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scene.go
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scene.go
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/*
* scene.go
* GoHue library for Philips Hue
* Copyright (C) 2016 Collin Guarino (Collinux) collinux[-at-]users.noreply.github.com
* License: GPL version 2 or higher http://www.gnu.org/licenses/gpl.html
*/
// http://www.developers.meethue.com/documentation/scenes-api
package hue
import (
"encoding/json"
"errors"
"fmt"
)
// Scene struct defines attributes for Scene items
type Scene struct {
Appdata *struct {
Data string `json:"data,omitempty"`
Version int `json:"version,omitempty"`
} `json:"appdata,omitempty"`
Lastupdated string `json:"lastupdated,omitempty"`
Lights []string `json:"lights,omitempty"`
Locked bool `json:"locked,omitempty"`
Name string `json:"name,omitempty"`
Owner string `json:"owner,omitempty"`
Picture string `json:"picture,omitempty"`
Recycle bool `json:"recycle,omitempty"`
Version int `json:"version,omitempty"`
ID string `json:",omitempty"`
}
// GetAllScenes gets the attributes for all scenes.
func (bridge *Bridge) GetAllScenes() ([]Scene, error) {
uri := fmt.Sprintf("/api/%s/scenes", bridge.Username)
body, _, err := bridge.Get(uri)
if err != nil {
return []Scene{}, err
}
scenes := map[string]Scene{}
err = json.Unmarshal(body, &scenes)
if err != nil {
return []Scene{}, err
}
scenesList := []Scene{}
for key, value := range scenes {
scene := Scene{}
scene = value
scene.ID = key
scenesList = append(scenesList, scene)
}
return scenesList, nil
}
// GetScene gets the attributes for an individual scene.
// This is used to optimize time when updating the state of the scene.
// Note: The ID is not an index, it's a unique key generated for each scene.
func (bridge *Bridge) GetScene(id string) (Scene, error) {
uri := fmt.Sprintf("/api/%s/scenes/%s", bridge.Username, id)
body, _, err := bridge.Get(uri)
if err != nil {
return Scene{}, err
}
scene := Scene{}
err = json.Unmarshal(body, &scene)
if err != nil {
return Scene{}, err
}
return scene, nil
}
// GetSceneByName gets the attributes for the scene identified by a name
func (bridge *Bridge) GetSceneByName(name string) (Scene, error) {
scenes, _ := bridge.GetAllScenes()
// Iterate in reverse, as later entries seem to be the newest
for i := len(scenes) - 1; i >= 0; i-- {
if scenes[i].Name == name {
return scenes[i], nil
}
}
errOut := fmt.Sprintf("Error: Scene name '%s' not found. ", name)
return Scene{}, errors.New(errOut)
}
// RecallScene recalls a scene
func (bridge *Bridge) RecallScene(id string) error {
action := &Action{Scene: id}
return bridge.SetGroupState(0, action)
}
// RecallSceneByName recalls a scene
func (bridge *Bridge) RecallSceneByName(name string) error {
scene, err := bridge.GetSceneByName(name)
if err != nil {
return err
}
return bridge.RecallScene(scene.ID)
}
// CreateScene posts a new scene configuration to the bridge.
func (bridge *Bridge) CreateScene(scene Scene) error {
uri := fmt.Sprintf("/api/%s/scenes/", bridge.Username)
_, _, err := bridge.Post(uri, scene)
if err != nil {
return err
}
return nil
}
// Bridge.ModifySceneState amends light states for lights
// included in a scene list. See `Bridge.ModifyScene` for
// changing the lights included in the scene list.
// func (bridge *Bridge) ModifySceneState() error {
//
// }
// Bridge.ModifyScene amends the lights included for a given scene or
// it can be used to change the scene name. To amend light states for
// lights included in a scene list see `Bridge.ModifySceneState`.
// func (bridge *Bridge) ModifyScene() error {
// uri := fmt.Sprintf("/api/%s/scenes/%s/lightstates/%s",
// bridge.Username, oldScene.ID, )
// }