PayphoneWatcher/logic.gd
2025-05-31 13:28:17 +10:00

127 lines
3.8 KiB
GDScript

extends Control
enum State{
Working,
OffTask,
Break
}
@export var colors : Array[Color]
@export_group("Node References")
@export var on_task_panel : Control
@export var off_task_panel : Control
@export var break_panel : Control
@export var background : ColorRect
@export var on_clock : RichTextLabel
@export var off_clock : RichTextLabel
@export var break_clock : RichTextLabel
@export var next_break_text : RichTextLabel
@export var time_spent_text : RichTextLabel
var state : State = State.Working
var total_working_time : float = 0
var total_off_time : float = 0
var off_time : float = 0
var break_time : float = 0
var update : float = 0.5
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
print(get_next_break_time())
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
update -= delta
background.color = colors[state]
on_task_panel.visible = state == State.Working
off_task_panel.visible = state == State.OffTask
break_panel.visible = state == State.Break
if(state == State.Working):
total_working_time += delta
time_spent_text.text = seconds_to_time(total_working_time) + " Spent working"
on_clock.text = get_next_break_time()
next_break_text.text = "Until " + get_next_break_name()
elif(state == State.OffTask):
off_time += delta
total_off_time += delta
#off_clock.text = "[wave amp="+str(off_time/5)+" freq="+str(off_time/20)+"]"
#off_clock.text += seconds_to_time(off_time,false)
elif(state == State.Break):
break_time += delta
break_clock.text = seconds_to_time(break_time,false)
if(update <= 0): #every time the clock is updated it resets the animation, this prevent sit from updating too often
update += 0.5
off_clock.text = "[shake rate="+str(off_time/5)+" level="+str(off_time/20)+"]"
off_clock.text += seconds_to_time(off_time,false)
func _on_popup_menu_id_pressed(id: int) -> void:
# 0 = exit
if id == 0:
get_tree().quit()
pass # Replace with function body.
func _on_off_task_button_pressed() -> void:
if state == State.OffTask:
state = State.Working
off_time = 0
else:
state = State.OffTask
off_time = 0
func _on_pause_button_pressed() -> void:
if state == State.Break:
state = State.Working
else:
state = State.Break
break_time = 0
func get_next_break_name() -> String:
var currentUnix : int = Time.get_unix_time_from_system()
var timezone : Dictionary = Time.get_time_zone_from_system()
var todaysUnix : int = (currentUnix % 86400) + 60 * timezone.bias
# lunch at 46800
# dinner at 64800
if(todaysUnix < 46800):
return "Lunch"
elif(todaysUnix < 64800):
return "Dinner"
else:
return "Midnight"
# returns the time reaming until next break int he format H:SS
func get_next_break_time() -> String:
# get current unix time
# use % to get the time since midnight - 86400 seconds in one day
var currentUnix : int = Time.get_unix_time_from_system()
var timezone : Dictionary = Time.get_time_zone_from_system()
var todaysUnix : int = (currentUnix % 86400) + 60 * timezone.bias
# lunch at 46800
# dinner at 64800
var seconds_to_break : int = 0
if(todaysUnix < 46800):
seconds_to_break = 46800 - todaysUnix
elif(todaysUnix < 64800):
seconds_to_break = 64800 - todaysUnix
else:
seconds_to_break = 86400 - todaysUnix
#print("Seconds " + str(seconds_to_break))
return seconds_to_time(seconds_to_break)
func seconds_to_time(seconds : int, has_hours : bool = true) -> String:
if(has_hours):
var hours : int = seconds / 3600
var minutes : int = (seconds / 60) - hours * 60
return str(hours).pad_zeros(2) + ":" + str(minutes).pad_zeros(2)
else:
var minutes : int = (seconds / 60)
var dSeconds : int = seconds - minutes * 60
return str(minutes).pad_zeros(2) + ":" + str(dSeconds).pad_zeros(2)