A nice iOS/watchOS/macOS framework for interacting with the LIFX HTTP API that has no external dependencies. Suitable for use inside extensions.
Used by the official LIFX iOS app and an open source Mac app, Lighting.
NOTE: This is not an official LIFX project.
- Swift 3.0 (Xcode 8.3+)
- iOS 8.2+
- macOS 10.10+
- watchOS 2+
Looking for an earlier version of Swift?
Add the following to your Cartfile:
github "tatey/LIFXHTTPKit"
Then run $ carthage update
.
Follow the current instructions in Carthage's README for up to date installation instructions.
Power on all the lights.
let client = Client(accessToken: "c87c73a896b554367fac61f71dd3656af8d93a525a4e87df5952c6078a89d192")
client.fetch()
let all = client.allLightTarget()
all.setPower(true)
Toggle power on one light.
if let lightTarget = all.toLightTargets().first() {
lightTarget.setPower(!lightTarget.power)
}
Restore a scene.
if let scene = client.scenes.first {
let lightTarget = client.lightTargetWithSelector(scene.toSelector())
lightTarget.restoreState()
}
Use a closure to find out when the request completes.
lightTarget.setPower(true) { (results, error) in
if error != nil {
println(error)
} else {
println(results)
}
}
Use a closure to observer changes to lights.
let observer = all.addObserver {
if all.power {
button.titleLabel?.text = "Turn Off"
} else {
button.titleLabel?.text = "Turn On"
}
}
...and remove the observer when you're done.
all.removeObserver(observer)
Get the light's state.
lightTarget.selector // => <LightTargetSelector type: "id", value: "d3b2f2d97452">
lightTarget.power // => true
lightTarget.brightness // => 0.5
lightTarget.color // => <Color hue: 180.0, saturation: 1.0, kelvin: 3500>
lightTarget.label // => "Lamp 1"
LIFXHTTPKit has been built with macOS and iOS apps in mind. These APIs make it easy to consume the LIFX HTTP API without worrying about the specifics of HTTP or maintaining state.
Keep these concepts in the back of your mind when using LIFXHTTPKit:
- Everything is a collection. If you're dealing with one light, it's just a
collection with one element. If you're dealing with many lights, it's a
collection with many elements. Collections can be sliced into smaller collections.
Each collection is a new instance and they're known as a
LightTarget
. - Everything is asynchronous and optimistic. If you tell a light target to power on, then the cached property is immediately updated and observers are notified. If there is a failure the property reverts back to is original value. Operations are handled serially, in-order, and in a background queue.
- Observers are closure based and notify listeners when state changes. Binding views to state using observers means you can consolidate your view logic into discrete methods that respond to network and local changes.
- Light state is maintained by an instance of
Client
and shared between all instances ofLightTarget
. If you power on one light target then all light targets which share the same underlying light are notified of the change.
Client
and LightTarget
are the core classes of LIFXHTTPKit. Clients are
configured with an access token and light targets represent one or many addressable
lights.
let client = Client(accessToken: "c87c73a896b554367fac61f71dd3656af8d93a525a4e87df5952c6078a89d192")
client.fetch(completionHandler: { (error: NSError?) in -> Void
// Error is nil if everything is A-OK.
})
Light targets are instantiated using selectors which are identifiers for addressing lights. They are a first class concept in LIFXHTTPKit and several convenience methods offer quick access.
The default light target is known as "all" and it addresses all of the lights associated with the client.
let all = client.allLightTarget()
all.setPower(true)
Light targets can be sliced into smaller light targets. The all light target can be turned into many individual light targets for fine-grained control.
let lightTargets = all.toLightTargets()
for lightTarget in lightTarget {
lightTarget.setPower(true)
}
Light targets can be inspected at any time based on in-memory cache.
lightTarget.selector // => <LightTargetSelector type: "all", value: "">
lightTarget.power // => true
lightTarget.brightness // => 0.5
lightTarget.color // => <Color hue: 180.0, saturation: 1.0, kelvin: 3500>
lightTarget.label // => "Lamp 1"
lightTarget.connected // => true
lightTarget.count // => 5
lightTarget.lights.first?.group // => <Group id: "1c8de82b81f445e7cfaafae49b259c71", name: "Lounge">
lightTarget.lights.first?.location // => <Location id: "1d6fe8ef0fde4c6d77b0012dc736662c", name: "Home">
lightTarget.touchedAt // => 2015-12-09 04:02:41 +0000
The in-memory cache is updated when the client fetches, or an operation is performed. The results of the operation are inspected and lights which have become disconnected are marked appropriately.
Any light target can be sliced into a light, group or location light target using these convenience methods.
// Get all lights associated with the account
let all = client.allLightTarget()
// Lights
let lights = all.toLightTargets()
for light in lights {
light.setBrightness(0.5)
}
// Groups
let groups = all.toGroupTargets()
for group in groups {
group.setBrightness(0.5)
}
// Locations
let locations = all.toLocationTargets()
for location in locations {
location.setBrightness(0.5)
}
Alternatively instantiate a light target using a custom selector.
let selector = LightTargetSelector(type: .GroupID, value: "1c8de82b81f445e7cfaafae49b259c71")
let lights = client.lightTargetWithSelector(selector)
lights.setBrightness(0.5)
Supported types are .All
, .ID
, .GroupID
, .LocationID
, and .SceneID
.
Scenes are like a virtual group with a preset. Users create scenes with the official suite of LIFX apps.
When used as a virtual group scenes let you address an arbitrary collection of lights. This works great for creating nested groups or combining groups beyond their physical location. You use them like normal light targets.
if let scene = client.scenes.first {
let lightTarget = client.lightTargetWithSelector(scene.toSelector())
lightTarget.setPower(true)
}
When used as a preset you can restore the state of the virtual group as intended by
the creator of the scene. There is a special method called restoreState
which
optimistically updates the local in-memory cache as well as making the appropriate
request to the LIFX HTTP API. All of this happens in a single operation.
if let scene = client.scenes.first {
let lightTarget = client.lightTargetWithSelector(scene.toSelector())
lightTarget.restoreState()
}
Use observers to opt-in to light target state changes. State may change as the result of a network response, or a locally initiated operation. Either way, you're less likely to have bugs if you place your logic for updating views here.
class LightView: NSView {
// ...
var observer: LightTargetObserver?
var lightTarget: LightTarget
func setupObserver()
observer = lightTarget.addObserver({ () -> Void
DispatchQueue.main.async {
self.layer?.backgroundColor = self.lightTarget.color
}
})
}
deinit {
if let observer = self.observer {
lightTarget.removeObserver(observer)
}
}
// ...
}
Keep these things in the back of your mind when using observers:
- Observers may be notified in the background queue of the client. You can use
DispatchQueue
to jump to a different queue. - Observers must be explicitly removed to prevent memory leaks. The destructor is a good place to remove an observer in the object lifecycle. You can add as many observers as you want as long as you remove them when you're done.
Determine if the light target is powered on. true
if any of the connected
lights in the light target are powered on.
lightTarget.power // => true
Turn lights on or off. true
to turn on, false
to turn off. The duration
is optional and defaults to 0.5
. The duration controls the length of time
it takes for the light to change from on to off, or vise versa.
lightTarget.setPower(true, duration: 0.5, completionHandler: { (results: [Result], error: NSError?) -> Void
// println(results)
})
Returns the average of the brightness for connected lights if the light target
contains mixed brightnesses. A brightness of 0% is 0.0
and a brightness of
100% is 1.0
.
lightTarget.brightness // => 0.5
You can inspect an individual light's brightness instead of using the average in mixed groups. See Get Lights.
Set the brightness of the lights. A brightness of 75% is 0.75
. The duration
is optional and defaults to 0.5
.
lightTarget.setBrightness(1.0, duration: 0.5, completionHandler: { (results: [Result], error: NSError?) -> Void
// println(results)
})
Returns the average of the colors for connected lights if the light target contains mixed colors.
lightTarget.color // => <Color hue: 180.0, saturation: 1.0, kelvin: 3500>
LIFX lights represent color using hue/saturation and whites using kelvin. Determine if a light is white or color using these predicates.
let color = lightTarget.color
color.isWhite // => false
color.isColor // => true
You can inspect an individual light's color instead of using the average in mixed groups. See Get Lights.
Sets the color of the lights. The duration
is optional and defaults to 0.5
.
let color = Color.color(hue: 180.0, saturation: 1.0)
lightTarget.setColor(color, duration: 0.5, completionHandler: { (results: [Result], error: NSError?) -> Void
// println(results)
})
let white = Color.white(kelvin: 3500)
lightTarget.setColor(color, duration: 0.5, completionHandler: { (results: [Result], error: NSError?) -> Void
// println(results)
})
Sets the color, brightness, and power of the lights in one operation. The duration
is optional and defaults to 0.5
.
All other arguments except are optional and default to nil
. A nil
value is the equivalent to leaving the
value unchanged.
let color = Color.color(hue: 180.0, saturation: 1.0)
lightTarget.setState(color, brightness: 0.75, duration: 0.5, power: true, completionHandler: { (results: [Result], error: NSError?) -> Void
// println(results)
})
Scenes Only: Sets the state of the lights as defined by the backing scene. The duration
is optional and
defaults to 0.5
.
Calling this method on a non-scene based light target will set the error argument in the completionHandler
callback.
lightTarget.restoreState(0.5, completionHandler: { (results: [Result], error: NSError?) -> Void
// println(results)
})
Returns the label for the light target. If the light target is a group or location then the label will be derived from the group or location.
lightTarget.label // => "Lamp 1"
The "all" light target will always return "All"
as the label.
Determines if the lights are connected and reachable over the internet.
true
if at least one light addressed by the light target is reachable.
false
if all of the lights are unreachable.
lightTarget.connected // => true
The connected property is updated each time an operation is performed using the results returned in the response.
Returns the number of known lights addressable by the light target.
lightTarget.count // => 5
Inspect the lights addressable by the light target. If you're dealing with a mixed group you can inspect each light individually.
for light in lightTarget.lights {
println(light.id)
}
A light has the following properties:
light.id // => "d3b2f2d97452"
light.power // => true
light.brightness // => 0.5
light.color // => <Color hue: 180.0, saturation: 1.0, kelvin: 3500>
light.label // => "Lamp 1"
light.connected // => true
light.group // => <Group id: "1c8de82b81f445e7cfaafae49b259c71", name: "Lounge">
light.location // => <Location id: "1d6fe8ef0fde4c6d77b0012dc736662c", name: "Home">
light.productInfo // => <ProductInformation productName: "LIFX Color 1000", manufacturer: "LIFX", capabilities: <Capabilities hasColor: true, hasIR: false, hasMultiZone: false>>
The group
and location
properties are optional as they are not required by
the LIFX protocol. In practice these properties are always set.
First, copy the example configuration file.
$ cp Tests/Secrets.example.plist Tests/Secrets.plist
Then, paste a personal access token into the copied configuration file. The access token must belong to an account that has at least one connected light. You can generate a personal access tokens at https://cloud.lifx.com/settings.
Finally, run tests by selecting "Product > Tests" from the menu bar, or use the "⌘ + U" shortcut.
Copyright (c) 2015-2016 Tate Johnson. All rights reserved. Licensed under the MIT license.