96 lines
2.5 KiB
GDScript
96 lines
2.5 KiB
GDScript
extends Control
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const PREFIX_LABELS := "[color=black]%s"
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@export var images:Dictionary[StringName, Texture2D] = {
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&"rest": preload("res://assets/lemon_rest.tres"),
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&"longrest": preload("res://assets/lemon_rest.tres"),
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&"run": preload("res://assets/lemon_run.tres")
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}
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@export var time_label:RichTextLabel
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@export var realtime_label:RichTextLabel
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@export var rest_label:RichTextLabel
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@export var timer:Timer
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@export var image:TextureRect
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var context:PomodoroContext
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var realtime_since_start:float = 0.0
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@onready var sfx:AudioStreamPlayer = $SFX
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@export var edits:Dictionary[StringName,TextEdit] = {}
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class PomodoroContext:
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var current_state := &"run"
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var workmins:float = 25.0
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var restmins:float = 10.0
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var longrestmins:float = 30.0
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var remaining_rests := 0
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var initial_rests := 4
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func _init(_rests:=4, _workmins:=25, _rest_mins:=10, _longrestmins:=30)->void:
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self.workmins = _workmins
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self.restmins = _rest_mins
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self.longrestmins = _longrestmins
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self.remaining_rests = _rests
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self.initial_rests = _rests
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self.current_state = &"run"
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func get_state_timer(state:StringName)->float:
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match(state):
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&"run": return workmins * 60.0
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&"rest": return restmins * 60.0
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&"longrest": return longrestmins * 60.0
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push_error("What did you even do.")
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return 0.0 # you fucked up.
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func increment_phase()->void:
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match(current_state):
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&"run":
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remaining_rests -= 1
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current_state = &"rest" \
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if remaining_rests > 0 \
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else &"longrest"
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&"longrest":
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# reset
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remaining_rests = initial_rests
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current_state = &"run"
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&"rest":
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current_state = &"run"
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var state_id:StringName = &"rest"
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func _process(delta: float) -> void:
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if not context: return
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time_label.text = PREFIX_LABELS % get_clock_string()
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rest_label.text = PREFIX_LABELS % str(context.remaining_rests)
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realtime_since_start += delta
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realtime_label.text = "[color=red]%s" % \
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Time.get_time_string_from_unix_time(realtime_since_start)
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func get_from_menus()->PomodoroContext:
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return PomodoroContext.new(
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4,
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int(edits[&"run"].text),
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int(edits[&"rest"].text),
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int(edits[&"longrest"].text))
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func on_clock_start()->void:
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realtime_since_start = 0.0
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context = get_from_menus()
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timer.start(context.get_state_timer(context.current_state))
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image.texture = images[context.current_state]
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func get_clock_string()->String:
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return Time.get_time_string_from_unix_time(timer.time_left)
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func _on_timeout() -> void:
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context.increment_phase()
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timer.start(context.get_state_timer(context.current_state))
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image.texture = images[context.current_state]
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sfx.play()
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