126 lines
3.9 KiB
GDScript
126 lines
3.9 KiB
GDScript
class_name TimeEntriesItemsTree extends Tree
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enum COL{
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TEXT,
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TIME
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}
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var config: ConfigManager = preload("res://config_manager.tres")
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var _timer := Timer.new()
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func _ready() -> void:
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hide_root = true
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add_child(_timer)
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# warning-ignore:return_value_discarded
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connect("button_pressed", self, "_on_button_pressed")
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# warning-ignore:return_value_discarded
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_timer.connect("timeout", self, "_on_timer_timeout")
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# warning-ignore:return_value_discarded
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config.connect("file_changed", self, "populate_entries")
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# warning-ignore:return_value_discarded
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config.connect("time_sheet_reloaded", self, "populate_entries")
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populate_entries()
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func populate_entries() -> void:
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clear()
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var tree_items_root := create_item()
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var item_entries_tree := config.timesheet.tree
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_populate_from_entry(tree_items_root, item_entries_tree)
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_timer.start()
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#for item in entries:
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# warning-ignore:return_value_discarded
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# set_entry(entry)
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# warning-ignore:unused_argument
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func set_time_elapsed(total_elapsed: int) -> void:
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#current_item.set_text(COL.TIME, TimeEntry.time_to_period(total_elapsed))
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#current_item.set_metadata(COL.TIME, total_elapsed)
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pass
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func set_current_item(_task_name: String) -> void:
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#current_item = append_name_to_tree(task_name, 0)
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pass
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func _on_timer_timeout() -> void:
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config.timesheet.update()
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func _populate_from_entry(tree_item_root: TreeItem, time_entry_item_root: TimeEntryTreeItem):
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var children := time_entry_item_root.children
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for time_entry_name in children:
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var time_entry_item: TimeEntryTreeItem = children[time_entry_name]
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var item := find_or_create_item(tree_item_root, time_entry_name)
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item.set_metadata(COL.TEXT, time_entry_item)
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item.set_text(COL.TIME, time_entry_item.get_period())
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# warning-ignore:return_value_discarded
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time_entry_item.connect("end_time_updated", self, "_on_time_entry_changed_update_item", [time_entry_item, item])
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_populate_from_entry(item, time_entry_item)
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var entries = time_entry_item_root.time_entries
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for entry_item in entries:
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var time_entry_item := entry_item as TimeEntryTreeItem
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var item := create_item(tree_item_root)
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var time_entry := time_entry_item.time_entry
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item.set_text(COL.TEXT, time_entry.start_time.to_string())
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item.set_metadata(COL.TEXT, time_entry_item)
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item.set_text(COL.TIME, time_entry_item.get_period())
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if time_entry.is_closed == false:
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var texture := preload("res://assets/stop_small.svg")
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item.add_button(COL.TIME, texture)
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# warning-ignore:return_value_discarded
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time_entry_item.connect("end_time_updated", self, "_on_time_entry_changed_update_item", [time_entry_item, item])
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func _on_time_entry_changed_update_item(time_entry_item: TimeEntryTreeItem, item: TreeItem) -> void:
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item.set_text(COL.TIME, time_entry_item.get_period())
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func _on_button_pressed(item: TreeItem, _column: int, _id: int) -> void:
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var time_entry_tree_item: TimeEntryTreeItem = item.get_metadata(COL.TEXT)
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if time_entry_tree_item == null:
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return
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var time_entry := time_entry_tree_item.time_entry
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if time_entry == null:
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return
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if time_entry.is_closed:
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return
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else:
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time_entry.close()
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item.erase_button(COL.TIME, 0)
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## Unecessary in Godot 4, can bre replaced with get_children()
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static func _get_tree_item_children(item: TreeItem):
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var children = []
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var child = item.get_children()
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if child == null:
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return children
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children.append(child)
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child = child.get_next()
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while child != null:
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children.append(child)
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child = child.get_next()
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return children
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## Finds an item in the tree by text
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func find_item(root: TreeItem, item_name: String) -> TreeItem:
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for child in _get_tree_item_children(root):
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if child.get_text(COL.TEXT) == item_name:
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return child
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return null
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func find_or_create_item(root: TreeItem, item_name: String) -> TreeItem:
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var child := find_item(root, item_name)
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if child != null:
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return child
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child = create_item(root)
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child.set_text(COL.TEXT, item_name)
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return child
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