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471b82f727
* 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>
112 lines
3.3 KiB
C++
112 lines
3.3 KiB
C++
#pragma once
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#include "esphome/core/component.h"
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#include "esphome/core/entity_base.h"
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#include "esphome/core/preferences.h"
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#include "esphome/core/helpers.h"
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namespace esphome {
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namespace switch_ {
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#define LOG_SWITCH(prefix, type, obj) \
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if ((obj) != nullptr) { \
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ESP_LOGCONFIG(TAG, "%s%s '%s'", prefix, LOG_STR_LITERAL(type), (obj)->get_name().c_str()); \
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if (!(obj)->get_icon().empty()) { \
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ESP_LOGCONFIG(TAG, "%s Icon: '%s'", prefix, (obj)->get_icon().c_str()); \
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} \
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if ((obj)->assumed_state()) { \
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ESP_LOGCONFIG(TAG, "%s Assumed State: YES", prefix); \
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} \
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if ((obj)->is_inverted()) { \
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ESP_LOGCONFIG(TAG, "%s Inverted: YES", prefix); \
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} \
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}
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/** Base class for all switches.
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*
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* A switch is basically just a combination of a binary sensor (for reporting switch values)
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* and a write_state method that writes a state to the hardware.
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*/
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class Switch : public EntityBase {
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public:
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explicit Switch();
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explicit Switch(const std::string &name);
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/** Publish a state to the front-end from the back-end.
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*
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* The input value is inverted if applicable. Then the internal value member is set and
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* finally the callbacks are called.
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*
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* @param state The new state.
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*/
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void publish_state(bool state);
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/// The current reported state of the binary sensor.
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bool state;
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/** Turn this switch on. This is called by the front-end.
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*
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* For implementing switches, please override write_state.
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*/
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void turn_on();
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/** Turn this switch off. This is called by the front-end.
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*
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* For implementing switches, please override write_state.
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*/
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void turn_off();
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/** Toggle this switch. This is called by the front-end.
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*
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* For implementing switches, please override write_state.
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*/
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void toggle();
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/** Set whether the state should be treated as inverted.
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*
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* To the developer and user an inverted switch will act just like a non-inverted one.
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* In particular, the only thing that's changed by this is the value passed to
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* write_state and the state in publish_state. The .state member variable and
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* turn_on/turn_off/toggle remain unaffected.
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*
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* @param inverted Whether to invert this switch.
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*/
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void set_inverted(bool inverted);
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/** Set callback for state changes.
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*
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* @param callback The void(bool) callback.
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*/
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void add_on_state_callback(std::function<void(bool)> &&callback);
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optional<bool> get_initial_state();
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/** Return whether this switch uses an assumed state - i.e. if both the ON/OFF actions should be displayed in Home
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* Assistant because the real state is unknown.
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*
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* Defaults to false.
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*/
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virtual bool assumed_state();
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bool is_inverted() const;
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protected:
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/** Write the given state to hardware. You should implement this
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* abstract method if you want to create your own switch.
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*
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* In the implementation of this method, you should also call
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* publish_state to acknowledge that the state was written to the hardware.
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*
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* @param state The state to write. Inversion is already applied if user specified it.
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*/
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virtual void write_state(bool state) = 0;
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uint32_t hash_base() override;
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CallbackManager<void(bool)> state_callback_{};
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bool inverted_{false};
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Deduplicator<bool> publish_dedup_;
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ESPPreferenceObject rtc_;
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};
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} // namespace switch_
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} // namespace esphome
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