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extends ScrollContainer
class_name Stage

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

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

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")


func _ready():
	save_button.connect("pressed", self, "save_action")
	discard_button.connect("pressed", self, "discard_action")
	
	
	for it in get_node("controls").get_children():
#		print("%s" % it.name)
		match it.name:
			"date_picker", "save", "discard":
				print("- %s" % it.name)

			_:
#			"first_assistant":
				print("+ %s" % it.name)
				var drag_sensor = PointerInputSensor.new()
				drag_sensor.name = "drag_sensor"
				drag_sensor.mouse_default_cursor_shape = Control.CURSOR_IBEAM
				(it as Control).add_child(drag_sensor)
				drag_sensor.anchor_right = 1.0
				drag_sensor.anchor_bottom = 1.0
				
				drag_sensor.connect("on_press", self, "on_press")
				drag_sensor.connect("on_drag", self, "on_drag")
				drag_sensor.connect("on_end_drag", self, "on_end_drag")
				drag_sensor.connect("on_click", self, "on_click")
				drag_sensor.on_process = funcref(self, "bazinga")


# @DAM Cleanup this code.
onready var v_scroll_bar: VScrollBar = get_v_scrollbar()
export var scroll_velocity_decaying_factor: float = 2.5
var drag_velocity := 0.0
var is_dragging := false

func bazinga(delta: float, pointer: PointerInputSensor):
	if (pointer.get_parent() as Control).has_focus():
		pointer.mouse_filter = Control.MOUSE_FILTER_IGNORE
	else:
		pointer.mouse_filter = Control.MOUSE_FILTER_STOP

func _process(delta: float):
	if is_dragging == false && abs(drag_velocity) > 0.5:
		drag_velocity *= clamp((1.0 - scroll_velocity_decaying_factor * delta), 0.0, 1.0)
		v_scroll_bar.value -= drag_velocity * delta

func on_click(pointer: PointerInputSensor.PointerInputData):
	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)

func on_press(pointer: PointerInputSensor.PointerInputData):
	is_dragging = true

func on_end_drag(pointer: PointerInputSensor.PointerInputData):
	is_dragging = false

func on_drag(pointer: PointerInputSensor.PointerInputData):
	is_dragging = true
	drag_velocity = pointer.velocity.y
	v_scroll_bar.value -= pointer.relative_position.y








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()