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137 lines
4.6 KiB
C++
137 lines
4.6 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 SUB_SWITCH(name) \
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protected: \
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switch_::Switch *name##_switch_{nullptr}; \
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\
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public: \
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void set_##name##_switch(switch_::Switch *s) { this->name##_switch_ = s; }
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// bit0: on/off. bit1: persistent. bit2: inverted. bit3: disabled
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const int RESTORE_MODE_ON_MASK = 0x01;
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const int RESTORE_MODE_PERSISTENT_MASK = 0x02;
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const int RESTORE_MODE_INVERTED_MASK = 0x04;
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const int RESTORE_MODE_DISABLED_MASK = 0x08;
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enum SwitchRestoreMode {
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SWITCH_ALWAYS_OFF = !RESTORE_MODE_ON_MASK,
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SWITCH_ALWAYS_ON = RESTORE_MODE_ON_MASK,
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SWITCH_RESTORE_DEFAULT_OFF = RESTORE_MODE_PERSISTENT_MASK,
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SWITCH_RESTORE_DEFAULT_ON = RESTORE_MODE_PERSISTENT_MASK | RESTORE_MODE_ON_MASK,
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SWITCH_RESTORE_INVERTED_DEFAULT_OFF = RESTORE_MODE_PERSISTENT_MASK | RESTORE_MODE_INVERTED_MASK,
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SWITCH_RESTORE_INVERTED_DEFAULT_ON = RESTORE_MODE_PERSISTENT_MASK | RESTORE_MODE_INVERTED_MASK | RESTORE_MODE_ON_MASK,
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SWITCH_RESTORE_DISABLED = RESTORE_MODE_DISABLED_MASK,
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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, public EntityBase_DeviceClass {
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public:
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explicit Switch();
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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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/// Indicates whether or not state is to be retrieved from flash and how
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SwitchRestoreMode restore_mode{SWITCH_RESTORE_DEFAULT_OFF};
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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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/** Returns the initial state of the switch, as persisted previously,
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or empty if never persisted.
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*/
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optional<bool> get_initial_state();
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/** Returns the initial state of the switch, after applying restore mode rules.
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* If restore mode is disabled, this function will return an optional with no value
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* (.has_value() is false), leaving it up to the component to decide the state.
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* For example, the component could read the state from hardware and determine the current
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* state.
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*/
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optional<bool> get_initial_state_with_restore_mode();
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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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void set_restore_mode(SwitchRestoreMode restore_mode) { this->restore_mode = restore_mode; }
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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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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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#define LOG_SWITCH(prefix, type, obj) log_switch((TAG), (prefix), LOG_STR_LITERAL(type), (obj))
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void log_switch(const char *tag, const char *prefix, const char *type, Switch *obj);
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} // namespace switch_
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} // namespace esphome
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