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Re: Need help understanding the rules engine implementation [message #1798001 is a reply to message #1797831] |
Fri, 09 November 2018 23:08 |
Dominik Schlierf Messages: 6 Registered: November 2018 |
Junior Member |
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First off, thank you very much for your reply, Henning :)
Quote:ModuleType is the base class for these templates. From there you have three module types (Trigger, Action, Condition) which are the concrete types used in the rule engine.
Ah ok, so the template called "module type" means the templates ESH-INF\automation\moduletypes, which are used by classes extending the base class ModuleType?
Quote:Look at the ModuleTypeFileProvider: It loads these json files and provides them to the ModuleTypeRegistry. From there all ModuleTypes are available to the framework and the user.
Alright, I will have a look!
Quote:Those are just defaults for easy selection. With the "limitToOptions":false flag the UI is told to let the user enter any command.
Yes, but what would you think of the idea to make it possible, that the options depend on the item the command is sent to instead?
From what I understand the ItemTypes provide information about that, so would it be possible to check the selected item in the Paper UI for it's type and provide options depending on the type?
Another question about that: I noticed the TimeOfDayTrigger contains a property called "context":"time". This has the effect, that in Paper UI, the Input value is rendered in the format of hh:mm instead of an empty text field. Do you by any chance know which values can be entered for the context property?
From looking at the Paper UI code, I think it might be channel, thing, item, time, date, color, skript, dayOfWeek, rule. But I didn't have time yet to try all of these.
Quote:Glad you are curious about the automation bundles. There is a lot going on right now (look for instance here) so it should mature from now on.
This seems very interesting, I will have a look! :)
[Updated on: Fri, 09 November 2018 23:28] Report message to a moderator
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