Class Group

The gateway can hold up to 100 groups. A group is a collection of actuator nodes in conjunction with a name and some other come characteristics.

There are three different group types. House, Room and User defined. There can be only one instance of the group type house. The GroupID = 0 is reserved for the house group. An actuator can only be represented in one room group. So, if an actuator is assigned to a room group it will automatically be removed from another existing room group.

Group

Hierarchy (view full)

Constructors

Properties

Connection: IConnection

The connection that will be used to send and receive commands.

GroupID: number

ID of the group.

propertyChangedEvent: TypedEvent<PropertyChangedEvent> = ...

The event will be emitted when any of the public properties has changed. The event object contains a reference to the product, the name of the property that has changed and the new value of that property.

Accessors

  • get GroupType(): GroupType
  • Type of the group.

    • House - The house group can't be changed and contains all node IDs.
    • Room - Each product can only be in one room.
    • User group - User groups can be defined freely.

    Returns GroupType

  • get Name(): string
  • Name of the group.

    Returns string

  • get Nodes(): number[]
  • Returns number[]

  • get Order(): number
  • The order in which the groups should be displayed by a client application.

    Returns number

  • get Placement(): number
  • The placement of the product. Either a house index or a room index number.

    Returns number

Methods

  • This method fires PropertyChanged events based on the changes in the frame provided by the parameter. This method will be used internally and you shouldn't need to use it on your own.

    Parameters

    Returns Promise<void>

  • Change properties of the group.

    If there are no changes in the properties the method returns directly with a resolved promise.

    Parameters

    • order: number

      New value for the Order property.

    • placement: number

      New value for the Placement property.

    • name: string

      New value for the Name property.

    • velocity: Velocity

      New value for the Velocity property.

    • nodeVariation: NodeVariation

      New value for the NodeVariation property.

    • nodes: number[]

      New list of nodes.

    Returns Promise<void>

  • Protected

    This method emits the property changed event for the provided property name.

    Parameters

    • propertyName: keyof Group

      Name of the property that has changed.

    Returns Promise<void>

  • Refresh the data of this group and read the attributes from the gateway.

    You can use this method to refresh the state of the group in case that you have missed changes, e.g. a simple remote control may change the state of the group and you won't receive an event for it.

    Returns Promise<void>

  • Renames the group.

    Parameters

    • newName: string

      New name of the group.

    Returns Promise<void>

  • Sets the variation of the group to a new value.

    Parameters

    • newNodeVariation: NodeVariation

      New value for the variation of the group.

    Returns Promise<void>

  • Sets the group to contain the provided list of node IDs in the group.

    Parameters

    • newNodes: number[]

      Array of new node IDs for the group.

    Returns Promise<void>

  • Sets a new value for the order number of the group.

    Parameters

    • newOrder: number

      New value for the order property.

    Returns Promise<void>

  • Sets a new value for the placement of the group.

    Parameters

    • newPlacement: number

      New value for the placement property.

    Returns Promise<void>

  • Sets the target position for all products of the group

    Parameters

    • newPosition: number

      New target position value in percent.

    • Velocity: Velocity = 0

      The velocity with which the scene will be run.

    • PriorityLevel: PriorityLevel = 3

      The priority level for the run command.

    • CommandOriginator: CommandOriginator = 1

      The command originator for the run command.

    • ParameterActive: ParameterActive = 0

      The parameter that should be set by this command. MP or FP1-FP16.

    • PriorityLevelLock: PriorityLevelLock = 0

      Flag if the priority level lock should be used.

    • PriorityLevels: PriorityLevelInformation[] = []

      Up to 8 priority levels.

    • LockTime: number = Infinity

      Lock time for the priority levels in seconds (multiple of 30 or Infinity).

    Returns Promise<number>

    Returns the session ID of the command.

  • Sets the target position for all products of the group as raw value.

    Parameters

    • newPositionRaw: number

      New target position value as raw value.

    • Velocity: Velocity = 0

      The velocity with which the scene will be run.

    • PriorityLevel: PriorityLevel = 3

      The priority level for the run command.

    • CommandOriginator: CommandOriginator = 1

      The command originator for the run command.

    • ParameterActive: ParameterActive = 0

      The parameter that should be set by this command. MP or FP1-FP16.

    • PriorityLevelLock: PriorityLevelLock = 0

      Flag if the priority level lock should be used.

    • PriorityLevels: PriorityLevelInformation[] = []

      Up to 8 priority levels.

    • LockTime: number = Infinity

      Lock time for the priority levels in seconds (multiple of 30 or Infinity).

    Returns Promise<number>

    Returns the session ID of the command.

  • Sets the velocity for the group.

    Parameters

    • newVelocity: Velocity

      New velocity value for the group.

    Returns Promise<void>