start implementing stores

This commit is contained in:
Nitwel 2024-01-25 16:29:33 +01:00
parent c5cb73867f
commit b4cb70a798
24 changed files with 249 additions and 247 deletions

View File

@ -29,9 +29,3 @@ func set_state(state):
else:
button.icon = false
button.label = name
func _save():
return {
"transform": transform,
"entity_id": entity_id
}

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@ -56,10 +56,4 @@ func load_image(url: String):
var texture = ImageTexture.create_from_image(image)
view.texture = texture
view.pixel_size = pixel_size
mesh.visible = false
func _save():
return {
"transform": transform,
"entity_id": entity_id
}
mesh.visible = false

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@ -55,10 +55,4 @@ func _on_click(event):
attributes["brightness"] = int(brightness)
HomeApi.set_state(entity_id, "on" if !state else "off", attributes)
set_state(!state, brightness)
func _save():
return {
"transform": transform,
"entity_id": entity_id
}
set_state(!state, brightness)

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@ -85,10 +85,4 @@ func load_image(url: String):
var texture = ImageTexture.create_from_image(image)
logo.texture = texture
logo.pixel_size = pixel_size
func _save():
return {
"transform": transform,
"entity_id": entity_id
}
logo.pixel_size = pixel_size

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@ -21,10 +21,4 @@ func set_text(stateInfo):
if stateInfo["attributes"].has("unit_of_measurement") && stateInfo["attributes"]["unit_of_measurement"] != null:
text += " " + stateInfo["attributes"]["unit_of_measurement"]
label.text = text
func _save():
return {
"transform": transform,
"entity_id": entity_id
}
label.text = text

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@ -30,10 +30,4 @@ func _on_click(event):
sprite.set_frame(0)
func _on_request_completed():
pass
func _save():
return {
"transform": transform,
"entity_id": entity_id
}
pass

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@ -44,3 +44,12 @@ func get_new_transform(old_transform: Transform3D):
marker.scale = Vector3(1, 1, 1)
return marker.global_transform
func update_align_reference():
corner1.global_position = Store.house.align_position1
corner2.global_position = Store.house.align_position2
edge.align_to_corners(corner1.global_position, corner2.global_position)
func update_store():
Store.house.align_position1 = corner1.global_position
Store.house.align_position2 = corner2.global_position

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@ -16,11 +16,29 @@ var mini_view: bool = false:
var target_size: float = 1.0
func _ready():
Store.house.on_loaded.connect(func():
update_house()
)
func _physics_process(delta):
levels.scale.x = lerp(levels.scale.x, target_size, 10.0 * delta)
levels.scale.y = lerp(levels.scale.y, target_size, 10.0 * delta)
levels.scale.z = lerp(levels.scale.z, target_size, 10.0 * delta)
func update_house():
for room in get_rooms(0):
room.queue_free()
align_reference.update_align_reference()
for room in Store.house.rooms:
create_room(room.name, 0)
# TODO: Make room load itself!
for entity in Store.house.entities:
var entity_instance = create_entity(entity.id, entity.position)
entity_instance.global_rotation = entity.rotation
func create_room(room_name: String, level: int) -> RoomType:
if editing_room != null:
@ -34,6 +52,12 @@ func create_room(room_name: String, level: int) -> RoomType:
get_level(level).add_child(room)
Store.house.rooms.append({
"name": room_name,
"height": 2.0,
"corners": [],
})
return room
func edit_room(room_name):
@ -75,17 +99,15 @@ func is_editiong(room_name):
return editing_room != null && editing_room.name == room_name
func find_room(room_name):
for level in levels.get_children():
for room in level.get_children():
if room.name == room_name:
return room
for room in get_rooms(0):
if room.name == room_name:
return room
return null
func find_room_at(entity_position: Vector3):
for level in levels.get_children():
for room in level.get_children():
if room.has_point(entity_position):
return room
for room in get_rooms(0):
if room.has_point(entity_position):
return room
return null
func get_level(level: int):
@ -127,9 +149,11 @@ func create_entity(entity_id: String, entity_position: Vector3):
if entity == null:
return
room.add_child(entity)
room.get_node("Entities").add_child(entity)
entity.global_position = entity_position
return entity
func update_mini_view():
collision_shape.disabled = !mini_view
@ -165,4 +189,22 @@ func save_reference():
align_reference.global_transform = align_transform
align_reference.disabled = true
align_reference.update_initial_positions()
align_reference.update_initial_positions()
align_reference.update_store()
Store.house.save_local()
func save_all_entities():
Store.house.entities.clear()
for room in get_rooms(0):
for entity in room.get_node("Entities").get_children():
var entity_data = {
"id": entity.entity_id,
"position": entity.global_position,
"rotation": entity.global_rotation,
"room": room.name
}
Store.house.entities.append(entity_data)

View File

@ -50,4 +50,17 @@ func get_aabb():
min_pos.y = room_floor.position.y
max_pos.y = room_ceiling.position.y
return AABB(to_global(min_pos), to_global(max_pos) - to_global(min_pos))
return AABB(to_global(min_pos), to_global(max_pos) - to_global(min_pos))
func update_store():
var store_room = Store.house.get_room(name)
var corners = []
for corner in wall_corners.get_children():
corners.append(Vector2(corner.position.x, corner.position.z))
store_room.corners = corners
store_room.height = room_ceiling.position.y
Store.house.save_local()

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@ -65,3 +65,5 @@ script = ExtResource("7_ap14h")
[node name="Mini" type="Node" parent="StateMachine"]
script = ExtResource("6_g4qca")
[node name="Entities" type="Node3D" parent="."]

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@ -32,6 +32,8 @@ func _on_enter():
room.room_floor.get_node("Clickable").on_click.connect(_on_click_floor)
func _on_leave():
room.update_store()
room.wall_corners.visible = false
room.wall_edges.visible = false
@ -68,7 +70,7 @@ func add_floor_corner(position: Vector3):
floor_corner.position = position
height_edge = wall_edge_scene.instantiate()
height_edge.align_to_corners(position, position + Vector3.UP * room.room_ceiling.global_position.y)
height_edge.align_to_corners(position, position + Vector3.UP * room.room_ceiling.position.y)
floor_corner.get_node("Clickable").on_grab_down.connect(func(event):
if !is_active() || moving != null:

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@ -34,32 +34,29 @@ func _ready():
credits_instance.global_position = + label.to_global(label.position + Vector3(0.1, 0, -0.15))
)
var config = ConfigData.load_config()
if config.has("url"):
input_url.text = config["url"]
if config.has("token"):
input_token.text = config["token"]
input_url.text = Store.settings.url
input_token.text = Store.settings.token
button_connect.on_button_down.connect(func():
var url = input_url.text + "/api/websocket"
var url = input_url.text
var token = input_token.text
HomeApi.start_adapter("hass_ws", url, token)
ConfigData.save_config({
"api_type": "hass_ws",
"url": input_url.text,
"token": input_token.text
})
Store.settings.url = url
Store.settings.token = token
Store.settings.save_local()
)
save.on_button_down.connect(func():
SaveSystem.save()
House.body.save_all_entities()
Store.house.save_local()
)
clear_save.on_button_down.connect(func():
SaveSystem.clear()
Store.house.clear()
House.body.update_house()
)
HomeApi.on_connect.connect(func():

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@ -1,25 +0,0 @@
extends Node
const VariantSerializer = preload("res://lib/utils/variant_serializer.gd")
var file_url: String = "user://config.cfg"
func save_config(data: Dictionary):
var file := FileAccess.open(file_url, FileAccess.WRITE)
if file == null:
return
var json_data := JSON.stringify(VariantSerializer.stringify_value(data))
file.store_string(json_data)
func load_config():
var file := FileAccess.open(file_url, FileAccess.READ)
if file == null:
return {}
var json_data := file.get_as_text()
var data = VariantSerializer.parse_value(JSON.parse_string(json_data))
return data

View File

@ -24,14 +24,10 @@ var api: Node
func _ready():
print("HomeApi ready")
var config = ConfigData.load_config()
var success = Store.settings.load_local()
if config.has("api_type") && config.has("url") && config.has("token"):
var type = config["api_type"]
var url = config["url"] + "/api/websocket"
var token = config["token"]
start_adapter(type, url, token)
if success:
start_adapter(Store.settings.type, Store.settings.url, Store.settings.token)
func start_adapter(type: String, url: String, token: String):
@ -47,7 +43,7 @@ func start_adapter(type: String, url: String, token: String):
add_child(api)
api.on_connect.connect(func():
SaveSystem.load()
Store.house.load_local()
on_connect.emit()
)
@ -96,5 +92,5 @@ func watch_state(entity: String, callback: Callable):
func _notification(what):
if what == NOTIFICATION_WM_CLOSE_REQUEST || what == NOTIFICATION_WM_GO_BACK_REQUEST:
# SaveSystem.save()
# Store.house.save_local()
pass

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@ -0,0 +1,9 @@
extends Node
const SettingsStore = preload("res://lib/stores/settings.gd")
const HouseStore = preload("res://lib/stores/house.gd")
const DevicesStore = preload("res://lib/stores/devices.gd")
var settings = SettingsStore.new()
var house = HouseStore.new()
var devices = DevicesStore.new()

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@ -1,140 +0,0 @@
extends Node
const VariantSerializer = preload("res://lib/utils/variant_serializer.gd")
signal loaded()
signal unloaded()
var is_loaded := false
var export_config = ConfigFile.new()
var export_config_path = "res://export_presets.cfg"
func clear():
await _clear_save_tree(get_tree().root.get_node("Main"))
unloaded.emit()
is_loaded = false
func save():
if HomeApi.has_connected() == false:
return
var filename = HomeApi.api.url.split("//")[1].replace("/api/websocket", "").replace(".", "_").replace(":", "_")
var save_file = FileAccess.open("user://%s.save" % filename, FileAccess.WRITE)
if save_file == null:
return
var save_tree = _generate_save_tree(get_tree().root.get_node("Main"))
var json_text = JSON.stringify({
"version": get_version(),
"tree": save_tree
})
save_file.store_line(json_text)
func load():
await clear()
if HomeApi.has_connected() == false:
return
var filename = HomeApi.api.url.split("//")[1].replace("/api/websocket", "").replace(".", "_").replace(":", "_")
var save_file = FileAccess.open("user://%s.save" % filename, FileAccess.READ)
if save_file == null:
return
var json_text = save_file.get_line()
var save_data = JSON.parse_string(json_text)
if save_data == null:
return
if save_data.has("version") == false:
save()
return
var save_tree = save_data["tree"]
if save_tree == null:
return
if save_tree is Array:
for tree in save_tree:
_build_save_tree(tree)
else:
_build_save_tree(save_tree)
loaded.emit()
is_loaded = true
func get_version():
var config_error = export_config.load(export_config_path)
if config_error != OK:
return null
var version = export_config.get_value("preset.1.options", "version/name")
if version == null:
return null
return version
func _clear_save_tree(node: Node):
for child in node.get_children():
await _clear_save_tree(child)
if node.has_method("_save"):
node.queue_free()
await node.tree_exited
func _generate_save_tree(node: Node):
var children = []
if node.has_method("_save") == false:
for child in node.get_children():
var data = _generate_save_tree(child)
if data is Array:
for child_data in data:
children.append(child_data)
else:
children.append(data)
return children
var save_tree = {
"data": VariantSerializer.stringify_value(node.call("_save")),
"parent": node.get_parent().get_path(),
"filename": node.get_scene_file_path()
}
for child in node.get_children():
var child_data = _generate_save_tree(child)
if child_data is Array:
for data in child_data:
children.append(data)
else:
children.append(child_data)
save_tree["children"] = children
return save_tree
func _build_save_tree(tree: Dictionary):
var new_object = load(tree["filename"]).instantiate()
if new_object.has_method("_load"):
new_object.call("_load", VariantSerializer.parse_value(tree["data"]))
else:
for key in tree["data"].keys():
new_object.set(key, VariantSerializer.parse_value(tree["data"][key]))
get_node(tree["parent"]).add_child(new_object)
for child in tree["children"]:
_build_save_tree(child)

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@ -34,13 +34,13 @@ func connect_ws():
if url == "" || token == "":
return
print("Connecting to %s" % self.url)
socket.connect_to_url(self.url)
print("Connecting to %s" % url + "/api/websocket")
socket.connect_to_url(url + "/api/websocket")
set_process(true)
# https://github.com/godotengine/godot/issues/84423
# Otherwise the WebSocketPeer will crash when receiving large packets
socket.set_inbound_buffer_size(pow(2, 22)) # ~4MB buffer
socket.set_inbound_buffer_size(pow(2, 23)) # ~8MB buffer
func _process(delta):
socket.poll()

5
lib/stores/devices.gd Normal file
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@ -0,0 +1,5 @@
extends StoreClass
const StoreClass = preload("./store.gd")
func clear():
pass

30
lib/stores/house.gd Normal file
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@ -0,0 +1,30 @@
extends StoreClass
const StoreClass = preload("./store.gd")
# Type Room
# name: String
# corners: Vec2[]
# height: float
var rooms = []
# Type Entity
# id: String
# position: Vec3
# rotation: Vec3
# room: String
var entities = []
var align_position1: Vector3
var align_position2: Vector3
func _init():
_save_path = "user://house.json"
func clear():
pass
func get_room(name):
for room in rooms:
if room.name == name:
return room
return null

16
lib/stores/settings.gd Normal file
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@ -0,0 +1,16 @@
extends StoreClass
const StoreClass = preload("./store.gd")
var type: String = "HASS_WS"
var url: String = ""
var token: String = ""
func _init():
_save_path = "user://settings.json"
func clear():
type = "HASS_WS"
url = ""
token = ""

77
lib/stores/store.gd Normal file
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@ -0,0 +1,77 @@
extends RefCounted
const VariantSerializer = preload("res://lib/utils/variant_serializer.gd")
signal on_loaded
signal on_saved
var _loaded = false
var _save_path = null
func is_loaded():
return _loaded
func clear():
pass
func create_dict():
var data: Dictionary = {}
for prop_info in get_property_list():
if prop_info.name.begins_with("_") || prop_info.hint_string != "":
continue
var prop = get(prop_info.name)
if prop is Store:
data[prop_info.name] = prop.create_dict()
else:
data[prop_info.name] = VariantSerializer.stringify_value(prop)
return data
func use_dict(dict: Dictionary):
for prop_info in get_property_list():
if prop_info.name.begins_with("_"):
continue
var prop = get(prop_info.name)
var prop_value = dict[prop_info.name]
if prop is Store:
prop.use_dict(prop_value)
else:
set(prop_info.name, prop_value)
func save_local(path = _save_path):
if path == null:
return false
var data = create_dict()
var save_file = FileAccess.open(path, FileAccess.WRITE)
if save_file == null:
return false
var json_text = JSON.stringify(data)
save_file.store_line(json_text)
_loaded = true
on_loaded.emit()
return true
func load_local(path = _save_path):
if path == null:
return false
var save_file = FileAccess.open(path, FileAccess.READ)
if save_file == null:
return false
var json_text = save_file.get_line()
var save_data = VariantSerializer.parse_value(JSON.parse_string(json_text))
use_dict(save_data)

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@ -30,3 +30,9 @@ func change_to(new_state: String) -> void:
add_child(current_state)
current_state._on_enter()
changed.emit(new_state, old_state)
func get_state(state_name: String) -> Node:
if states.has(state_name) == false:
return null
return states[state_name]

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@ -11,7 +11,7 @@ static func stringify_value(value):
return value.map(func(item):
return stringify_value(item)
)
TYPE_BOOL, TYPE_INT, TYPE_FLOAT, TYPE_STRING:
TYPE_BOOL, TYPE_INT, TYPE_FLOAT, TYPE_STRING, TYPE_NIL:
return value
TYPE_VECTOR2:
return {

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@ -18,12 +18,11 @@ config/icon="res://assets/logo.png"
[autoload]
XRToolsUserSettings="*res://addons/godot-xr-tools/user_settings/user_settings.gd"
ConfigData="*res://lib/globals/config_data.gd"
Request="*res://lib/globals/request.gd"
HomeApi="*res://lib/globals/home_api.gd"
AudioPlayer="*res://lib/globals/audio_player.gd"
EventSystem="*res://lib/globals/event_system.gd"
SaveSystem="*res://lib/globals/save_system.gd"
Store="*res://lib/globals/main_store.gd"
House="*res://lib/globals/house_body.gd"
[editor_plugins]