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scenes.go
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scenes.go
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// MIT License
//
// Copyright (c) 2019 Stefan Wichmann
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
package main
import log "github.com/Sirupsen/logrus"
import hue "github.com/stefanwichmann/go.hue"
import "time"
import "strings"
func updateScenes() {
log.Debugf("🎨 Updating scenes...")
scenes, _ := bridge.bridge.AllScenes()
for _, scene := range scenes {
if strings.Contains(strings.ToLower(scene.Name), "kelvin") {
for _, schedule := range configuration.Schedules {
if strings.Contains(strings.ToLower(scene.Name), strings.ToLower(schedule.Name)) {
log.Debugf("🎨 Updating scene \"%s\" for schedule \"%s\"...", scene.Name, schedule.Name)
updateSceneForSchedule(scene, schedule)
}
}
}
}
}
func updateSceneForSchedule(scene *hue.Scene, lightSchedule LightSchedule) {
// Updating lights
var modifyScene hue.ModifyScene
modifyScene.Lights = toStringArray(lightSchedule.AssociatedDeviceIDs)
_, err := scene.Modify(modifyScene)
if err != nil {
log.Warningf("🎨 %v", err)
return
}
// Updating light states
light := lightSchedule.AssociatedDeviceIDs[0]
schedule, err := configuration.lightScheduleForDay(light, time.Now())
if err != nil {
log.Warningf("🎨 %v", err)
return
}
interval, err := schedule.currentInterval(time.Now())
if err != nil {
log.Warningf("🎨 %v", err)
return
}
state := interval.calculateLightStateInInterval(time.Now())
if !state.isValid() {
log.Warningf("Scene state invalid, skipping update")
return
}
var modifyState hue.ModifyLightState
modifyState.On = true // turn lights on when the scene is activated
if state.ColorTemperature != -1 {
modifyState.ColorTemperature = uint16(mapColorTemperature(state.ColorTemperature))
modifyState.Xy = colorTemperatureToXYColor(state.ColorTemperature)
}
if state.Brightness != -1 {
modifyState.Brightness = uint8(mapBrightness(state.Brightness))
}
_, err = scene.ModifyLightStates(modifyState)
if err != nil {
log.Warningf("🎨 %v", err)
}
log.Debugf("🎨 Successfully updated scene \"%s\"", scene.Name)
}