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scene_action.go
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scene_action.go
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// Code generated by go-swagger; DO NOT EDIT.
package models
// This file was generated by the swagger tool.
// Editing this file might prove futile when you re-run the swagger generate command
import (
strfmt "github.com/go-openapi/strfmt"
"github.com/go-openapi/errors"
"github.com/go-openapi/swag"
)
// SceneAction Possible scene actions, mutually exclusive
// swagger:model SceneAction
type SceneAction struct {
// device request
DeviceRequest *SceneDeviceRequest `json:"deviceRequest,omitempty"`
// mode request
ModeRequest *SceneModeRequest `json:"modeRequest,omitempty"`
// sleep request
SleepRequest *SceneSleepRequest `json:"sleepRequest,omitempty"`
}
// Validate validates this scene action
func (m *SceneAction) Validate(formats strfmt.Registry) error {
var res []error
if err := m.validateDeviceRequest(formats); err != nil {
res = append(res, err)
}
if err := m.validateModeRequest(formats); err != nil {
res = append(res, err)
}
if err := m.validateSleepRequest(formats); err != nil {
res = append(res, err)
}
if len(res) > 0 {
return errors.CompositeValidationError(res...)
}
return nil
}
func (m *SceneAction) validateDeviceRequest(formats strfmt.Registry) error {
if swag.IsZero(m.DeviceRequest) { // not required
return nil
}
if m.DeviceRequest != nil {
if err := m.DeviceRequest.Validate(formats); err != nil {
if ve, ok := err.(*errors.Validation); ok {
return ve.ValidateName("deviceRequest")
}
return err
}
}
return nil
}
func (m *SceneAction) validateModeRequest(formats strfmt.Registry) error {
if swag.IsZero(m.ModeRequest) { // not required
return nil
}
if m.ModeRequest != nil {
if err := m.ModeRequest.Validate(formats); err != nil {
if ve, ok := err.(*errors.Validation); ok {
return ve.ValidateName("modeRequest")
}
return err
}
}
return nil
}
func (m *SceneAction) validateSleepRequest(formats strfmt.Registry) error {
if swag.IsZero(m.SleepRequest) { // not required
return nil
}
if m.SleepRequest != nil {
if err := m.SleepRequest.Validate(formats); err != nil {
if ve, ok := err.(*errors.Validation); ok {
return ve.ValidateName("sleepRequest")
}
return err
}
}
return nil
}
// MarshalBinary interface implementation
func (m *SceneAction) MarshalBinary() ([]byte, error) {
if m == nil {
return nil, nil
}
return swag.WriteJSON(m)
}
// UnmarshalBinary interface implementation
func (m *SceneAction) UnmarshalBinary(b []byte) error {
var res SceneAction
if err := swag.ReadJSON(b, &res); err != nil {
return err
}
*m = res
return nil
}