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ESPHome 2026.11.0-dev
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Effect names as the native API lists them: "None" first, then each effect; empty without effects. More...
#include <light_effect_names.h>
Data Structures | |
| class | Iterator |
Public Member Functions | |
| LightEffectNames (const ConstVector< LightEffect * > &effects) | |
| ESPHOME_ALWAYS_INLINE Iterator | begin () const |
| ESPHOME_ALWAYS_INLINE Iterator | end () const |
| ESPHOME_ALWAYS_INLINE bool | empty () const |
Protected Attributes | |
| const ConstVector< LightEffect * > & | effects_ |
Effect names as the native API lists them: "None" first, then each effect; empty without effects.
Reads the light's effect table directly, so listing entities allocates nothing. Holds a reference: it only lives for one synchronous encode, and by value costs flash on every copy.
Definition at line 12 of file light_effect_names.h.
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inlineexplicit |
Definition at line 14 of file light_effect_names.h.
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inline |
Definition at line 34 of file light_effect_names.h.
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inline |
Definition at line 38 of file light_effect_names.h.
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inline |
Definition at line 35 of file light_effect_names.h.
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protected |
Definition at line 41 of file light_effect_names.h.