Added lamp
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#pragma once
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#include "esphome/core/automation.h"
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#include "esphome/core/component.h"
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#include "interfaces.h"
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#include "light_output.h"
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#include "light_state.h"
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#include "presets.h"
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#include <cmath>
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namespace esphome {
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namespace xiaomi {
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namespace bslamp2 {
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class BrightnessTrigger : public Trigger<float> {
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public:
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explicit BrightnessTrigger(XiaomiBslamp2LightOutput *parent) {
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parent->add_on_state_callback([this](light::LightColorValues values) {
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auto new_brightness = values.get_brightness();
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if (values.get_state() == 0)
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new_brightness = 0.0f;
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new_brightness = roundf(new_brightness * 100.0f) / 100.0f;
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if (last_brightness_ != new_brightness) {
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trigger(new_brightness);
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last_brightness_ = new_brightness;
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}
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});
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}
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protected:
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float last_brightness_ = -1.0f;
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};
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template<typename... Ts> class DiscoAction : public Action<Ts...> {
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public:
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explicit DiscoAction(LightStateDiscoSupport *parent) : parent_(parent) {}
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TEMPLATABLE_VALUE(bool, disco_state)
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TEMPLATABLE_VALUE(bool, state)
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TEMPLATABLE_VALUE(uint32_t, transition_length)
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TEMPLATABLE_VALUE(uint32_t, flash_length)
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TEMPLATABLE_VALUE(float, brightness)
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TEMPLATABLE_VALUE(float, red)
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TEMPLATABLE_VALUE(float, green)
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TEMPLATABLE_VALUE(float, blue)
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TEMPLATABLE_VALUE(float, color_temperature)
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TEMPLATABLE_VALUE(std::string, effect)
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void play(const Ts &...x) override {
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if (this->disco_state_.has_value()) {
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auto p = this->disco_state_.optional_value(x...);
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if (!*p) {
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parent_->disco_stop();
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return;
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}
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}
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auto call = this->parent_->make_disco_call(false);
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call.set_state(this->state_.optional_value(x...));
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call.set_brightness(this->brightness_.optional_value(x...));
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call.set_red(this->red_.optional_value(x...));
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call.set_green(this->green_.optional_value(x...));
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call.set_blue(this->blue_.optional_value(x...));
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call.set_color_temperature(this->color_temperature_.optional_value(x...));
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call.set_effect(this->effect_.optional_value(x...));
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call.set_flash_length(this->flash_length_.optional_value(x...));
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call.set_transition_length(this->transition_length_.optional_value(x...));
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// Force the light to update right now, not in the next loop.
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call.perform();
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parent_->disco_apply();
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}
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protected:
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LightStateDiscoSupport *parent_;
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};
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template<typename... Ts> class ActivatePresetAction : public Action<Ts...> {
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public:
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explicit ActivatePresetAction(PresetsContainer *presets) : presets_(presets) {}
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TEMPLATABLE_VALUE(std::string, operation);
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TEMPLATABLE_VALUE(std::string, group);
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TEMPLATABLE_VALUE(std::string, preset);
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void play(const Ts &...x) override {
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auto operation = this->operation_.value(x...);
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if (operation == "next_group") {
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presets_->activate_next_group();
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} else if (operation == "next_preset") {
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presets_->activate_next_preset();
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} else if (operation == "activate_group") {
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auto group = this->group_.value(x...);
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presets_->activate_group(group);
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} else if (operation == "activate_preset") {
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auto group = this->group_.value(x...);
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auto preset = this->preset_.value(x...);
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presets_->activate_preset(group, preset);
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}
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}
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protected:
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PresetsContainer *presets_;
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};
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} // namespace bslamp2
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} // namespace xiaomi
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} // namespace esphome
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