esphome/esphome/components/lock/automation.h

88 lines
2.0 KiB
C++

#pragma once
#include "esphome/core/component.h"
#include "esphome/core/automation.h"
#include "esphome/components/lock/lock.h"
namespace esphome {
namespace lock {
template<typename... Ts> class LockAction : public Action<Ts...> {
public:
explicit LockAction(Lock *a_lock) : lock_(a_lock) {}
void play(Ts... x) override { this->lock_->lock(); }
protected:
Lock *lock_;
};
template<typename... Ts> class UnlockAction : public Action<Ts...> {
public:
explicit UnlockAction(Lock *a_lock) : lock_(a_lock) {}
void play(Ts... x) override { this->lock_->unlock(); }
protected:
Lock *lock_;
};
template<typename... Ts> class OpenAction : public Action<Ts...> {
public:
explicit OpenAction(Lock *a_lock) : lock_(a_lock) {}
void play(Ts... x) override { this->lock_->open(); }
protected:
Lock *lock_;
};
template<typename... Ts> class LockCondition : public Condition<Ts...> {
public:
LockCondition(Lock *parent, bool state) : parent_(parent), state_(state) {}
bool check(Ts... x) override {
auto check_state = this->state_ ? LockState::LOCK_STATE_LOCKED : LockState::LOCK_STATE_UNLOCKED;
return this->parent_->state == check_state;
}
protected:
Lock *parent_;
bool state_;
};
class LockLockTrigger : public Trigger<> {
public:
LockLockTrigger(Lock *a_lock) {
a_lock->add_on_state_callback([this, a_lock]() {
if (a_lock->state == LockState::LOCK_STATE_LOCKED) {
this->trigger();
}
});
}
};
class LockUnlockTrigger : public Trigger<> {
public:
LockUnlockTrigger(Lock *a_lock) {
a_lock->add_on_state_callback([this, a_lock]() {
if (a_lock->state == LockState::LOCK_STATE_UNLOCKED) {
this->trigger();
}
});
}
};
template<typename... Ts> class LockPublishAction : public Action<Ts...> {
public:
LockPublishAction(Lock *a_lock) : lock_(a_lock) {}
TEMPLATABLE_VALUE(LockState, state)
void play(Ts... x) override { this->lock_->publish_state(this->state_.value(x...)); }
protected:
Lock *lock_;
};
} // namespace lock
} // namespace esphome