SleepyClock/clock.gd
2026-06-01 00:13:23 +10:00

117 lines
4.1 KiB
GDScript

extends Control
var taskbar_height : int = 50
var bar_size : int = 10
@export var bar: TextureProgressBar
@export var label: Label
@export var options_window: Window
@export var bar_position : Position
enum Position {
Bottom,
Right,
Top,
Left,
}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
setup_window()
func setup_window():
var screen_size : Vector2i = DisplayServer.screen_get_size() # get current screen size
var screen_pos : Vector2i = DisplayServer.screen_get_position(DisplayServer.SCREEN_OF_MAIN_WINDOW) # get the posiiton of the window on the virtual display
get_window().min_size = Vector2i(1,1) # weird godot bug where the min screen size is 64x64 unless set in code
if bar_position == Position.Bottom:
if screen_size.x > 2560:
bar_size = 20
get_window().size = Vector2i(screen_size.x, bar_size) # set window size to be 10 high and screen width wide
size = Vector2i(screen_size.x, bar_size)
DisplayServer.window_set_position(screen_pos + Vector2i(0,screen_size.y-bar_size-taskbar_height)) # set position of window to be just above the taskbar
position.y = 0 # set position of bar to be where it should be (moves when we change the window size)
label.label_settings.font_size = (bar_size/10)*10
if bar_position == Position.Right:
if screen_size.y > 1440:
bar_size = 20
get_window().size = Vector2i(bar_size, screen_size.y) # set window size to be 10 high and screen width wide
size.x = screen_size.y - taskbar_height
size.y = bar_size
label.label_settings.font_size = (bar_size/10)*10
DisplayServer.window_set_position(screen_pos + Vector2i(screen_size.x-bar_size,0)) # set position of window to be just above the taskbar
position.y = 0 # set position of bar to be where it should be (moves when we change the window size)
position.x = bar_size
rotation_degrees = 90
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var unix : float = Time.get_unix_time_from_system()
var timezone_minutes = Time.get_time_zone_from_system().bias
var timezone_seconds = timezone_minutes * 60
var aus_unix : float = unix + (timezone_seconds)
var aus_days : float = (aus_unix / 86400) # days since unix
#print("curr: " + Time.get_datetime_string_from_unix_time(aus_unix))
## need to do different behaviour depending on if target time has passed for the particular day
var next_end : float = 0
# compare todays seconds to end time
var todays_seconds = aus_unix - (int(aus_days)*86400)
#print("todays secs:" + str(todays_seconds))
#print("left: " + str(int(aus_days+1)*86400))
#print("righ: " + str(aus_unix + Data.save.end_time) )
if (todays_seconds > Data.save.end_time):
#print("running if")
#target passed for the current day, use the next day
next_end = (int(aus_days+1)*86400) + (Data.save.end_time)
pass
else:
#print("running else")
# target NOT passed for the current day, use current day
next_end = (int(aus_days)*86400) + (Data.save.end_time)
pass
# need to find next timestamp of the clock end, int(days) * end_time
#var next_end : float = (int(aus_days)*86400) + (Data.save.end_time)
#var next_end : float = int(aus_unix)%86400 + Data.save.end_time
#print("next: " + Time.get_datetime_string_from_unix_time(next_end))
#print(str(unix) + " --> " + str(next_end))
var seconds_left : float = next_end - aus_unix
#print("seconds until end: " + str(seconds_left))
## dont worry about anything below here yet
bar.max_value = Data.save.duration
bar.min_value = 0
bar.value = Data.save.duration - seconds_left
#print("bar value: " + str(bar.value))
#label.text = Time.get_datetime_string_from_system()
#Time.
#print(current_day)
if (seconds_left <= 3600):
bar.modulate = Color.RED
else:
bar.modulate = Color.DODGER_BLUE
#var screen_size : Vector2i = DisplayServer.screen_get_size()
#DisplayServer.window_set_size(Vector2i(screen_size.x, 10))
#get_window().size = Vector2i(screen_size.x, 10)
pass
func _on_popup_menu_id_pressed(id: int) -> void:
if id == 0:
get_tree().quit()
if id == 1:
options_window.show()