esphome/esphome/components/lock/lock.h
Fabian cb2fcaa9b1
EntityBase Name can stay in flash. (#4594)
* `EntityBase`can stay in flash.

* Trying to please the CI.

---------

Co-authored-by: Your Name <you@example.com>
2023-03-28 06:38:56 +00:00

175 lines
5.9 KiB
C++

#pragma once
#include "esphome/core/component.h"
#include "esphome/core/entity_base.h"
#include "esphome/core/preferences.h"
#include "esphome/core/helpers.h"
#include "esphome/core/log.h"
#include <set>
namespace esphome {
namespace lock {
class Lock;
#define LOG_LOCK(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()); \
} \
if ((obj)->traits.get_assumed_state()) { \
ESP_LOGCONFIG(TAG, "%s Assumed State: YES", prefix); \
} \
}
/// Enum for all states a lock can be in.
enum LockState : uint8_t {
LOCK_STATE_NONE = 0,
LOCK_STATE_LOCKED = 1,
LOCK_STATE_UNLOCKED = 2,
LOCK_STATE_JAMMED = 3,
LOCK_STATE_LOCKING = 4,
LOCK_STATE_UNLOCKING = 5
};
const char *lock_state_to_string(LockState state);
class LockTraits {
public:
LockTraits() = default;
bool get_supports_open() const { return this->supports_open_; }
void set_supports_open(bool supports_open) { this->supports_open_ = supports_open; }
bool get_requires_code() const { return this->requires_code_; }
void set_requires_code(bool requires_code) { this->requires_code_ = requires_code; }
bool get_assumed_state() const { return this->assumed_state_; }
void set_assumed_state(bool assumed_state) { this->assumed_state_ = assumed_state; }
bool supports_state(LockState state) const { return supported_states_.count(state); }
std::set<LockState> get_supported_states() const { return supported_states_; }
void set_supported_states(std::set<LockState> states) { supported_states_ = std::move(states); }
void add_supported_state(LockState state) { supported_states_.insert(state); }
protected:
bool supports_open_{false};
bool requires_code_{false};
bool assumed_state_{false};
std::set<LockState> supported_states_ = {LOCK_STATE_NONE, LOCK_STATE_LOCKED, LOCK_STATE_UNLOCKED};
};
/** This class is used to encode all control actions on a lock device.
*
* It is supposed to be used by all code that wishes to control a lock device (mqtt, api, lambda etc).
* Create an instance of this class by calling `id(lock_device).make_call();`. Then set all attributes
* with the `set_x` methods. Finally, to apply the changes call `.perform();`.
*
* The integration that implements the lock device receives this instance with the `control` method.
* It should check all the properties it implements and apply them as needed. It should do so by
* getting all properties it controls with the getter methods in this class. If the optional value is
* set (check with `.has_value()`) that means the user wants to control this property. Get the value
* of the optional with the star operator (`*call.get_state()`) and apply it.
*/
class LockCall {
public:
LockCall(Lock *parent) : parent_(parent) {}
/// Set the state of the lock device.
LockCall &set_state(LockState state);
/// Set the state of the lock device.
LockCall &set_state(optional<LockState> state);
/// Set the state of the lock device based on a string.
LockCall &set_state(const std::string &state);
void perform();
const optional<LockState> &get_state() const;
protected:
void validate_();
Lock *const parent_;
optional<LockState> state_;
};
/** Base class for all locks.
*
* A lock is basically a switch with a combination of a binary sensor (for reporting lock values)
* and a write_state method that writes a state to the hardware. Locks can also have an "open"
* method to unlatch.
*
* For integrations: Integrations must implement the method control().
* Control will be called with the arguments supplied by the user and should be used
* to control all values of the lock.
*/
class Lock : public EntityBase {
public:
explicit Lock();
/** Make a lock device control call, this is used to control the lock device, see the LockCall description
* for more info.
* @return A new LockCall instance targeting this lock device.
*/
LockCall make_call();
/** Publish a state to the front-end from the back-end.
*
* Then the internal value member is set and finally the callbacks are called.
*
* @param state The new state.
*/
void publish_state(LockState state);
/// The current reported state of the lock.
LockState state{LOCK_STATE_NONE};
LockTraits traits;
/** Turn this lock on. This is called by the front-end.
*
* For implementing locks, please override control.
*/
void lock();
/** Turn this lock off. This is called by the front-end.
*
* For implementing locks, please override control.
*/
void unlock();
/** Open (unlatch) this lock. This is called by the front-end.
*
* For implementing locks, please override control.
*/
void open();
/** Set callback for state changes.
*
* @param callback The void(bool) callback.
*/
void add_on_state_callback(std::function<void()> &&callback);
protected:
friend LockCall;
/** Perform the open latch action with hardware. This method is optional to implement
* when creating a new lock.
*
* In the implementation of this method, it is recommended you also call
* publish_state with "unlock" to acknowledge that the state was written to the hardware.
*/
virtual void open_latch() { unlock(); };
/** Control the lock device, this is a virtual method that each lock integration must implement.
*
* See more info in LockCall. The integration should check all of its values in this method and
* set them accordingly. At the end of the call, the integration must call `publish_state()` to
* notify the frontend of a changed state.
*
* @param call The LockCall instance encoding all attribute changes.
*/
virtual void control(const LockCall &call) = 0;
CallbackManager<void()> state_callback_{};
Deduplicator<LockState> publish_dedup_;
ESPPreferenceObject rtc_;
};
} // namespace lock
} // namespace esphome