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* 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>
90 lines
2.2 KiB
C++
90 lines
2.2 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/helpers.h"
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namespace esphome {
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namespace number {
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#define LOG_NUMBER(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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}
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class Number;
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class NumberCall {
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public:
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explicit NumberCall(Number *parent) : parent_(parent) {}
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void perform();
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NumberCall &set_value(float value) {
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value_ = value;
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return *this;
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}
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const optional<float> &get_value() const { return value_; }
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protected:
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Number *const parent_;
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optional<float> value_;
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};
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class NumberTraits {
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public:
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void set_min_value(float min_value) { min_value_ = min_value; }
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float get_min_value() const { return min_value_; }
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void set_max_value(float max_value) { max_value_ = max_value; }
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float get_max_value() const { return max_value_; }
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void set_step(float step) { step_ = step; }
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float get_step() const { return step_; }
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protected:
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float min_value_ = NAN;
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float max_value_ = NAN;
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float step_ = NAN;
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};
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/** Base-class for all numbers.
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*
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* A number can use publish_state to send out a new value.
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*/
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class Number : public EntityBase {
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public:
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float state;
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void publish_state(float state);
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NumberCall make_call() { return NumberCall(this); }
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void set(float value) { make_call().set_value(value).perform(); }
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void add_on_state_callback(std::function<void(float)> &&callback);
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NumberTraits traits;
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/// Return whether this number has gotten a full state yet.
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bool has_state() const { return has_state_; }
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protected:
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friend class NumberCall;
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/** Set the value of the number, this is a virtual method that each number integration must implement.
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*
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* This method is called by the NumberCall.
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*
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* @param value The value as validated by the NumberCall.
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*/
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virtual void control(float value) = 0;
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uint32_t hash_base() override;
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CallbackManager<void(float)> state_callback_;
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bool has_state_{false};
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};
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} // namespace number
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} // namespace esphome
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