esphome/esphome/components/button/button.h
Maurice Makaay 0d1028be2e
Cleanup deprecated EntityBase::hash_base() (#3525)
Co-authored-by: Maurice Makaay <mmakaay1@xs4all.net>
2022-06-08 09:13:11 +12:00

55 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()); \
} \
}
/** 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:
explicit Button();
explicit Button(const std::string &name);
/** 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);
/// Set the Home Assistant device class (see button::device_class).
void set_device_class(const std::string &device_class);
/// Get the device class for this button.
std::string get_device_class();
protected:
/** You should implement this virtual method if you want to create your own button.
*/
virtual void press_action() = 0;
CallbackManager<void()> press_callback_{};
std::string device_class_{};
};
} // namespace button
} // namespace esphome