#pragma once #include "esphome/core/component.h" #include "esphome/core/entity_base.h" #include "esphome/core/helpers.h" #include "esphome/core/preferences.h" namespace esphome { namespace switch_ { #define SUB_SWITCH(name) \ protected: \ switch_::Switch *name##_switch_{nullptr}; \ \ public: \ void set_##name##_switch(switch_::Switch *s) { this->name##_switch_ = s; } // bit0: on/off. bit1: persistent. bit2: inverted. bit3: disabled const int RESTORE_MODE_ON_MASK = 0x01; const int RESTORE_MODE_PERSISTENT_MASK = 0x02; const int RESTORE_MODE_INVERTED_MASK = 0x04; const int RESTORE_MODE_DISABLED_MASK = 0x08; enum SwitchRestoreMode { SWITCH_ALWAYS_OFF = !RESTORE_MODE_ON_MASK, SWITCH_ALWAYS_ON = RESTORE_MODE_ON_MASK, SWITCH_RESTORE_DEFAULT_OFF = RESTORE_MODE_PERSISTENT_MASK, SWITCH_RESTORE_DEFAULT_ON = RESTORE_MODE_PERSISTENT_MASK | RESTORE_MODE_ON_MASK, SWITCH_RESTORE_INVERTED_DEFAULT_OFF = RESTORE_MODE_PERSISTENT_MASK | RESTORE_MODE_INVERTED_MASK, SWITCH_RESTORE_INVERTED_DEFAULT_ON = RESTORE_MODE_PERSISTENT_MASK | RESTORE_MODE_INVERTED_MASK | RESTORE_MODE_ON_MASK, SWITCH_RESTORE_DISABLED = RESTORE_MODE_DISABLED_MASK, }; /** 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 EntityBase, public EntityBase_DeviceClass { public: explicit Switch(); /** 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; /// Indicates whether or not state is to be retrieved from flash and how SwitchRestoreMode restore_mode{SWITCH_RESTORE_DEFAULT_OFF}; /** 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 callback for state changes. * * @param callback The void(bool) callback. */ void add_on_state_callback(std::function &&callback); /** Returns the initial state of the switch, as persisted previously, or empty if never persisted. */ optional get_initial_state(); /** Returns the initial state of the switch, after applying restore mode rules. * If restore mode is disabled, this function will return an optional with no value * (.has_value() is false), leaving it up to the component to decide the state. * For example, the component could read the state from hardware and determine the current * state. */ optional get_initial_state_with_restore_mode(); /** 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; void set_restore_mode(SwitchRestoreMode restore_mode) { this->restore_mode = restore_mode; } 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; CallbackManager state_callback_{}; bool inverted_{false}; Deduplicator publish_dedup_; ESPPreferenceObject rtc_; }; #define LOG_SWITCH(prefix, type, obj) log_switch((TAG), (prefix), LOG_STR_LITERAL(type), (obj)) void log_switch(const char *tag, const char *prefix, const char *type, Switch *obj); } // namespace switch_ } // namespace esphome