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entity.go
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package esphome
import (
"image/color"
"math"
"maze.io/x/esphome/api"
)
// Entity is the base struct for all supported entities.
type Entity struct {
Name string
ObjectID string
UniqueID string
Key uint32
client *Client
}
// Entities is a high level map of a device's entities.
type Entities struct {
BinarySensor map[string]*BinarySensor
Camera map[string]*Camera
Climate map[string]*Climate
Cover map[string]*Cover
Fan map[string]*Fan
Light map[string]*Light
Sensor map[string]*Sensor
Switch map[string]*Switch
TextSensor map[string]*TextSensor
}
// BinarySensor can be pressed, released and/or clicked.
type BinarySensor struct {
Entity
DeviceClass string
State bool
}
func newBinarySensor(client *Client, entity *api.ListEntitiesBinarySensorResponse) *BinarySensor {
return &BinarySensor{
Entity: Entity{
Name: entity.Name,
ObjectID: entity.ObjectId,
UniqueID: entity.UniqueId,
Key: entity.Key,
client: client,
},
DeviceClass: entity.DeviceClass,
}
}
// Climate devices can represent different types of hardware, but the defining factor is that climate devices have a
// settable target temperature and can be put in different modes like HEAT, COOL, AUTO or OFF.
type Climate struct {
Entity
// Capabilities of the entity.
Capabilities ClimateCapabilities
}
type (
// ClimateCapabilities represents the capabilities of a climate device.
ClimateCapabilities struct {
CurrentTemperature bool
TwoPointTargetTemperature bool
Modes []ClimateMode
VisualMinTemperature float32
VisualMaxTemperature float32
VisualTemperatureStep float32
Away bool
Action bool
FanModes []ClimateFanMode
SwingModes []ClimateSwingMode
}
// ClimateMode represents the mode for a climate device.
ClimateMode int32
// ClimateFanMode represents a climate fan speed.
ClimateFanMode int32
// ClimateSwingMode represents a climate (fan) swing mode.
ClimateSwingMode int32
)
// Climate modes.
const (
ClimateModeOff ClimateMode = iota
ClimateModeAuto
ClimateModeCool
ClimateModeHeat
ClimateModeFanOnly
ClimateModeDry
)
// Climate fan modes.
const (
ClimateFanModeOn ClimateFanMode = iota
ClimateFanModeOff
ClimateFanModeAuto
ClimateFanModeLow
ClimateFanModeMedium
ClimateFanModeHigh
ClimateFanModeMiddle
ClimateFanModeFocus
ClimateFanModeDiffuse
)
// Climate swing modes.
const (
ClimateSwingModeOff ClimateSwingMode = iota
ClimateSwingModeBoth
ClimateSwingModeVertical
ClimateSwingModeHorizontal
)
func newClimate(client *Client, entity *api.ListEntitiesClimateResponse) *Climate {
var (
modes = make([]ClimateMode, len(entity.SupportedModes))
fanModes = make([]ClimateFanMode, len(entity.SupportedFanModes))
swingModes = make([]ClimateSwingMode, len(entity.SupportedSwingModes))
)
for i, v := range entity.SupportedModes {
modes[i] = ClimateMode(v)
}
for i, v := range entity.SupportedFanModes {
fanModes[i] = ClimateFanMode(v)
}
for i, v := range entity.SupportedSwingModes {
swingModes[i] = ClimateSwingMode(v)
}
return &Climate{
Entity: Entity{
Name: entity.Name,
ObjectID: entity.ObjectId,
UniqueID: entity.UniqueId,
Key: entity.Key,
client: client,
},
Capabilities: ClimateCapabilities{
CurrentTemperature: entity.SupportsCurrentTemperature,
TwoPointTargetTemperature: entity.SupportsTwoPointTargetTemperature,
Modes: modes,
VisualMinTemperature: entity.VisualMinTemperature,
VisualMaxTemperature: entity.VisualMaxTemperature,
VisualTemperatureStep: entity.VisualTemperatureStep,
Away: entity.SupportsAway,
Action: entity.SupportsAction,
FanModes: fanModes,
SwingModes: swingModes,
},
}
}
// Cover device.
type Cover struct {
Entity
// TODO(maze): Finish me
}
func newCover(client *Client, entity *api.ListEntitiesCoverResponse) *Cover {
return &Cover{
Entity: Entity{
Name: entity.Name,
ObjectID: entity.ObjectId,
UniqueID: entity.UniqueId,
Key: entity.Key,
client: client,
},
}
}
// Fan device.
type Fan struct {
Entity
// TODO(maze): Finish me
}
func newFan(client *Client, entity *api.ListEntitiesFanResponse) *Fan {
return &Fan{
Entity: Entity{
Name: entity.Name,
ObjectID: entity.ObjectId,
UniqueID: entity.UniqueId,
Key: entity.Key,
client: client,
},
}
}
// Light device.
type Light struct {
Entity
Capabilities LightCapabilities
Effects []string
State LightState
StateIsValid bool
HandleState func(on bool)
HandleBrightness func(float32)
HandleColor func(r, g, b, w float32)
HandleColorTemperature func(float32)
HandleEffect func(string)
}
// LightCapabilities represents the capabilities of a Light.
type LightCapabilities struct {
Brightness bool
RGB bool
WhiteValue bool
ColorTemperature bool
MinMired float32
MaxMired float32
}
// LightState represents the state of a Light.
type LightState struct {
On bool
Brightness float32
Red, Green, Blue, White float32
ColorTemperature float32
Effect string
}
func newLight(client *Client, entity *api.ListEntitiesLightResponse) *Light {
effects := make([]string, len(entity.Effects))
copy(effects, entity.Effects)
return &Light{
Entity: Entity{
Name: entity.Name,
ObjectID: entity.ObjectId,
UniqueID: entity.UniqueId,
Key: entity.Key,
client: client,
},
Capabilities: LightCapabilities{
Brightness: entity.SupportsBrightness,
RGB: entity.SupportsRgb,
WhiteValue: entity.SupportsWhiteValue,
ColorTemperature: entity.SupportsColorTemperature,
MinMired: entity.MinMireds,
MaxMired: entity.MaxMireds,
},
Effects: effects,
}
}
func (entity Light) commandRequest() *api.LightCommandRequest {
return &api.LightCommandRequest{
Key: entity.Key,
State: entity.State.On,
HasBrightness: entity.Capabilities.Brightness,
Brightness: entity.State.Brightness,
HasRgb: entity.Capabilities.RGB,
Red: entity.State.Red,
Green: entity.State.Green,
Blue: entity.State.Blue,
HasWhite: entity.Capabilities.WhiteValue,
White: entity.State.White,
HasColorTemperature: entity.Capabilities.ColorTemperature,
ColorTemperature: entity.State.ColorTemperature,
HasTransitionLength: false,
TransitionLength: 0,
HasFlashLength: false,
FlashLength: 0,
HasEffect: false,
Effect: entity.State.Effect,
}
}
func (entity *Light) update(state *api.LightStateResponse) {
if entity.HandleState != nil {
if state.State != entity.State.On {
entity.HandleState(true)
}
}
if entity.HandleColor != nil {
if !entity.StateIsValid {
entity.HandleColor(state.Red, state.Green, state.Blue, state.White)
} else if !equal(entity.State.Red, state.Red) ||
!equal(entity.State.Green, state.Green) ||
!equal(entity.State.Blue, state.Blue) ||
!equal(entity.State.White, state.White) {
entity.HandleColor(state.Red, state.Green, state.Blue, state.White)
}
}
if entity.HandleColorTemperature != nil {
if !entity.StateIsValid || !equal(entity.State.ColorTemperature, state.ColorTemperature) {
entity.HandleColorTemperature(state.ColorTemperature)
}
}
if entity.HandleEffect != nil {
if !entity.StateIsValid || entity.State.Effect != state.Effect {
entity.HandleEffect(state.Effect)
}
}
entity.State.On = state.State
entity.State.Brightness = state.Brightness
entity.State.Red = state.Red
entity.State.Green = state.Green
entity.State.Blue = state.Blue
entity.State.White = state.White
entity.State.ColorTemperature = state.ColorTemperature
entity.State.Effect = state.Effect
entity.StateIsValid = true
}
// SetBrightness sets the light's intensity (brightness).
func (entity Light) SetBrightness(value float32) error {
request := entity.commandRequest()
request.Brightness = value
return entity.client.sendTimeout(request, entity.client.Timeout)
}
// SetColor sets the light's red, green and blue values.
func (entity Light) SetColor(value color.Color) error {
r, g, b, _ := value.RGBA()
request := entity.commandRequest()
request.Red = float32(r>>4) / 256.0
request.Green = float32(g>>4) / 256.0
request.Blue = float32(b>>4) / 256.0
return entity.client.sendTimeout(request, entity.client.Timeout)
}
// SetWhite sets the light's white value.
func (entity Light) SetWhite(value float32) error {
request := entity.commandRequest()
request.White = value
return entity.client.sendTimeout(request, entity.client.Timeout)
}
// SetEffect selects a preconfigured effect.
func (entity Light) SetEffect(effect string) error {
request := entity.commandRequest()
request.Effect = effect
return entity.client.sendTimeout(request, entity.client.Timeout)
}
// SetState turns the light on or off.
func (entity Light) SetState(on bool) error {
request := entity.commandRequest()
request.State = on
return entity.client.sendTimeout(request, entity.client.Timeout)
}
// Sensor probes.
type Sensor struct {
Entity
Icon string
UnitOfMeasurement string
AccuracyDecimals int32
ForceUpdate bool
State float32
StateIsValid bool
HandleState func(float32)
}
func newSensor(client *Client, entity *api.ListEntitiesSensorResponse) *Sensor {
return &Sensor{
Entity: Entity{
Name: entity.Name,
ObjectID: entity.ObjectId,
UniqueID: entity.UniqueId,
Key: entity.Key,
client: client,
},
}
}
func (entity *Sensor) update(state *api.SensorStateResponse) {
if !state.MissingState && entity.HandleState != nil && !equal(entity.State, state.State) {
entity.HandleState(state.State)
}
entity.State = state.State
entity.StateIsValid = !state.MissingState
}
// Switch includes all platforms that should show up like a switch and can only be turned ON or OFF.
type Switch struct {
Entity
Icon string
AssumedState bool
// State of the switch.
State bool
HandleState func(bool)
}
func newSwitch(client *Client, entity *api.ListEntitiesSwitchResponse) *Switch {
return &Switch{
Entity: Entity{
Name: entity.Name,
ObjectID: entity.ObjectId,
UniqueID: entity.UniqueId,
Key: entity.Key,
client: client,
},
}
}
func (entity *Switch) update(state *api.SwitchStateResponse) {
if entity.HandleState != nil {
entity.HandleState(state.State)
}
entity.State = state.State
entity.AssumedState = false
}
func (entity Switch) commandRequest() *api.SwitchCommandRequest {
return &api.SwitchCommandRequest{
Key: entity.Key,
State: entity.State,
}
}
// SetState updates the switch state.
func (entity Switch) SetState(on bool) error {
request := entity.commandRequest()
request.State = on
return entity.client.sendTimeout(request, entity.client.Timeout)
}
// TextSensor is a lot like Sensor, but where the “normal” sensors only represent sensors that output numbers, this
// component can represent any text.
type TextSensor struct {
Entity
State string
StateIsValid bool
}
func newTextSensor(client *Client, entity *api.ListEntitiesTextSensorResponse) *TextSensor {
return &TextSensor{
Entity: Entity{
Name: entity.Name,
ObjectID: entity.ObjectId,
UniqueID: entity.UniqueId,
Key: entity.Key,
client: client,
},
}
}
func equal(a, b float32) bool {
const ε = 1e-6
return math.Abs(float64(a)-float64(b)) <= ε
}