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extends ScrollContainer
class_name Stage

signal save		# (database_entry: Dictionary)
signal discard	# ()

const POINTER_VELOCITY_DECAYING_FACTOR: float = 2.5

var is_pointer_dragging := false
var pointer_drag_velocity := 0.0

onready var process_id: LineEdit = get_node("controls/process_id")
onready var surgery_id: LineEdit = get_node("controls/surgery_id")
onready var date: DatePicker = get_node("controls/date_picker")
onready var place: LineEdit = get_node("controls/place")
onready var anesthetic: LineEdit = get_node("controls/anesthetic")
onready var first_assistant: LineEdit = get_node("controls/first_assistant")
onready var type: LineEdit = get_node("controls/type")
onready var sub_type: LineEdit = get_node("controls/sub_type")
onready var sub_sub_type: LineEdit = get_node("controls/sub_sub_type")
onready var pathology: LineEdit = get_node("controls/pathology")
onready var intervention: LineEdit = get_node("controls/intervention")
onready var is_urgency: Button = get_node("controls/is_urgency")
onready var notes: LineEdit = get_node("controls/notes")
onready var save_button: Button = get_node("controls/save")
onready var discard_button: Button = get_node("controls/discard")
onready var v_scroll_bar: VScrollBar = get_v_scrollbar()


func _ready():
	save_button.connect("pressed", self, "save_action")
	discard_button.connect("pressed", self, "discard_action")
	
	for it in get_node("controls").get_children():
		it = it as Control
		match it.name:
			"date_picker", "save", "discard":
				pass
			
			_:
				var drag_sensor = PointerInputSensor.new()
				it.add_child(drag_sensor)
				
				drag_sensor.name = "drag_sensor"
				drag_sensor.anchor_right = 1.0
				drag_sensor.anchor_bottom = 1.0
				
				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")
				
				it.connect("focus_entered", drag_sensor, "set_mouse_filter", [Control.MOUSE_FILTER_IGNORE])
				it.connect("focus_entered", drag_sensor, "mouse_default_cursor_shape", [Control.CURSOR_IBEAM])
				it.connect("focus_exited", drag_sensor, "set_mouse_filter", [Control.MOUSE_FILTER_STOP])
				it.connect("focus_exited", drag_sensor, "mouse_default_cursor_shape", [Control.CURSOR_ARROW])
				
				if it is LineEdit:
					it.connect("focus_exited", it, "deselect")


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 save_action():
	self.visible = false
	emit_signal("save", get_stage())


func discard_action():
	self.visible = false
	emit_signal("discard")


func set_stage(entry: Dictionary):
	process_id.text = entry.process_id
	surgery_id.text = entry.surgery_id
	date.set_date(entry.date_year, entry.date_month, entry.date_day)
	place.text = entry.place
	anesthetic.text = entry.anesthetic
	first_assistant.text = entry.first_assistant
	type.text = entry.type
	sub_type.text = entry.sub_type
	sub_sub_type.text = entry.sub_sub_type
	pathology.text = entry.pathology
	intervention.text = entry.intervention
	is_urgency.pressed = entry.is_urgency
	notes.text = entry.notes
	self.scroll_vertical = 0 # @DAM TODO


func get_stage() -> Dictionary:
	# @DAM Simplify all this... avoid creating multiple entries/dictionaries.
	var entry: Dictionary = {
		"process_id":		process_id.text,
		"surgery_id":		surgery_id.text,
		"date_year":		date.get_year(),
		"date_month":		date.get_month(),
		"date_day":			date.get_day(),
		"place":			place.text,
		"anesthetic":		anesthetic.text,
		"first_assistant":	first_assistant.text,
		"type":				type.text,
		"sub_type":			sub_type.text,
		"sub_sub_type":		sub_sub_type.text,
		"pathology":		pathology.text,
		"intervention":		intervention.text,
		"is_urgency":		is_urgency.pressed,
		"notes":			notes.text,
	}
	return entry


func _notification(what: int):
	if what == MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST: 
		discard_action()


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: Control = pointer.target.get_parent()
			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)