Files
esphome/esphome/core/entity_base.h
Fabian 3ac7bf3761 EntityBase: Move ObjectId to Flash (#4569)
* Move EntityBase Object Id from memory to flash.

* Sprinkler use common `setup_entity` method.

* Remove `EntityBase` from Sprinkler.

* Support for entity names set to None

* change so gh PR picks up commit.

---------

Co-authored-by: Your Name <you@example.com>
Co-authored-by: Jesse Hills <3060199+jesserockz@users.noreply.github.com>
2023-03-28 09:00:34 +00:00

67 lines
2.0 KiB
C++

#pragma once
#include <string>
#include <cstdint>
#include "string_ref.h"
namespace esphome {
enum EntityCategory : uint8_t {
ENTITY_CATEGORY_NONE = 0,
ENTITY_CATEGORY_CONFIG = 1,
ENTITY_CATEGORY_DIAGNOSTIC = 2,
};
// The generic Entity base class that provides an interface common to all Entities.
class EntityBase {
public:
// Get/set the name of this Entity
const StringRef &get_name() const;
void set_name(const char *name);
// Get whether this Entity has its own name or it should use the device friendly_name.
bool has_own_name() const { return this->has_own_name_; }
// Get the sanitized name of this Entity as an ID.
std::string get_object_id() const;
void set_object_id(const char *object_id);
// Get the unique Object ID of this Entity
uint32_t get_object_id_hash();
// Get/set whether this Entity should be hidden from outside of ESPHome
bool is_internal() const;
void set_internal(bool internal);
// Check if this object is declared to be disabled by default.
// That means that when the device gets added to Home Assistant (or other clients) it should
// not be added to the default view by default, and a user action is necessary to manually add it.
bool is_disabled_by_default() const;
void set_disabled_by_default(bool disabled_by_default);
// Get/set the entity category.
EntityCategory get_entity_category() const;
void set_entity_category(EntityCategory entity_category);
// Get/set this entity's icon
std::string get_icon() const;
void set_icon(const char *icon);
protected:
/// The hash_base() function has been deprecated. It is kept in this
/// class for now, to prevent external components from not compiling.
virtual uint32_t hash_base() { return 0L; }
void calc_object_id_();
StringRef name_;
bool has_own_name_{false};
const char *object_id_c_str_{nullptr};
const char *icon_c_str_{nullptr};
uint32_t object_id_hash_;
bool internal_{false};
bool disabled_by_default_{false};
EntityCategory entity_category_{ENTITY_CATEGORY_NONE};
};
} // namespace esphome