esphome/esphome/components/script/script.h
Oxan van Leeuwen a3dcac62f9
Fix a bunch of typos (#2058)
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>
2021-07-26 14:48:57 +02:00

145 lines
3.7 KiB
C++

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