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:
Max Gramser
2026-09-15 02:08:43 +02:00
parent f60eed3ff6
commit 3e959b3df9
87 changed files with 5049 additions and 11167 deletions
+28 -28
View File
@@ -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 = "") {