[−][src]Struct philipshue_edj::bridge::Bridge
The bridge connection
Methods
impl Bridge
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pub fn new<S: Into<String>, U: Into<String>>(ip: S, username: U) -> Self
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Creates a Bridge
on the given IP with the given username
pub fn get_ip(&self) -> &str
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Gets the IP of bridge
pub fn get_username(&self) -> &str
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Gets the username this Bridge
uses
pub fn get_all_lights(&self) -> Result<BTreeMap<usize, Light>>
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Gets all lights that are connected to the bridge
pub fn get_light(&self, id: usize) -> Result<Light>
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Gets the light with the specific id
pub fn get_new_lights(&self) -> Result<BTreeMap<usize, Light>>
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Gets all the light that were found last time a search for new lights was done
pub fn search_for_new_lights(&self) -> Result<SuccessVec>
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Makes the bridge search for new lights (and switches).
The found lights can be retrieved with get_new_lights()
pub fn set_light_state(
&self,
id: usize,
command: &LightCommand
) -> Result<SuccessVec>
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&self,
id: usize,
command: &LightCommand
) -> Result<SuccessVec>
Sets the state of a light by sending a LightCommand
to the bridge for this light
pub fn rename_light(&self, id: usize, name: String) -> Result<SuccessVec>
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Renames the light
pub fn delete_light(&self, id: usize) -> Result<SuccessVec>
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Deletes a light from the bridge
pub fn get_all_groups(&self) -> Result<BTreeMap<usize, Group>>
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Gets all groups of the bridge
pub fn create_group(
&self,
name: String,
lights: Vec<usize>,
group_type: GroupType,
room_class: Option<RoomClass>
) -> Result<usize>
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&self,
name: String,
lights: Vec<usize>,
group_type: GroupType,
room_class: Option<RoomClass>
) -> Result<usize>
Creates a group and returns the ID of the group
pub fn get_group_attributes(&self, id: usize) -> Result<Group>
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Gets extra information about a specific group
pub fn set_group_attributes(
&self,
id: usize,
attr: &GroupCommand
) -> Result<SuccessVec>
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&self,
id: usize,
attr: &GroupCommand
) -> Result<SuccessVec>
Set the name, light and class of a group
pub fn set_group_state(
&self,
id: usize,
state: &LightCommand
) -> Result<SuccessVec>
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&self,
id: usize,
state: &LightCommand
) -> Result<SuccessVec>
Sets the state of all lights in the group.
ID 0 is a sepcial group containing all lights known to the bridge
pub fn delete_group(&self, id: usize) -> Result<Vec<String>>
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Deletes the specified group
It's not allowed to delete groups of type LightSource
or Luminaire
.
pub fn get_configuration(&self) -> Result<Configuration>
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Returns detailed information about the configuration of the bridge.
pub fn modify_configuration(
&self,
command: &ConfigurationModifier
) -> Result<SuccessVec>
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&self,
command: &ConfigurationModifier
) -> Result<SuccessVec>
Sets some configuration values.
pub fn delete_user(&self, username: &str) -> Result<Vec<String>>
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Deletes the specified user removing them from the whitelist.
pub fn get_full_state(&self) -> Result<FullState>
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Fetches the entire datastore from the bridge.
This is a resource intensive command for the bridge, and should therefore be used sparingly.
pub fn recall_scene_in_group(
&self,
group_id: usize,
scene_id: &str
) -> Result<SuccessVec>
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&self,
group_id: usize,
scene_id: &str
) -> Result<SuccessVec>
Sets the state of lights in the group to the state in the scene
Note that this will affect that are both in the group and in the scene. Using group 0 will set all the lights in the scene, since group 0 is a special group that contains all lights
pub fn get_all_scenes(&self) -> Result<BTreeMap<String, Scene>>
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Gets all scenes of the bridge
pub fn create_scene(&self, scene: &SceneCreater) -> Result<String>
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Creates a scene on the bridge and returns the ID of the created scene.
pub fn modify_scene(
&self,
id: &str,
scene: &SceneModifier
) -> Result<SuccessVec>
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&self,
id: &str,
scene: &SceneModifier
) -> Result<SuccessVec>
Sets general things in the specified scene
pub fn set_light_state_in_scene(
&self,
scene_id: &str,
light_id: usize,
state: &LightStateChange
) -> Result<SuccessVec>
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&self,
scene_id: &str,
light_id: usize,
state: &LightStateChange
) -> Result<SuccessVec>
Sets the light state of the specified ID that is stored in the scene
pub fn delete_scene(&self, id: &str) -> Result<Vec<String>>
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Deletes the specified scene
pub fn get_scene_with_states(&self, id: &str) -> Result<Scene>
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Gets the scene with the specified ID with its lightstates
Trait Implementations
Auto Trait Implementations
Blanket Implementations
impl<T, U> Into for T where
U: From<T>,
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U: From<T>,
impl<T> From for T
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impl<T, U> TryFrom for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T> Borrow for T where
T: ?Sized,
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T: ?Sized,
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> BorrowMut for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T, U> TryInto for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<T> Typeable for T where
T: Any,
T: Any,