ESPSomfy-RTS/src/ShadeMotion.cpp
cjkas 1962778912 test: cover the radio queue rules, shade TX state, rolling codes and web command hold
Move the pieces of the radio TX path that don't need FreeRTOS or NVS out of
Somfy.cpp and Web.cpp so they build in the native test env: the TX job and
event types and job encoding (TxBuffer), the queue rules (TxQueuePolicy.h),
a shade's pending radio jobs (ShadeTxState), the next rolling code
(RollingCode.h) and the web command queue types (WebCommand.h).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 20:26:33 +02:00

97 lines
3.3 KiB
C++

#include <algorithm>
#include "ShadeMotion.h"
float travelPosition(float startPos, int8_t dir, uint32_t elapsedMs, int32_t travelMs) {
// Work in time travelled from the end we are moving away from: the start
// position is turned into the time it would take to get there, the elapsed
// time is added and the total is turned back into a position. The addition
// wraps like the uint32 millis() so it keeps working across a rollover.
if(dir > 0) {
if(travelMs == 0) return 100.0f;
int32_t ms = (int32_t)floor((startPos / 100) * travelMs);
ms += elapsedMs;
ms = std::min(travelMs, ms);
if(ms >= travelMs) return 100.0f;
return std::min(std::max(0.0f, (float)ms / (float)travelMs), 1.0f) * 100;
}
if(dir < 0) {
if(travelMs == 0) return 0.0f;
int32_t ms = travelMs - (int32_t)floor((startPos / 100) * travelMs);
ms += elapsedMs;
ms = std::min(travelMs, ms);
if(ms >= travelMs) return 0.0f;
float pos = (1.0f - std::min(std::max(0.0f, (float)ms / (float)travelMs), 1.0f)) * 100;
return pos <= 0.0f ? 0.0f : pos;
}
return startPos;
}
int8_t displayPosition(float pos, bool flip) {
if(pos < 0) return -1;
return static_cast<int8_t>(flip && pos >= 0.00f ? floor(100.0f - pos) : floor(pos));
}
float limitTarget(int8_t dir) { return dir > 0 ? 100.0f : 0.0f; }
void TxHold::mark(uint32_t jobSeq, bool moving, uint32_t now) {
if(jobSeq == 0 || this->seq != 0 || moving) return;
this->seq = jobSeq;
this->since = now;
}
bool TxHold::release(uint32_t jobSeq) {
if(jobSeq == 0 || jobSeq != this->seq) return false;
this->seq = 0;
return true;
}
TxHoldCheck TxHold::check(bool moving, uint32_t now, uint32_t timeoutMs) {
if(!this->held()) return TxHoldCheck::none;
if(!moving) {
// The command didn't set the shade moving so there is nothing to hold.
this->clear();
return TxHoldCheck::none;
}
if(!this->timedOut(now, timeoutMs)) return TxHoldCheck::holding;
this->clear();
return TxHoldCheck::expired;
}
void ShadeTxState::stopSent(uint32_t seq, uint32_t now, int8_t dir, bool tilt) {
this->stopSeq = seq;
this->stopAt = now;
this->stopDir = dir;
this->stopTilt = tilt;
}
void ShadeTxState::setMySent(uint32_t seq, float oldPos, float oldTiltPos) {
this->mySeq = seq;
this->myOldPos = oldPos;
this->myOldTiltPos = oldTiltPos;
}
ShadeTxActions ShadeTxState::onEvent(const somfy_tx_event_t &evt, bool moving) {
ShadeTxActions act;
if(evt.seq == 0) return act;
if(this->hold.release(evt.seq)) {
if(evt.type == tx_event_t::started) {
act.startMovement = true;
act.startAt = evt.at;
}
else act.cancelMovement = true;
}
if(this->mySeq == evt.seq && evt.type != tx_event_t::started) {
this->mySeq = 0;
// The motor only stores the favorite when it gets the whole long press.
if(evt.type == tx_event_t::finished) act.commitMy = true;
else {
act.restoreMy = true;
act.myOldPos = this->myOldPos;
act.myOldTiltPos = this->myOldTiltPos;
}
}
if(this->stopSeq == evt.seq) {
this->stopSeq = 0;
// Unless something has moved the shade since, the motor never got the stop
// and is still running.
if(evt.type == tx_event_t::dropped && !moving) {
act.runToLimit = true;
act.limitDir = this->stopDir;
act.limitTilt = this->stopTilt;
act.limitSince = this->stopAt;
}
}
return act;
}