192 lines
5.9 KiB
Python
192 lines
5.9 KiB
Python
"""
|
|
homeassistant.components.scene
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Allows users to set and activate scenes within Home Assistant.
|
|
|
|
A scene is a set of states that describe how you want certain entities to be.
|
|
For example, light A should be red with 100 brightness. Light B should be on.
|
|
|
|
A scene is active if all states of the scene match the real states.
|
|
|
|
If a scene is manually activated it will store the previous state of the
|
|
entities. These will be restored when the state is deactivated manually.
|
|
|
|
If one of the enties that are being tracked change state on its own, the
|
|
old state will not be restored when it is being deactivated.
|
|
"""
|
|
import logging
|
|
from collections import namedtuple
|
|
|
|
from homeassistant.core import State
|
|
from homeassistant.helpers.event import track_state_change
|
|
from homeassistant.helpers.entity import ToggleEntity
|
|
from homeassistant.helpers.entity_component import EntityComponent
|
|
from homeassistant.helpers.state import reproduce_state
|
|
from homeassistant.const import (
|
|
ATTR_ENTITY_ID, STATE_OFF, STATE_ON, SERVICE_TURN_ON, SERVICE_TURN_OFF)
|
|
|
|
DOMAIN = 'scene'
|
|
DEPENDENCIES = ['group']
|
|
|
|
ATTR_ACTIVE_REQUESTED = "active_requested"
|
|
|
|
CONF_ENTITIES = "entities"
|
|
|
|
SceneConfig = namedtuple('SceneConfig', ['name', 'states'])
|
|
|
|
|
|
def setup(hass, config):
|
|
""" Sets up scenes. """
|
|
|
|
logger = logging.getLogger(__name__)
|
|
|
|
scene_configs = config.get(DOMAIN)
|
|
|
|
if not isinstance(scene_configs, list):
|
|
logger.error('Scene config should be a list of scenes')
|
|
return False
|
|
|
|
component = EntityComponent(logger, DOMAIN, hass)
|
|
|
|
component.add_entities(Scene(hass, _process_config(scene_config))
|
|
for scene_config in scene_configs)
|
|
|
|
def handle_scene_service(service):
|
|
""" Handles calls to the switch services. """
|
|
target_scenes = component.extract_from_service(service)
|
|
|
|
for scene in target_scenes:
|
|
if service.service == SERVICE_TURN_ON:
|
|
scene.turn_on()
|
|
else:
|
|
scene.turn_off()
|
|
|
|
hass.services.register(DOMAIN, SERVICE_TURN_OFF, handle_scene_service)
|
|
hass.services.register(DOMAIN, SERVICE_TURN_ON, handle_scene_service)
|
|
|
|
return True
|
|
|
|
|
|
def _process_config(scene_config):
|
|
""" Process passed in config into a format to work with. """
|
|
name = scene_config.get('name')
|
|
states = {}
|
|
c_entities = dict(scene_config.get(CONF_ENTITIES, {}))
|
|
|
|
for entity_id in c_entities:
|
|
if isinstance(c_entities[entity_id], dict):
|
|
state = c_entities[entity_id].pop('state', None)
|
|
attributes = c_entities[entity_id]
|
|
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)
|
|
|
|
return SceneConfig(name, states)
|
|
|
|
|
|
class Scene(ToggleEntity):
|
|
""" 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
|
|
|
|
self.is_active = False
|
|
self.prev_states = None
|
|
self.ignore_updates = False
|
|
|
|
track_state_change(
|
|
self.hass, self.entity_ids, self.entity_state_changed)
|
|
|
|
self.update()
|
|
|
|
@property
|
|
def should_poll(self):
|
|
return False
|
|
|
|
@property
|
|
def name(self):
|
|
return self.scene_config.name
|
|
|
|
@property
|
|
def is_on(self):
|
|
return self.is_active
|
|
|
|
@property
|
|
def entity_ids(self):
|
|
""" Entity IDs part of this scene. """
|
|
return self.scene_config.states.keys()
|
|
|
|
@property
|
|
def state_attributes(self):
|
|
""" Scene state attributes. """
|
|
return {
|
|
ATTR_ENTITY_ID: list(self.entity_ids),
|
|
ATTR_ACTIVE_REQUESTED: self.prev_states is not None,
|
|
}
|
|
|
|
def turn_on(self):
|
|
""" Activates scene. Tries to get entities into requested state. """
|
|
self.prev_states = tuple(self.hass.states.get(entity_id)
|
|
for entity_id in self.entity_ids)
|
|
|
|
self._reproduce_state(self.scene_config.states.values())
|
|
|
|
def turn_off(self):
|
|
""" Deactivates scene and restores old states. """
|
|
if self.prev_states:
|
|
self._reproduce_state(self.prev_states)
|
|
self.prev_states = None
|
|
|
|
def entity_state_changed(self, entity_id, old_state, new_state):
|
|
""" Called when an entity part of this scene changes state. """
|
|
if self.ignore_updates:
|
|
return
|
|
|
|
# If new state is not what we expect, it can never be active
|
|
if self._state_as_requested(new_state):
|
|
self.update()
|
|
else:
|
|
self.is_active = False
|
|
self.prev_states = None
|
|
|
|
self.update_ha_state()
|
|
|
|
def update(self):
|
|
"""
|
|
Update if the scene is active.
|
|
|
|
Will look at each requested state and see if the current entity
|
|
has the same state and has at least the same attributes with the
|
|
same values. The real state can have more attributes.
|
|
"""
|
|
self.is_active = all(
|
|
self._state_as_requested(self.hass.states.get(entity_id))
|
|
for entity_id in self.entity_ids)
|
|
|
|
def _state_as_requested(self, cur_state):
|
|
""" 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
|
|
all(value == cur_state.attributes.get(key)
|
|
for key, value in state.attributes.items()))
|
|
|
|
def _reproduce_state(self, states):
|
|
""" Wraps reproduce state with Scence specific logic. """
|
|
self.ignore_updates = True
|
|
reproduce_state(self.hass, states, True)
|
|
self.ignore_updates = False
|
|
|
|
self.update_ha_state(True)
|