esphome/esphome/components/switch/switch.h
Paul Monigatti 471b82f727
EntityBase Refactor (#2418)
* Renamed Nameable to EntityBase (cpp)

* Renamed NAMEABLE_SCHEMA to ENTITY_BASE_SCHEMA (Python)

* Renamed cg.Nameable to cg.EntityBase (Python)

* Remove redundant use of CONF_NAME from esp32_touch

* Remove redundant use of CONF_NAME from mcp3008

* Updated test

* Moved EntityBase from Component.h and Component.cpp

* Added icon property to EntityBase

* Added CONF_ICON to ENTITY_BASE_SCHEMA and added setup_entity function to cpp_helpers

* Added MQTT component getters for icon and disabled_by_default

* Lint

* Removed icon field from MQTT components

* Code generation now uses setup_entity to setENTITY_BASE_SCHEMA fields

* Removed unused import

* Added cstdint include

* Optimisation: don't set icon if it is empty

* Remove icon from NumberTraits and SelectTraits

* Removed unused import

* Integration and Total Daily Energy sensors now inherit icons from their parents during code generation

* Minor comment correction

* Removed redundant icon-handling code from sensor, switch, and text_sensor

* Update esphome/components/tsl2591/tsl2591.h

Co-authored-by: Oxan van Leeuwen <oxan@oxanvanleeuwen.nl>

* Added icon property to binary sensor, climate, cover, and fan component tests

* Added icons for Binary Sensor, Climate, Cover, Fan, and Light  to API

* Consolidated EntityBase fields in MQTT components

Co-authored-by: Oxan van Leeuwen <oxan@oxanvanleeuwen.nl>
2021-10-10 10:37:05 +02:00

112 lines
3.3 KiB
C++

#pragma once
#include "esphome/core/component.h"
#include "esphome/core/entity_base.h"
#include "esphome/core/preferences.h"
#include "esphome/core/helpers.h"
namespace esphome {
namespace switch_ {
#define LOG_SWITCH(prefix, type, obj) \
if ((obj) != nullptr) { \
ESP_LOGCONFIG(TAG, "%s%s '%s'", prefix, LOG_STR_LITERAL(type), (obj)->get_name().c_str()); \
if (!(obj)->get_icon().empty()) { \
ESP_LOGCONFIG(TAG, "%s Icon: '%s'", prefix, (obj)->get_icon().c_str()); \
} \
if ((obj)->assumed_state()) { \
ESP_LOGCONFIG(TAG, "%s Assumed State: YES", prefix); \
} \
if ((obj)->is_inverted()) { \
ESP_LOGCONFIG(TAG, "%s Inverted: YES", prefix); \
} \
}
/** Base class for all switches.
*
* A switch is basically just a combination of a binary sensor (for reporting switch values)
* and a write_state method that writes a state to the hardware.
*/
class Switch : public EntityBase {
public:
explicit Switch();
explicit Switch(const std::string &name);
/** Publish a state to the front-end from the back-end.
*
* The input value is inverted if applicable. Then the internal value member is set and
* finally the callbacks are called.
*
* @param state The new state.
*/
void publish_state(bool state);
/// The current reported state of the binary sensor.
bool state;
/** Turn this switch on. This is called by the front-end.
*
* For implementing switches, please override write_state.
*/
void turn_on();
/** Turn this switch off. This is called by the front-end.
*
* For implementing switches, please override write_state.
*/
void turn_off();
/** Toggle this switch. This is called by the front-end.
*
* For implementing switches, please override write_state.
*/
void toggle();
/** Set whether the state should be treated as inverted.
*
* To the developer and user an inverted switch will act just like a non-inverted one.
* In particular, the only thing that's changed by this is the value passed to
* write_state and the state in publish_state. The .state member variable and
* turn_on/turn_off/toggle remain unaffected.
*
* @param inverted Whether to invert this switch.
*/
void set_inverted(bool inverted);
/** Set callback for state changes.
*
* @param callback The void(bool) callback.
*/
void add_on_state_callback(std::function<void(bool)> &&callback);
optional<bool> get_initial_state();
/** Return whether this switch uses an assumed state - i.e. if both the ON/OFF actions should be displayed in Home
* Assistant because the real state is unknown.
*
* Defaults to false.
*/
virtual bool assumed_state();
bool is_inverted() const;
protected:
/** Write the given state to hardware. You should implement this
* abstract method if you want to create your own switch.
*
* In the implementation of this method, you should also call
* publish_state to acknowledge that the state was written to the hardware.
*
* @param state The state to write. Inversion is already applied if user specified it.
*/
virtual void write_state(bool state) = 0;
uint32_t hash_base() override;
CallbackManager<void(bool)> state_callback_{};
bool inverted_{false};
Deduplicator<bool> publish_dedup_;
ESPPreferenceObject rtc_;
};
} // namespace switch_
} // namespace esphome