immersive-home/content/entities/light/light.gd

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3.7 KiB
GDScript3
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extends Entity
const Entity = preload("../entity.gd")
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const color_wheel_img := preload("res://assets/canvas.png")
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@export var color_off = Color(0.23, 0.23, 0.23)
@export var color_on = Color(1.0, 0.85, 0.0)
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@onready var animation: AnimationPlayer = $AnimationPlayer
@onready var slider: Slider3D = $Slider
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@onready var color_wheel = $ColorWheel
@onready var color_puck = $ColorWheel/Puck
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@onready var modes = $Modes
@onready var mode_next = $Modes/Next
@onready var mode_before = $Modes/Previous
@onready var mode_label = $Modes/Label
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var state = true
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var brightness = 0 # 0-255
# Called when the node enters the scene tree for the first time.
func _ready():
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super()
var stateInfo = await HomeApi.get_state(entity_id)
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set_state(stateInfo["state"] == "on")
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if stateInfo.has("attributes") && stateInfo["attributes"].has("effect_list") && stateInfo["attributes"]["effect_list"].size() > 0:
mode_label.text = stateInfo["attributes"]["effect"]
mode_next.on_button_down.connect(func():
var index = stateInfo["attributes"]["effect_list"].find(stateInfo["attributes"]["effect"])
if index == -1:
index = 0
else:
index = (index + 1) % stateInfo["attributes"]["effect_list"].size()
mode_label.text = stateInfo["attributes"]["effect_list"][index]
HomeApi.set_state(entity_id, "on", {"effect": stateInfo["attributes"]["effect_list"][index]})
)
mode_before.on_button_down.connect(func():
var index = stateInfo["attributes"]["effect_list"].find(stateInfo["attributes"]["effect"])
if index == -1:
index = 0
else:
index = (index - 1) % stateInfo["attributes"]["effect_list"].size()
mode_label.text = stateInfo["attributes"]["effect_list"][index]
HomeApi.set_state(entity_id, "on", {"effect": stateInfo["attributes"]["effect_list"][index]})
)
else:
remove_child(modes)
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if stateInfo.has("attributes") && stateInfo["attributes"].has("supported_color_modes") && stateInfo["attributes"]["supported_color_modes"].has("rgb"):
color_wheel.get_node("Clickable").on_press_down.connect(func(event: EventPointer):
var target_point = color_wheel.to_local(event.ray.get_collision_point())
var delta = Vector2(target_point.x, target_point.z) * (1.0 / 0.08)
if delta.length() > 1:
delta = delta.normalized()
var color = color_wheel_img.get_image().get_pixel((delta.x * 0.5 + 0.5) * 1000, (delta.y * 0.5 + 0.5) * 1000)
color_puck.material_override.albedo_color = color
color_puck.position = Vector3(target_point.x, color_puck.position.y, target_point.z)
var attributes = {
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"rgb_color": [int(color.r * 255), int(color.g * 255), int(color.b * 255)],
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}
HomeApi.set_state(entity_id, "on", attributes)
)
else:
remove_child(color_wheel)
await HomeApi.watch_state(entity_id, func(new_state):
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if (new_state["state"] == "on") == state:
return
set_state(new_state["state"] == "on")
)
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slider.on_value_changed.connect(func(new_value):
var value = new_value / 100 * 255
HomeApi.set_state(entity_id, "on" if state else "off", {"brightness": int(value)})
set_state(state, value)
)
func set_state(new_state: bool, new_brightness = null):
if state == false && new_state == false:
return
state = new_state
brightness = new_brightness
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if state:
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if brightness == null:
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animation.speed_scale = 1
animation.play_backwards("light")
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else:
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var duration = animation.get_animation("light").length
animation.speed_scale = 0
animation.seek(lerpf(0, duration, 1 - (brightness / 255.0)), true)
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else:
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animation.speed_scale = 1
animation.play("light")
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func _on_click(event):
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if event.target == self:
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var attributes = {}
if !state && brightness != null:
attributes["brightness"] = int(brightness)
HomeApi.set_state(entity_id, "on" if !state else "off", attributes)
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set_state(!state, brightness)