold_white(random_float());
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call.set_warm_white(random_float());
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changed = true;
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}
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if (!changed) {
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// only randomize brightness if there's no colored option available
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call.set_brightness(random_float());
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}
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call.set_transition_length_if_supported(this->transition_length_);
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call.set_publish(true);
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call.set_save(false);
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call.perform();
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this->last_color_change_ = now;
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}
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void set_transition_length(uint32_t transition_length) { this->transition_length_ = transition_length; }
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void set_update_interval(uint32_t update_interval) { this->update_interval_ = update_interval; }
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protected:
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uint32_t last_color_change_{0};
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uint32_t transition_length_{};
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uint32_t update_interval_{};
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};
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class LambdaLightEffect : public LightEffect {
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public:
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LambdaLightEffect(const std::string &name, std::function<void()> f, uint32_t update_interval)
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: LightEffect(name), f_(std::move(f)), update_interval_(update_interval) {}
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void apply() override {
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const uint32_t now = millis();
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if (now - this->last_run_ >= this->update_interval_) {
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this->last_run_ = now;
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this->f_();
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}
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}
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protected:
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std::function<void()> f_;
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uint32_t update_interval_;
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uint32_t last_run_{0};
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};
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class AutomationLightEffect : public LightEffect {
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public:
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AutomationLightEffect(const std::string &name) : LightEffect(name) {}
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void stop() override { this->trig_->stop_action(); }
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void apply() override {
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if (!this->trig_->is_action_running()) {
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this->trig_->trigger();
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}
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}
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Trigger<> *get_trig() const { return trig_; }
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protected:
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Trigger<> *trig_{new Trigger<>};
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};
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struct StrobeLightEffectColor {
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LightColorValues color;
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uint32_t duration;
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};
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class StrobeLightEffect : public LightEffect {
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public:
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explicit StrobeLightEffect(const std::string &name) : LightEffect(name) {}
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void apply() override {
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const uint32_t now = millis();
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if (now - this->last_switch_ < this->colors_[this->at_color_].duration)
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return;
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// Switch to next color
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this->at_color_ = (this->at_color_ + 1) % this->colors_.size();
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auto color = this->colors_[this->at_color_].color;
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auto call = this->state_->turn_on();
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call.from_light_color_values(this->colors_[this->at_color_].color);
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if (!color.is_on()) {
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// Don't turn the light off, otherwise the light effect will be stopped
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call.set_brightness(0.0f);
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call.set_state(true);
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}
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call.set_publish(false);
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call.set_save(false);
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call.set_transition_length_if_supported(0);
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call.perform();
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this->last_switch_ = now;
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}
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void set_colors(const std::vector<StrobeLightEffectColor> &colors) { this->colors_ = colors; }
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protected:
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std::vector<StrobeLightEffectColor> colors_;
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uint32_t last_switch_{0};
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size_t at_color_{0};
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};
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class FlickerLightEffect : public LightEffect {
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public:
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explicit FlickerLightEffect(const std::string &name) : LightEffect(name) {}
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void apply() override {
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LightColorValues remote = this->state_->remote_values;
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LightColorValues current = this->state_->current_values;
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LightColorValues out;
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const float alpha = this->alpha_;
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const float beta = 1.0f - alpha;
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out.set_state(true);
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out.set_brightness(remote.get_brightness() * beta + current.get_brightness() * alpha +
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(random_cubic_float() * this->intensity_));
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out.set_red(remote.get_red() * beta + current.get_red() * alpha + (random_cubic_float() * this->intensity_));
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out.set_green(remote.get_green() * beta + current.get_green() * alpha + (random_cubic_float() * this->intensity_));
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out.set_blue(remote.get_blue() * beta + current.get_blue() * alpha + (random_cubic_float() * this->intensity_));
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out.set_white(remote.get_white() * beta + current.get_white() * alpha + (random_cubic_float() * this->intensity_));
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out.set_cold_white(remote.get_cold_white() * beta + current.get_cold_white() * alpha +
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(random_cubic_float() * this->intensity_));
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out.set_warm_white(remote.get_warm_white() * beta + current.get_warm_white() * alpha +
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(random_cubic_float() * this->intensity_));
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auto call = this->state_->make_call();
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call.set_publish(false);
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call.set_save(false);
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call.set_transition_length_if_supported(0);
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call.from_light_color_values(out);
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call.set_state(true);
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call.perform();
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}
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void set_alpha(float alpha) { this->alpha_ = alpha; }
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void set_intensity(float intensity) { this->intensity_ = intensity; }
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protected:
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float intensity_{};
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float alpha_{};
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};
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} // namespace light
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} // namespace esphome
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