ESPSomfy-RTS/src/ShadeMotion.h
cjkas 1128431e8c fix: default a set-favorite request's tilt to the favorite tilt
/setMyPosition filled in a missing tilt with the lift favorite, so a
request without a tilt set the favorite tilt to the lift's. It also took
the stored position as a display one, which flipped it twice on a shade
with flipPosition. requestedFavoriteTilt() now gives the favorite tilt as
displayed. Home Assistant never calls /setMyPosition and the web UI always
sends a tilt, so only other API callers see the change.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 15:57:49 +02:00

118 lines
5.6 KiB
C

#ifndef SHADE_MOTION_H
#define SHADE_MOTION_H
#include <Arduino.h>
#include "TxBuffer.h"
#include "ShadeTypes.h"
// Shade position maths. Kept free of the shade state, radio and network so it
// can be unit tested on the PC (pio test -e native).
// Where a shade (or its tilt) is after travelling elapsedMs from startPos
// (0-100). dir > 0 moves toward 100 and dir < 0 toward 0. travelMs is the
// time a full travel takes in that direction, 0 meaning it gets there at once.
float travelPosition(float startPos, int8_t dir, uint32_t elapsedMs, int32_t travelMs);
// A position as reported to clients: -1 when unset, otherwise the whole
// percentage, counted from the other end when flipped.
int8_t displayPosition(float pos, bool flip);
// The tilt a request to set the favorite asks for, as a display position: the
// requested tilt, or the favorite tilt when the request leaves it out. -1 for
// a shade without tilt or with no favorite tilt.
int8_t requestedFavoriteTilt(int8_t requestTilt, tilt_types tilt, float myTiltPos, bool flip);
// Where a shade (or its tilt) moving in dir ends up when nothing stops it.
float limitTarget(int8_t dir);
// Where a step command moves a shade (or its tilt) from pos, in out. dir > 0
// steps toward 100 and dir < 0 toward 0. A step is stepSize * frameStepSize
// ms of the travelMs a full travel takes in that direction. False when
// travelMs or stepSize is 0, so the step is ignored.
bool stepPosition(float pos, int8_t dir, uint32_t travelMs, uint16_t stepSize, uint8_t frameStepSize, float &out);
// What a step command does to a shade.
enum class StepAction : uint8_t {
ignore, // The step can't be sized or the shade is at both ends: drop it.
none, // A lift shade already at the end: nothing moves.
move // Set the targets below.
};
struct StepTargets {
StepAction action = StepAction::ignore;
bool setLift = false;
float lift = 0.0f;
bool setTilt = false;
float tilt = 0.0f;
};
// Where a step in dir (> 0 down, < 0 up) takes a shade at pos and tiltPos. A
// tilt-only shade steps its tilt. An integrated tilt turns its slats to the
// end first, holding the lift, and then steps the lift. Every other shade
// steps its lift.
StepTargets stepTargets(tilt_types tilt, int8_t dir, float pos, float tiltPos,
uint32_t upTime, uint32_t downTime, uint32_t tiltTime, uint16_t stepSize, uint8_t frameStepSize);
// What a held shade does on this pass of checkMovement().
enum class TxHoldCheck {
none, // Nothing is held.
holding, // Still waiting for the job to go on air.
expired // Waited too long, so the hold was dropped and the shade moves anyway.
};
// The radio job that set an idle shade moving. Its simulated movement is held
// until the job goes on air, since that is when the motor starts.
struct TxHold {
uint32_t ticket = 0; // 0 when nothing is held.
uint32_t since = 0; // millis() when the hold started.
// Holds for job ticket unless the shade was already moving (its motor carries on
// with the earlier command) or a job is already held. The first job held is
// the one that starts the motor. A command sent while processing another
// registers before it: for a simMy shade My/Favorite queues its Up/Down from
// moveToMyPosition() first, and that Up/Down is what starts a motor with no
// favorite of its own, so the outer My/Favorite is ignored on purpose.
void mark(uint32_t ticket, bool moving, uint32_t now);
// Ends the hold when ticket is the held job. True when it was.
bool release(uint32_t ticket);
bool held() const { return this->ticket != 0; }
bool timedOut(uint32_t now, uint32_t timeoutMs) const { return now - this->since >= timeoutMs; }
void clear() { this->ticket = 0; }
// Drops a hold on a shade the command didn't set moving, or one that has
// waited timeoutMs for the radio.
TxHoldCheck check(bool moving, uint32_t now, uint32_t timeoutMs);
};
// What a shade has to do about a radio event. More than one can apply to the
// same event.
struct ShadeTxActions {
// The held job went on air, so the motor starts at startAt.
bool startMovement = false;
uint32_t startAt = 0;
// The held job never went on air, so the motor hasn't moved.
bool cancelMovement = false;
// The favorite went on air in full and is committed, or it didn't and the
// previous one is put back.
bool commitMy = false;
bool restoreMy = false;
float myOldPos = -1.0f;
float myOldTiltPos = -1.0f;
// The stop never went on air, so the motor runs on to its end limit from
// where and when it should have stopped.
bool runToLimit = false;
int8_t limitDir = 0;
bool limitTilt = false;
uint32_t limitSince = 0;
bool any() const { return startMovement || cancelMovement || commitMy || restoreMy || runToLimit; }
};
// The radio jobs a shade waits on to find out what its motor really did.
struct ShadeTxState {
// Radio job that set the shade moving. The simulated position is held
// until it goes on air.
TxHold hold;
// Stop sent when the simulated target was reached. If it never goes on
// air the motor runs on to its end limit. 0 once an event for it arrived.
uint32_t stopTicket = 0;
uint32_t stopAt = 0;
int8_t stopDir = 0;
bool stopTilt = false;
// Command telling the motor to store the favorite. The favorite is only
// committed once all of it is on air and restored if it never is.
uint32_t myTicket = 0;
float myOldPos = -1.0f;
float myOldTiltPos = -1.0f;
void stopSent(uint32_t ticket, uint32_t now, int8_t dir, bool tilt);
void setMySent(uint32_t ticket, float oldPos, float oldTiltPos);
// What to do about evt. moving is whether the shade is moving now.
ShadeTxActions onEvent(const somfy_tx_event_t &evt, bool moving);
};
#endif