#pragma once #include "esphome/core/component.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, 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 Nameable { 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 the icon for this switch. "" for no icon. void set_icon(const std::string &icon); /// Get the icon for this switch. Using icon() if not manually set std::string get_icon(); /** Set callback for state changes. * * @param callback The void(bool) callback. */ void add_on_state_callback(std::function &&callback); optional 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; /** Override this to set the Home Assistant icon for this switch. * * Return "" to disable this feature. * * @return The icon of this switch, for example "mdi:fan". */ virtual std::string icon(); // NOLINT uint32_t hash_base() override; optional icon_{}; ///< The icon shown here. Not set means use default from switch. Empty means no icon. CallbackManager state_callback_{}; bool inverted_{false}; Deduplicator publish_dedup_; ESPPreferenceObject rtc_; }; } // namespace switch_ } // namespace esphome