First cut of write after set for scenes

pull/394/head
pavoni 2015-09-18 12:34:24 +01:00
parent 3a3374ed4b
commit ab79b8a541
1 changed files with 28 additions and 3 deletions

View File

@ -33,7 +33,7 @@ ATTR_ACTIVE_REQUESTED = "active_requested"
CONF_ENTITIES = "entities"
SceneConfig = namedtuple('SceneConfig', ['name', 'states'])
SceneConfig = namedtuple('SceneConfig', ['name', 'states', 'write_after_set'])
def setup(hass, config):
@ -71,6 +71,7 @@ def setup(hass, config):
def _process_config(scene_config):
""" Process passed in config into a format to work with. """
name = scene_config.get('name')
write_after_set = scene_config.get('write_after_set')
states = {}
c_entities = dict(scene_config.get(CONF_ENTITIES, {}))
@ -91,7 +92,7 @@ def _process_config(scene_config):
states[entity_id.lower()] = State(entity_id, state, attributes)
return SceneConfig(name, states)
return SceneConfig(name, states, write_after_set)
class Scene(ToggleEntity):
@ -178,14 +179,38 @@ class Scene(ToggleEntity):
""" Returns if given state is as requested. """
state = self.scene_config.states.get(cur_state and cur_state.entity_id)
return (cur_state is not None and state.state == cur_state.state and
ret = (cur_state is not None and state.state == cur_state.state and
all(value == cur_state.attributes.get(key)
for key, value in state.attributes.items()))
print('AS REQUESTED')
print(ret)
print(self.scene_config.states)
return ret
def _state_read_after_write(self, states):
""" Reads back state after setting. """
print('BEFORE')
print(self.scene_config.states)
target_state = self.scene_config.states
for key, value in target_state.items():
actual = self.hass.states.get(key)
print('ACTUAL')
print(actual)
if actual and actual != value and actual.state == value.state:
print('CHANGING CONFIG')
for k in value.attributes.keys():
value.attributes[k] = actual.attributes[k]
print('AFTER')
print(self.scene_config.states)
def _reproduce_state(self, states):
""" Wraps reproduce state with Scence specific logic. """
print('REPRODUCE_STATE')
self.ignore_updates = True
reproduce_state(self.hass, states, True)
if self.scene_config.write_after_set:
self._state_read_after_write(states)
self.ignore_updates = False
self.update_ha_state(True)