esphome/esphome/components/button/button.h
Fabian afc2b3b74f
Keep Device Class in Flash. (#4639)
* Keep Device Class in Flash.

* Remove blank line

---------

Co-authored-by: Your Name <you@example.com>
2023-04-20 03:53:35 +00:00

52 lines
1.4 KiB
C++

#pragma once
#include "esphome/core/component.h"
#include "esphome/core/entity_base.h"
#include "esphome/core/helpers.h"
namespace esphome {
namespace button {
#define LOG_BUTTON(prefix, type, obj) \
if ((obj) != nullptr) { \
ESP_LOGCONFIG(TAG, "%s%s '%s'", prefix, LOG_STR_LITERAL(type), (obj)->get_name().c_str()); \
if (!(obj)->get_icon().empty()) { \
ESP_LOGCONFIG(TAG, "%s Icon: '%s'", prefix, (obj)->get_icon().c_str()); \
} \
}
#define SUB_BUTTON(name) \
protected: \
button::Button *name##_button_{nullptr}; \
\
public: \
void set_##name##_button(button::Button *button) { this->name##_button_ = button; }
/** Base class for all buttons.
*
* A button is just a momentary switch that does not have a state, only a trigger.
*/
class Button : public EntityBase, public EntityBase_DeviceClass {
public:
/** Press this button. This is called by the front-end.
*
* For implementing buttons, please override press_action.
*/
void press();
/** Set callback for state changes.
*
* @param callback The void() callback.
*/
void add_on_press_callback(std::function<void()> &&callback);
protected:
/** You should implement this virtual method if you want to create your own button.
*/
virtual void press_action() = 0;
CallbackManager<void()> press_callback_{};
};
} // namespace button
} // namespace esphome