esphome/esphome/components/fan/fan.h
Fabian cb2fcaa9b1
EntityBase Name can stay in flash. (#4594)
* `EntityBase`can stay in flash.

* Trying to please the CI.

---------

Co-authored-by: Your Name <you@example.com>
2023-03-28 06:38:56 +00:00

143 lines
3.6 KiB
C++

#pragma once
#include "esphome/core/entity_base.h"
#include "esphome/core/helpers.h"
#include "esphome/core/log.h"
#include "esphome/core/optional.h"
#include "esphome/core/preferences.h"
#include "fan_traits.h"
namespace esphome {
namespace fan {
#define LOG_FAN(prefix, type, obj) \
if ((obj) != nullptr) { \
ESP_LOGCONFIG(TAG, "%s%s '%s'", prefix, LOG_STR_LITERAL(type), (obj)->get_name().c_str()); \
(obj)->dump_traits_(TAG, prefix); \
}
/// Simple enum to represent the direction of a fan.
enum class FanDirection { FORWARD = 0, REVERSE = 1 };
/// Restore mode of a fan.
enum class FanRestoreMode {
NO_RESTORE,
ALWAYS_OFF,
ALWAYS_ON,
RESTORE_DEFAULT_OFF,
RESTORE_DEFAULT_ON,
RESTORE_INVERTED_DEFAULT_OFF,
RESTORE_INVERTED_DEFAULT_ON,
};
const LogString *fan_direction_to_string(FanDirection direction);
class Fan;
class FanCall {
public:
explicit FanCall(Fan &parent) : parent_(parent) {}
FanCall &set_state(bool binary_state) {
this->binary_state_ = binary_state;
return *this;
}
FanCall &set_state(optional<bool> binary_state) {
this->binary_state_ = binary_state;
return *this;
}
optional<bool> get_state() const { return this->binary_state_; }
FanCall &set_oscillating(bool oscillating) {
this->oscillating_ = oscillating;
return *this;
}
FanCall &set_oscillating(optional<bool> oscillating) {
this->oscillating_ = oscillating;
return *this;
}
optional<bool> get_oscillating() const { return this->oscillating_; }
FanCall &set_speed(int speed) {
this->speed_ = speed;
return *this;
}
ESPDEPRECATED("set_speed() with string argument is deprecated, use integer argument instead.", "2021.9")
FanCall &set_speed(const char *legacy_speed);
optional<int> get_speed() const { return this->speed_; }
FanCall &set_direction(FanDirection direction) {
this->direction_ = direction;
return *this;
}
FanCall &set_direction(optional<FanDirection> direction) {
this->direction_ = direction;
return *this;
}
optional<FanDirection> get_direction() const { return this->direction_; }
void perform();
protected:
void validate_();
Fan &parent_;
optional<bool> binary_state_;
optional<bool> oscillating_;
optional<int> speed_;
optional<FanDirection> direction_{};
};
struct FanRestoreState {
bool state;
int speed;
bool oscillating;
FanDirection direction;
/// Convert this struct to a fan call that can be performed.
FanCall to_call(Fan &fan);
/// Apply these settings to the fan.
void apply(Fan &fan);
} __attribute__((packed));
class Fan : public EntityBase {
public:
/// The current on/off state of the fan.
bool state{false};
/// The current oscillation state of the fan.
bool oscillating{false};
/// The current fan speed level
int speed{0};
/// The current direction of the fan
FanDirection direction{FanDirection::FORWARD};
FanCall turn_on();
FanCall turn_off();
FanCall toggle();
FanCall make_call();
/// Register a callback that will be called each time the state changes.
void add_on_state_callback(std::function<void()> &&callback);
void publish_state();
virtual FanTraits get_traits() = 0;
/// Set the restore mode of this fan.
void set_restore_mode(FanRestoreMode restore_mode) { this->restore_mode_ = restore_mode; }
protected:
friend FanCall;
virtual void control(const FanCall &call) = 0;
optional<FanRestoreState> restore_state_();
void save_state_();
void dump_traits_(const char *tag, const char *prefix);
CallbackManager<void()> state_callback_{};
ESPPreferenceObject rtc_;
FanRestoreMode restore_mode_;
};
} // namespace fan
} // namespace esphome