extends Entity const Entity = preload ("../entity.gd") const color_wheel_img := preload ("res://assets/canvas.png") @export var color_off = Color(0.23, 0.23, 0.23) @export var color_on = Color(1.0, 0.85, 0.0) @onready var lightbulb = $Lightbulb @onready var slider: Slider3D = $Slider @onready var color_wheel = $ColorWheel @onready var color_puck = $ColorWheel/Puck @onready var modes = $Modes @onready var mode_next = $Modes/Next @onready var mode_before = $Modes/Previous @onready var mode_label = $Modes/Label var state = true var brightness = 0 # 0-255 var color = color_on var color_supported = false # Called when the node enters the scene tree for the first time. func _ready(): super() icon.value = "lightbulb" var stateInfo = await HomeApi.get_state(entity_id) set_state(stateInfo["state"] == "on", stateInfo["attributes"]) if stateInfo.has("attributes")&&stateInfo["attributes"].has("effect_list")&&stateInfo["attributes"]["effect_list"].size() > 0: if stateInfo["attributes"].has("effect")&&stateInfo["attributes"]["effect"] != null: 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) 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() print("delta", delta) var color=color_wheel_img.get_image().get_pixel((delta.x * 0.5 + 0.5) * 1000, (delta.y * 0.5 + 0.5) * 1000) print("color", color) color_puck.material_override.albedo_color=color color_puck.position=Vector3(target_point.x, color_puck.position.y, target_point.z) var attributes={ "rgb_color": [int(color.r * 255), int(color.g * 255), int(color.b * 255)], } HomeApi.set_state(entity_id, "on", attributes) set_state(state, attributes) ) color_supported = true else: remove_child(color_wheel) await HomeApi.watch_state(entity_id, func(new_state): if (new_state["state"] == "on") == state: return set_state(new_state["state"] == "on", new_state["attributes"]) ) 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, {"brightness": value}) ) func set_state(new_state: bool, attributes={}): if state == false&&new_state == false: return state = new_state if attributes.has("brightness"): brightness = attributes["brightness"] if attributes.has("rgb_color")&&attributes["rgb_color"] != null: color = Color(attributes["rgb_color"][0] / 255.0, attributes["rgb_color"][1] / 255.0, attributes["rgb_color"][2] / 255.0, 1) var tween = create_tween() var target_color = color_off if state: if brightness == null: target_color = color if color_supported else color_on else: target_color = color_off.lerp(color if color_supported else color_on, brightness / 255.0) icon_color.value = target_color tween.tween_property(lightbulb, "material_override:albedo_color", target_color, 0.3) func _on_click(event): if event.target == self: var attributes = {} if !state&&brightness != null: attributes["brightness"] = int(brightness) HomeApi.set_state(entity_id, "on" if !state else "off", attributes) set_state(!state, attributes)