core/homeassistant/components/scene/homeassistant.py

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"""
homeassistant.components.scene
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Allows users to set and activate scenes.
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For more details about this component, please refer to the documentation at
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https://home-assistant.io/components/scene/
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"""
from collections import namedtuple
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from homeassistant.components.scene import Scene
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from homeassistant.const import (
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ATTR_ENTITY_ID, STATE_OFF, STATE_ON)
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from homeassistant.core import State
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from homeassistant.helpers.state import reproduce_state
DEPENDENCIES = ['group']
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STATE = 'scening'
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CONF_ENTITIES = "entities"
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SceneConfig = namedtuple('SceneConfig', ['name', 'states'])
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# pylint: disable=unused-argument
def setup_platform(hass, config, add_devices, discovery_info=None):
""" Sets up home assistant scene entries. """
scene_config = config.get("states")
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if not isinstance(scene_config, list):
scene_config = [scene_config]
add_devices(HomeAssistantScene(hass, _process_config(scene))
for scene in scene_config)
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return True
def _process_config(scene_config):
""" Process passed in config into a format to work with. """
name = scene_config.get('name')
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states = {}
c_entities = dict(scene_config.get(CONF_ENTITIES, {}))
for entity_id in c_entities:
if isinstance(c_entities[entity_id], dict):
entity_attrs = c_entities[entity_id].copy()
state = entity_attrs.pop('state', None)
attributes = entity_attrs
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else:
state = c_entities[entity_id]
attributes = {}
# YAML translates 'on' to a boolean
# http://yaml.org/type/bool.html
if isinstance(state, bool):
state = STATE_ON if state else STATE_OFF
else:
state = str(state)
states[entity_id.lower()] = State(entity_id, state, attributes)
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return SceneConfig(name, states)
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class HomeAssistantScene(Scene):
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""" A scene is a group of entities and the states we want them to be. """
def __init__(self, hass, scene_config):
self.hass = hass
self.scene_config = scene_config
@property
def name(self):
return self.scene_config.name
@property
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def device_state_attributes(self):
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""" Scene state attributes. """
return {
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ATTR_ENTITY_ID: list(self.scene_config.states.keys()),
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}
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def activate(self):
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""" Activates scene. Tries to get entities into requested state. """
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reproduce_state(self.hass, self.scene_config.states.values(), True)