mirror of
https://github.com/PepperDash/Essentials.git
synced 2026-02-15 04:34:56 +00:00
refactor: rearrange and add solution for 4-series
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133
src/PepperDash.Essentials.Core/Shades/Shade Interfaces.cs
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133
src/PepperDash.Essentials.Core/Shades/Shade Interfaces.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Crestron.SimplSharp;
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using PepperDash.Core;
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namespace PepperDash.Essentials.Core.Shades
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{
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/// <summary>
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/// Requirements for an object that contains shades
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/// </summary>
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public interface IShades
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{
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List<ShadeBase> Shades { get; }
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}
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/// <summary>
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/// Requirements for a device that implements basic Open/Close shade control
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/// </summary>
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[Obsolete("Please use IShadesOpenCloseStop instead")]
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public interface IShadesOpenClose
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{
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void Open();
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void Close();
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}
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/// <summary>
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/// Requirements for a device that implements basic Open/Close/Stop shade control (Uses 3 relays)
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/// </summary>
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public interface IShadesOpenCloseStop
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{
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void Open();
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void Close();
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void Stop();
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}
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public interface IShadesOpenClosePreset : IShadesOpenCloseStop
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{
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void RecallPreset(uint presetNumber);
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void SavePreset(uint presetNumber);
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string StopOrPresetButtonLabel { get; }
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event EventHandler PresetSaved;
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}
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/// <summary>
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/// Requirements for a shade that implements press/hold raise/lower functions
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/// </summary>
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[Obsolete("Please use IShadesOpenCloseStop instead")]
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public interface IShadesRaiseLower
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{
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void Raise(bool state);
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void Lower(bool state);
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}
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/// <summary>
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/// Requirements for a shade device that provides raising/lowering feedback
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/// </summary>
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public interface IShadesRaiseLowerFeedback
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{
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BoolFeedback ShadeIsLoweringFeedback { get; }
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BoolFeedback ShadeIsRaisingFeedback { get; }
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}
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/// <summary>
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/// Requirements for a shade/scene that is open or closed
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/// </summary>
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public interface IShadesOpenClosedFeedback: IShadesOpenCloseStop
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{
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BoolFeedback ShadeIsOpenFeedback { get; }
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BoolFeedback ShadeIsClosedFeedback { get; }
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}
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/// <summary>
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///
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/// </summary>
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[Obsolete("Please use IShadesOpenCloseStop instead")]
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public interface IShadesStop
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{
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void Stop();
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}
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/// <summary>
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/// Used to implement raise/stop/lower/stop from single button
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/// </summary>
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public interface IShadesStopOrMove
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{
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void OpenOrStop();
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void CloseOrStop();
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void OpenCloseOrStop();
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}
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/// <summary>
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/// Basic feedback for shades/scene stopped
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/// </summary>
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public interface IShadesStopFeedback : IShadesOpenCloseStop
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{
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BoolFeedback IsStoppedFeedback { get; }
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}
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/// <summary>
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/// Requirements for position
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/// </summary>
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public interface IShadesPosition
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{
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void SetPosition(ushort value);
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}
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/// <summary>
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/// Basic feedback for shades position
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/// </summary>
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public interface IShadesFeedback: IShadesPosition, IShadesStopFeedback
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{
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IntFeedback PositionFeedback { get; }
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}
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/// <summary>
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///
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/// </summary>
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public interface ISceneFeedback
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{
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void Run();
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BoolFeedback AllAreAtSceneFeedback { get; }
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}
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public interface ICrestronBasicShade : IShadesOpenClosedFeedback, IShadesStop,
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IShadesStopOrMove, IShadesFeedback, IShadesRaiseLowerFeedback
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{
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}
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}
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31
src/PepperDash.Essentials.Core/Shades/ShadeBase.cs
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31
src/PepperDash.Essentials.Core/Shades/ShadeBase.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Crestron.SimplSharp;
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using PepperDash.Core;
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using PepperDash.Essentials.Core.CrestronIO;
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namespace PepperDash.Essentials.Core.Shades
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{
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/// <summary>
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/// Base class for a shade device
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/// </summary>
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public abstract class ShadeBase : EssentialsDevice, IShadesOpenCloseStop
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{
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public ShadeBase(string key, string name)
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: base(key, name)
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{
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}
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#region iShadesOpenClose Members
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public abstract void Open();
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public abstract void Stop();
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public abstract void Close();
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#endregion
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}
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}
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76
src/PepperDash.Essentials.Core/Shades/ShadeController.cs
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76
src/PepperDash.Essentials.Core/Shades/ShadeController.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Crestron.SimplSharp;
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using PepperDash.Core;
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using PepperDash.Essentials.Core.Config;
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namespace PepperDash.Essentials.Core.Shades
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{
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/// <summary>
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/// Class that contains the shades to be controlled in a room
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/// </summary>
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public class ShadeController : EssentialsDevice, IShades
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{
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ShadeControllerConfigProperties Config;
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public List<ShadeBase> Shades { get; private set; }
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public ShadeController(string key, string name, ShadeControllerConfigProperties config)
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: base(key, name)
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{
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Config = config;
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Shades = new List<ShadeBase>();
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}
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public override bool CustomActivate()
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{
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foreach (var shadeConfig in Config.Shades)
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{
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var shade = DeviceManager.GetDeviceForKey(shadeConfig.Key) as ShadeBase;
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if (shade != null)
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{
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AddShade(shade);
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}
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}
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return base.CustomActivate();
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}
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void AddShade(ShadeBase shade)
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{
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Shades.Add(shade);
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}
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}
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public class ShadeControllerConfigProperties
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{
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public List<ShadeConfig> Shades { get; set; }
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public class ShadeConfig
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{
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public string Key { get; set; }
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}
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}
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public class ShadeControllerFactory : EssentialsDeviceFactory<ShadeController>
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{
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public ShadeControllerFactory()
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{
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TypeNames = new List<string>() { "shadecontroller" };
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}
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public override EssentialsDevice BuildDevice(DeviceConfig dc)
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{
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Debug.Console(1, "Factory Attempting to create new ShadeController Device");
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var props = Newtonsoft.Json.JsonConvert.DeserializeObject<Core.Shades.ShadeControllerConfigProperties>(dc.Properties.ToString());
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return new Core.Shades.ShadeController(dc.Key, dc.Name, props);
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}
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}
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}
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