67 lines
1.6 KiB
C++
67 lines
1.6 KiB
C++
#pragma once
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#include "esphome/components/lock/lock.h"
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#include "esphome/core/automation.h"
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#include "esphome/core/component.h"
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namespace esphome::lock {
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template<typename... Ts> class LockAction : public Action<Ts...> {
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public:
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explicit LockAction(Lock *a_lock) : lock_(a_lock) {}
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void play(const Ts &...x) override { this->lock_->lock(); }
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protected:
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Lock *lock_;
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};
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template<typename... Ts> class UnlockAction : public Action<Ts...> {
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public:
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explicit UnlockAction(Lock *a_lock) : lock_(a_lock) {}
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void play(const Ts &...x) override { this->lock_->unlock(); }
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protected:
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Lock *lock_;
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};
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template<typename... Ts> class OpenAction : public Action<Ts...> {
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public:
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explicit OpenAction(Lock *a_lock) : lock_(a_lock) {}
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void play(const Ts &...x) override { this->lock_->open(); }
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protected:
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Lock *lock_;
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};
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template<typename... Ts> class LockCondition : public Condition<Ts...> {
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public:
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LockCondition(Lock *parent, bool state) : parent_(parent), state_(state) {}
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bool check(const Ts &...x) override {
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auto check_state = this->state_ ? LockState::LOCK_STATE_LOCKED : LockState::LOCK_STATE_UNLOCKED;
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return this->parent_->state == check_state;
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}
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protected:
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Lock *parent_;
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bool state_;
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};
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template<LockState State> class LockStateTrigger : public Trigger<> {
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public:
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explicit LockStateTrigger(Lock *a_lock) {
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a_lock->add_on_state_callback([this, a_lock]() {
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if (a_lock->state == State) {
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this->trigger();
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}
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});
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}
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};
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using LockLockTrigger = LockStateTrigger<LockState::LOCK_STATE_LOCKED>;
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using LockUnlockTrigger = LockStateTrigger<LockState::LOCK_STATE_UNLOCKED>;
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} // namespace esphome::lock
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