immersive-home/app/content/ui/menu/edit/edit_menu.gd
2024-03-16 01:16:08 +01:00

158 lines
3.6 KiB
GDScript

extends Node3D
const ButtonScene = preload("res://content/ui/components/button/button.tscn")
@onready var devices_node: GridContainer3D = $Devices
@onready var next_page_button = $Buttons/NextPageButton
@onready var previous_page_button = $Buttons/PreviousPageButton
@onready var page_number_label = $PageNumberLabel
var devices = []
var page = 0
var last_device_page = 0
var page_size = 20
var pages = 0
var selected_device = null
# Called when the node enters the scene tree for the first time.
func _ready():
next_page_button.on_button_down.connect(func():
next_page()
)
previous_page_button.on_button_down.connect(func():
previous_page()
)
func _enter_tree():
if HomeApi.has_connected():
load_devices()
else:
HomeApi.on_connect.connect(func():
if is_node_ready():
load_devices()
)
func load_devices():
if devices.size() == 0:
devices = await HomeApi.get_devices()
render()
HomeApi.on_disconnect.connect(func():
devices = []
if is_node_ready():
render()
)
func update_pages():
if selected_device == null:
pages = ceil(float(devices.size()) / page_size)
else:
for device in devices:
if device.keys()[0] == selected_device:
pages = ceil(float(device.values()[0]["entities"].size()) / page_size)
func get_page():
if selected_device == null:
return devices.slice(page * page_size, page * page_size + page_size)
else:
for device in devices:
if device.keys()[0] == selected_device:
return device.values()[0]["entities"].slice(page * page_size, page * page_size + page_size)
func next_page():
if page >= pages - 1:
return
page += 1
render()
func previous_page():
if page <= 0:
return
page -= 1
render()
func render():
if devices.size() == 0:
return
update_pages()
page_number_label.set_text(str(page + 1) + " / " + str(pages))
var has_prev_page = page > 0
var has_next_page = page < pages - 1
previous_page_button.visible = has_prev_page
previous_page_button.disabled = !has_prev_page
next_page_button.visible = has_next_page
next_page_button.disabled = !has_next_page
clear_menu()
if selected_device == null:
render_devices()
else:
render_entities()
func render_devices():
var page_devices = get_page()
for device in page_devices:
var info = device.values()[0]
var button_instance = ButtonScene.instantiate()
button_instance.label = info["name"]
button_instance.on_button_down.connect(func():
_on_device_click(device.keys()[0])
)
devices_node.add_child(button_instance)
devices_node._update_container()
func render_entities():
var entities = get_page()
var back_button = ButtonScene.instantiate()
back_button.label = "arrow_back"
back_button.icon = true
back_button.on_button_down.connect(func():
_on_entity_click("#back")
)
devices_node.add_child(back_button)
for entity in entities:
var button_instance = ButtonScene.instantiate()
button_instance.label = entity
button_instance.on_button_down.connect(func():
_on_entity_click(entity)
)
devices_node.add_child(button_instance)
devices_node._update_container()
func _on_device_click(device_id):
selected_device = device_id
last_device_page = page
page = 0
render()
func _on_entity_click(entity_name):
if entity_name == "#back":
selected_device = null
page = last_device_page
AudioPlayer.play_effect("click")
render()
return
AudioPlayer.play_effect("spawn")
var entity = House.body.create_entity(entity_name, global_position)
if entity == null:
EventSystem.notify("Entity is not in Room", EventNotify.Type.INFO)
func clear_menu():
for child in devices_node.get_children():
devices_node.remove_child(child)
child.queue_free()