esphome/esphome/components/light/base_light_effects.h
2021-09-14 22:59:15 +12:00

217 lines
6.8 KiB
C++

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