#pragma once #include "esphome/core/component.h" #include "esphome/core/automation.h" #include "fan_state.h" namespace esphome { namespace fan { template class TurnOnAction : public Action { public: explicit TurnOnAction(FanState *state) : state_(state) {} TEMPLATABLE_VALUE(bool, oscillating) TEMPLATABLE_VALUE(int, speed) void play(Ts... x) override { auto call = this->state_->turn_on(); if (this->oscillating_.has_value()) { call.set_oscillating(this->oscillating_.value(x...)); } if (this->speed_.has_value()) { call.set_speed(this->speed_.value(x...)); } call.perform(); } FanState *state_; }; template class TurnOffAction : public Action { public: explicit TurnOffAction(FanState *state) : state_(state) {} void play(Ts... x) override { this->state_->turn_off().perform(); } FanState *state_; }; template class ToggleAction : public Action { public: explicit ToggleAction(FanState *state) : state_(state) {} void play(Ts... x) override { this->state_->toggle().perform(); } FanState *state_; }; class FanTurnOnTrigger : public Trigger<> { public: FanTurnOnTrigger(FanState *state) { state->add_on_state_callback([this, state]() { auto is_on = state->state; auto should_trigger = is_on && !this->last_on_; this->last_on_ = is_on; if (should_trigger) { this->trigger(); } }); this->last_on_ = state->state; } protected: bool last_on_; }; class FanTurnOffTrigger : public Trigger<> { public: FanTurnOffTrigger(FanState *state) { state->add_on_state_callback([this, state]() { auto is_on = state->state; auto should_trigger = !is_on && this->last_on_; this->last_on_ = is_on; if (should_trigger) { this->trigger(); } }); this->last_on_ = state->state; } protected: bool last_on_; }; } // namespace fan } // namespace esphome