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afc2b3b74f
* Keep Device Class in Flash. * Remove blank line --------- Co-authored-by: Your Name <you@example.com>
52 lines
1.4 KiB
C++
52 lines
1.4 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/helpers.h"
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namespace esphome {
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namespace button {
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#define LOG_BUTTON(prefix, type, obj) \
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if ((obj) != nullptr) { \
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ESP_LOGCONFIG(TAG, "%s%s '%s'", prefix, LOG_STR_LITERAL(type), (obj)->get_name().c_str()); \
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if (!(obj)->get_icon().empty()) { \
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ESP_LOGCONFIG(TAG, "%s Icon: '%s'", prefix, (obj)->get_icon().c_str()); \
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} \
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}
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#define SUB_BUTTON(name) \
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protected: \
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button::Button *name##_button_{nullptr}; \
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\
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public: \
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void set_##name##_button(button::Button *button) { this->name##_button_ = button; }
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/** Base class for all buttons.
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*
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* A button is just a momentary switch that does not have a state, only a trigger.
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*/
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class Button : public EntityBase, public EntityBase_DeviceClass {
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public:
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/** Press this button. This is called by the front-end.
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*
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* For implementing buttons, please override press_action.
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*/
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void press();
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/** Set callback for state changes.
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*
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* @param callback The void() callback.
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*/
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void add_on_press_callback(std::function<void()> &&callback);
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protected:
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/** You should implement this virtual method if you want to create your own button.
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*/
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virtual void press_action() = 0;
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CallbackManager<void()> press_callback_{};
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};
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} // namespace button
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} // namespace esphome
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