Put ESP Screens in English and keep layouts when entity IDs change (0.2.40)
Everything a user sees or reads is now English: both boards' labels, status replies and logs, the ESP Screens editor and Alerts cheatsheet, and the README and guides (docs/TILES.md, CALIBRATING.md, ACCEPTANCE.md and TROUBLESHOOTING.md replace the Dutch file names). Labels follow Home Assistant's own English names (Heat/Cool modes, Heating/Cooling actions, Away, Returning to dock, weather conditions), dates use English abbreviations and the top bar writes numbers the English way. Docs use HA 2026.9's menu names (Settings -> Apps, App store, Settings -> Tools). Unused legacy files (home-like.yaml, buttons.yaml, a.out) are removed. Firmware 0.2.34 names its entities in English. Home Assistant registers a renamed ESPHome entity under a new entity ID, so the inbox text.<screen>_tegelinstellingen becomes text.<screen>_tile_settings and the layout stored under the old ID would be lost. The manager now recognises the screen by its device, during a run or after a restart, and moves its layout and update history along; the Update button and the nightly round follow the screen through the rename. Screens that still run 0.2.33 or older keep working: both languages are matched. Main is the only release branch from now on. Tested on a Home Assistant Yellow (HA 2026.9.1) with both bench boards: see docs/TEST_RESULTS_0240.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
@@ -85,41 +85,41 @@ inline std::string format_value(float value, float step, const char *suffix) {
|
||||
char b[24]; snprintf(b, sizeof(b), step >= 1 ? "%.0f%s" : "%.1f%s", value, suffix); return b;
|
||||
}
|
||||
inline const char *climate_mode_text(const std::string &mode) {
|
||||
if (mode == "off") return "Uit";
|
||||
if (mode == "heat") return "Verwarmen";
|
||||
if (mode == "cool") return "Koelen";
|
||||
if (mode == "heat_cool") return "Verwarmen/koelen";
|
||||
if (mode == "auto") return "Automatisch";
|
||||
if (mode == "dry") return "Drogen";
|
||||
if (mode == "fan_only") return "Ventileren";
|
||||
if (mode == "off") return "Off";
|
||||
if (mode == "heat") return "Heat";
|
||||
if (mode == "cool") return "Cool";
|
||||
if (mode == "heat_cool") return "Heat/Cool";
|
||||
if (mode == "auto") return "Auto";
|
||||
if (mode == "dry") return "Dry";
|
||||
if (mode == "fan_only") return "Fan only";
|
||||
return mode.c_str();
|
||||
}
|
||||
inline const char *climate_action_text(const std::string &action) {
|
||||
if (action == "heating") return "Verwarmt";
|
||||
if (action == "cooling") return "Koelt";
|
||||
if (action == "idle") return "Inactief";
|
||||
if (action == "off") return "Uit";
|
||||
if (action == "drying") return "Droogt";
|
||||
if (action == "fan") return "Ventileert";
|
||||
if (action == "preheating") return "Voorverwarmen";
|
||||
if (action == "defrosting") return "Ontdooit";
|
||||
if (action == "heating") return "Heating";
|
||||
if (action == "cooling") return "Cooling";
|
||||
if (action == "idle") return "Idle";
|
||||
if (action == "off") return "Off";
|
||||
if (action == "drying") return "Drying";
|
||||
if (action == "fan") return "Fan";
|
||||
if (action == "preheating") return "Preheating";
|
||||
if (action == "defrosting") return "Defrosting";
|
||||
return "";
|
||||
}
|
||||
inline const char *cover_state_text(const std::string &state) {
|
||||
if (state == "open") return "Open";
|
||||
if (state == "closed") return "Dicht";
|
||||
if (state == "opening") return "Gaat open";
|
||||
if (state == "closing") return "Gaat dicht";
|
||||
if (state == "closed") return "Closed";
|
||||
if (state == "opening") return "Opening";
|
||||
if (state == "closing") return "Closing";
|
||||
return state.c_str();
|
||||
}
|
||||
inline const char *media_state_text(const std::string &state) {
|
||||
if (state == "playing") return "Speelt";
|
||||
if (state == "paused") return "Gepauzeerd";
|
||||
if (state == "idle") return "Inactief";
|
||||
if (state == "standby") return "Stand-by";
|
||||
if (state == "buffering") return "Laden";
|
||||
if (state == "on") return "Aan";
|
||||
if (state == "off") return "Uit";
|
||||
if (state == "playing") return "Playing";
|
||||
if (state == "paused") return "Paused";
|
||||
if (state == "idle") return "Idle";
|
||||
if (state == "standby") return "Standby";
|
||||
if (state == "buffering") return "Loading";
|
||||
if (state == "on") return "On";
|
||||
if (state == "off") return "Off";
|
||||
return state.c_str();
|
||||
}
|
||||
// Status line beside a control panel: what Home Assistant shows under the name.
|
||||
@@ -189,9 +189,9 @@ inline std::string neighbour_option(const Tile &t, int direction) {
|
||||
return t.options[next];
|
||||
}
|
||||
inline const char *run_label(const std::string &domain) {
|
||||
if (domain == "scene") return "Activeren";
|
||||
if (domain == "script") return "Uitvoeren";
|
||||
return "Indrukken";
|
||||
if (domain == "scene") return "Activate";
|
||||
if (domain == "script") return "Run";
|
||||
return "Press";
|
||||
}
|
||||
// The Home Assistant action behind a key. STEP_* are handled locally (debounced) and return nothing.
|
||||
inline Action key_action(const Tile &t, int command, const std::string &arg = "") {
|
||||
|
||||
Reference in New Issue
Block a user