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extends ItemList
class_name Database
const DATABASE_FILE_PATH: String = "user://database.csv"
const POINTER_VELOCITY_DECAYING_FACTOR: float = 2.5
var db: Array
var selected_idx: int
var staged_idx: int
var is_pointer_dragging := false
var pointer_drag_velocity := 0.0
onready var stage := get_node("/root/main/stage") as Stage
onready var delete_button := get_node("actions/delete") as Button
onready var edit_button := get_node("actions/edit") as Button
onready var add_button := get_node("actions/add") as Button
onready var v_scroll_bar := get_v_scroll() as ScrollBar
onready var drag_sensor := get_node("drag_sensor") as PointerInputSensor
func _init():
selected_idx = -1
staged_idx = -1
load_database()
store_database() # @DAM Only for testing.
func _ready():
self.connect("item_selected", self, "item_selected")
self.connect("nothing_selected", self, "clear_selection")
delete_button.connect("pressed", self, "delete_action")
edit_button.connect("pressed", self, "edit_action")
add_button.connect("pressed", self, "add_action")
stage.connect("save", self, "save_stage")
stage.connect("discard", self, "discard_stage")
drag_sensor.connect("on_press", self, "pointer_input_handler")
drag_sensor.connect("on_drag", self, "pointer_input_handler")
drag_sensor.connect("on_end_drag", self, "pointer_input_handler")
drag_sensor.connect("on_click", self, "pointer_input_handler")
for it in db:
self.add_item(get_entry_view(it))
func _process(delta: float):
# Apply drag movement inertia.
if is_pointer_dragging == false && abs(pointer_drag_velocity) > 0.5:
pointer_drag_velocity *= clamp((1.0 - POINTER_VELOCITY_DECAYING_FACTOR * delta), 0.0, 1.0)
v_scroll_bar.value -= pointer_drag_velocity * delta
func _notification(what: int):
# @DAM Yet to be polished.
if visible == false || has_focus() == false:
return
if what == MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST:
if selected_idx >= 0:
clear_selection()
else:
get_tree().quit()
func get_entry_view(database_entry: Dictionary) -> String:
return "%6s | %6s | %s" % [database_entry.process_id, database_entry.surgery_id, DatabaseEntry.get_entry_date(database_entry)]
func item_selected(index: int):
selected_idx = index
func clear_selection():
selected_idx = -1
unselect_all()
func scroll_to_selected():
v_scroll_bar.value = float(selected_idx)/float(db.size()) * v_scroll_bar.max_value - (v_scroll_bar.page * 0.5)
func delete_action():
if selected_idx < 0:
return
db.remove(selected_idx)
self.remove_item(selected_idx)
selected_idx = -1
store_database()
func edit_action():
if selected_idx < 0:
return
staged_idx = selected_idx
self.visible = false
stage.visible = true
stage.set_stage(db[staged_idx])
func add_action():
self.visible = false
stage.visible = true
var staged := DatabaseEntry.instance_entry()
stage.set_stage(staged)
func save_stage(entry: Dictionary):
if DatabaseEntry.is_valid_entry(entry) == false:
printerr("INVALID ENTRY RECEIVED")
return # @DAM Deal with this.
var next_selected_idx: int
if staged_idx >= 0:
db[staged_idx] = entry
next_selected_idx = staged_idx
else:
db.append(entry)
add_item(get_entry_view(entry))
next_selected_idx = db.size() - 1
select(next_selected_idx)
emit_signal("item_selected", next_selected_idx) # Calling "select" does not trigger the "item_selected" signal.
set_item_text(selected_idx, get_entry_view(db[selected_idx]))
call_deferred("scroll_to_selected")
store_database()
staged_idx = -1
self.visible = true
grab_focus()
func discard_stage():
staged_idx = -1
self.visible = true
grab_focus()
func load_database(file_path: String = DATABASE_FILE_PATH):
var file := File.new()
file.open(file_path, File.READ_WRITE)
var headers: PoolStringArray
var is_first_line := true
# while file.eof_reached() == false: # @DAM Why this?
while file.get_position() < file.get_len():
var csv_entry := file.get_csv_line()
if is_first_line:
is_first_line = false
headers = csv_entry
continue
var entry = DatabaseEntry.instance_entry()
for idx in headers.size():
var field_name := headers[idx]
var field_value := csv_entry[idx]
match field_name:
"date_year", "date_month", "date_day":
entry[field_name] = int(field_value)
"is_urgency":
entry[field_name] = true if field_value.strip_edges().to_lower() == "true" else false
_:
entry[field_name] = field_value
db.append(entry)
func store_database(file_path: String = DATABASE_FILE_PATH):
var file := File.new()
file.open(file_path, File.WRITE)
var header := PoolStringArray(DatabaseEntry.ENTRY_PROTOTYPE.keys())
file.store_csv_line(header)
var entry := PoolStringArray()
for it in db:
# @DAM This approach depends on the order the dictionary fields are created.
file.store_csv_line(it.values())
file.close()
func clear_database(save_changes: bool = false):
clear_selection()
self.clear()
db.resize(0)
if save_changes:
store_database()
func fake_database(save_changes: bool = false):
clear_database()
for idx in range(500):
var date_year = 1 + int(float(idx) / 365.0)
var date_month = idx % 12
var date_day = idx % 365
var fake_entry = DatabaseEntry.instance_entry({
"process_id": "%06d" % idx,
"surgery_id": "s%05d" % idx,
"date": "%04d-%02d-%02d" % [date_year, date_month, date_day]
})
db.append(fake_entry)
self.add_item(get_entry_view(fake_entry))
if save_changes:
store_database()
func pointer_input_handler(pointer: PointerInputSensor.PointerInputData):
match pointer.action:
PointerInputSensor.PointerInputAction.ON_PRESS:
is_pointer_dragging = true
PointerInputSensor.PointerInputAction.ON_DRAG:
is_pointer_dragging = true
pointer_drag_velocity = pointer.velocity.y
v_scroll_bar.value -= pointer.relative_position.y
PointerInputSensor.PointerInputAction.ON_END_DRAG:
is_pointer_dragging = false
PointerInputSensor.PointerInputAction.ON_CLICK:
var target := self
var position := target.get_global_mouse_position() - target.rect_global_position
var event_touch := InputEventScreenTouch.new()
event_touch.index = 0
event_touch.position = position
var event_mouse := InputEventMouseButton.new()
event_mouse.button_index = BUTTON_LEFT
event_mouse.button_mask = BUTTON_MASK_LEFT
event_mouse.position = position
event_mouse.pressed = true
event_touch.pressed = true
target._gui_input(event_mouse)
target._gui_input(event_touch)
target.grab_focus()
event_mouse.pressed = false
event_touch.pressed = false
target._gui_input(event_mouse)
target._gui_input(event_touch)
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