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weasley-card.js
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weasley-card.js
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class WeasleyClockCard extends HTMLElement {
set hass(hass) {
this._hass = hass;
this.zones = [];
this.targetstate = [];
this.exclude = [];
if (this.lastframe && this.lastframe != 0){
cancelAnimationFrame(this.lastframe);
this.lastframe = 0;
}
var num;
if (this.config.locations){
for (num = 0; num < this.config.locations.length; num++){
if (this.zones.indexOf(this.config.locations[num]) == -1){
this.zones.push(this.config.locations[num]);
}
}
}
if (this.config.exclude){
for (num = 0; num < this.config.exclude.length; num++){
if (this.exclude.indexOf(this.config.exclude[num]) == -1){
this.exclude.push(this.config.exclude[num]);
}
}
}
if (this.config.lost){
this.zones.push(this.config.lost);
}
if (this.config.travelling){
this.zones.push(this.config.travelling);
}
if (this.config.shaft_colour){
this.shaft_colour = this.config.shaft_colour;
}
else {
this.shaft_colour = getComputedStyle(document.documentElement).getPropertyValue('--primary-color');
}
for (num = 0; num < this.config.wizards.length; num++){
if (!this._hass.states[this.config.wizards[num].entity])
throw new Error("Unable to find state for entity " + this.config.wizards[num].entity);
const state = this._hass.states[this.config.wizards[num].entity];
var stateStr = state && state.state && state.state != "off" && state.state != "unknown" ?
(state.attributes ?
(state.attributes.message ? state.attributes.message : state.state)
: state.state
)
: "not_home";
if (this._hass.states["zone." + stateStr] && this._hass.states["zone." + stateStr].attributes && this._hass.states["zone." + stateStr].attributes.friendly_name)
{
stateStr = this._hass.states["zone." + stateStr].attributes.friendly_name;
}
if (this.zones.indexOf(stateStr) == -1 && stateStr != "not_home" && stateStr != this.travellingState && !this.exclude.includes(stateStr)) {
if (typeof(stateStr)!=="string")
throw new Error("Unable to add state for entity " + this.config.wizards[num].entity + " of type " + typeof(stateStr) + ".");
this.zones.push(stateStr);
}
}
// this.zones.push(this.travellingState);
// this.zones.push(this.lostState);
if (!this.canvas) {
const card = document.createElement('ha-card');
//card.header = 'Wizard Clock';
var fontstyle = document.createElement('style');
if (this.config.fontface){
fontstyle.innerText = "@font-face { " + this.config.fontface + " } ";
} else {
// my default
fontstyle.innerText = "@font-face { font-family: itcblkad_font; src: local(itcblkad_font), url('/local/ITCBLKAD.TTF') format('opentype');} ";
}
document.body.appendChild(fontstyle);
this.div = document.createElement('div');
this.div.style.textAlign = 'center';
this.canvas = document.createElement('canvas');
this.div.appendChild(this.canvas);
card.appendChild(this.div);
this.appendChild(card);
this.ctx = this.canvas.getContext("2d");
}
this.canvas.style.maxWidth = "-webkit-fill-available";
this.canvas.width=this.config.width ? this.config.width : "500";
this.canvas.height=this.config.width ? this.config.width : "500";
this.radius = this.canvas.height / 2;
this.ctx.translate(this.radius, this.radius);
this.radius = this.radius * 0.90;
if (this.config.fontName) {
this.selectedFont = this.config.fontName;
} else {
this.selectedFont = "itcblkad_font";
}
this.fontScale = 1.1;
var obj = this;
this.lastframe = requestAnimationFrame(function(){
obj.drawClock();
});
}
setConfig(config) {
if (!config.wizards) {
throw new Error('You need to define some wizards');
}
// if (!config.locations) {
// throw new Error('You need to define some locations');
// }
this.config = config;
this.currentstate = [];
this.lostState = config.lost ? config.lost : "Lost";
this.travellingState = config.travelling ? config.travelling : "Travelling";
}
// The height of your card. Home Assistant uses this to automatically
// distribute all cards over the available columns.
getCardSize() {
return 6;
}
drawClock() {
this.lastframe = 0;
this.ctx.clearRect(-this.canvas.width/2, -this.canvas.height/2, this.canvas.width/2, this.canvas.height/2)
this.drawFace(this.ctx, this.radius);
this.drawNumbers(this.ctx, this.radius, this.zones);
this.drawTime(this.ctx, this.radius, this.zones, this.config.wizards);
this.drawHinge(this.ctx, this.radius, this.shaft_colour);
// request next frame if required
var redraw = false;
var num;
for (num = 0; num < this.currentstate.length; num++){
if (Math.round(this.currentstate[num].pos*100) != Math.round(this.targetstate[num].pos*100))
{
redraw = true;
}
}
if (redraw){
var obj = this;
this.lastframe = requestAnimationFrame(function(){
obj.drawClock();
});
}
}
drawFace(ctx, radius) {
ctx.shadowColor = null;
ctx.shadowBlur = 0;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
ctx.beginPath();
ctx.arc(0, 0, radius, 0, 2*Math.PI);
ctx.fillStyle = getComputedStyle(document.documentElement).getPropertyValue('--secondary-background-color');
ctx.fill();
ctx.strokeStyle = getComputedStyle(document.documentElement).getPropertyValue('--primary-background-color:');
ctx.lineWidth = radius*0.02;
ctx.stroke();
}
drawHinge(ctx, radius, colour) {
ctx.beginPath();
ctx.arc(0, 0, radius*0.05, 0, 2*Math.PI);
ctx.fillStyle = colour;
ctx.shadowColor = "#0008";
ctx.shadowBlur = 10;
ctx.shadowOffsetX = 5;
ctx.shadowOffsetY = 5;
ctx.fill();
}
drawNumbers(ctx, radius, locations) {
/*
Text on a curve code modified from function written by James Alford here: http://blog.graphicsgen.com/2015/03/html5-canvas-rounded-text.html
*/
var ang;
var num;
ctx.font = radius*0.15*this.fontScale + "px " + this.selectedFont;
ctx.textBaseline="middle";
ctx.textAlign="center";
ctx.fillStyle = getComputedStyle(document.documentElement).getPropertyValue('--primary-text-color');
for(num= 0; num < locations.length; num++){
ang = num * Math.PI / locations.length * 2;
// rotate to center of drawing position
ctx.rotate(ang);
var startAngle = 0;
var inwardFacing = true;
var kerning = 0; // can adjust kerning using this - maybe automatically adjust it based on text length?
var text = locations[num].split("").reverse().join("");
// if we're in the bottom half of the clock then reverse the facing of the text so that it's not upside down
if (ang > Math.PI / 2 && ang < ((Math.PI * 2) - (Math.PI / 2)))
{
startAngle = Math.PI;
inwardFacing = false;
text = locations[num];
}
// calculate height of the font. Many ways to do this - you can replace with your own!
var div = document.createElement("div");
div.innerHTML = text;
div.style.position = 'absolute';
div.style.top = '-10000px';
div.style.left = '-10000px';
div.style.fontFamily = this.selectedFont;
div.style.fontSize = radius*0.15*this.fontScale + "px";
document.body.appendChild(div);
var textHeight = div.offsetHeight;
document.body.removeChild(div);
// rotate 50% of total angle for center alignment
for (var j = 0; j < text.length; j++) {
var charWid = ctx.measureText(text[j]).width;
startAngle += ((charWid + (j == text.length-1 ? 0 : kerning)) / (radius - textHeight)) / 2 ;
}
// Phew... now rotate into final start position
ctx.rotate(startAngle);
// Now for the fun bit: draw, rotate, and repeat
for (var j = 0; j < text.length; j++) {
var charWid = ctx.measureText(text[j]).width; // half letter
// rotate half letter
ctx.rotate((charWid/2) / (radius - textHeight) * -1);
// draw the character at "top" or "bottom"
// depending on inward or outward facing
ctx.fillText(text[j], 0, (inwardFacing ? 1 : -1) * (0 - radius + textHeight ));
ctx.rotate((charWid/2 + kerning) / (radius - textHeight) * -1); // rotate half letter
}
// rotate back round from the end position to the central position of the text
ctx.rotate(startAngle);
// rotate to the next location
ctx.rotate(-ang);
}
}
drawTime(ctx, radius, locations, wizards){
this.targetstate = [];
var num;
for (num = 0; num < wizards.length; num++){
const state = this._hass.states[wizards[num].entity];
var stateStr = state && state.state != "off" && state.state != "unknown" ?
(state.attributes ?
(state.attributes.message ? state.attributes.message : state.state)
: state.state
)
: this.lostState;
if (this.exclude.includes(stateStr) ||
(this._hass.states["zone." + stateStr] && this._hass.states["zone." + stateStr].attributes && this._hass.states["zone." + stateStr].attributes.friendly_name &&
this.exclude.includes(this._hass.states["zone." + stateStr].attributes.friendly_name))) {
stateStr = this.lostState;
}
const stateVelo = state && state.attributes ? (
state.attributes.velocity ? state.attributes.velocity : (
state.attributes.moving ? 16 : 0
)) : 0;
var locnum;
var wizardOffset = ((num-((wizards.length-1)/2)) / wizards.length * 0.6);
var location = wizardOffset; // default
for (locnum = 0; locnum < locations.length; locnum++){
if ((locations[locnum].toLowerCase() == stateStr.toLowerCase())
|| (locations[locnum] == this.travellingState && stateVelo > 15)
|| (locations[locnum] == this.lostState && stateStr == "not_home" && stateVelo <= 15))
{
location = locnum + wizardOffset;
break;
}
}
//var location = locations.indexOf(wizards[num].location) + ((num-((wizards.length-1)/2)) / wizards.length * 0.75);
location = location * Math.PI / locations.length * 2;
// set targetstate
this.targetstate.push({pos: location, length: radius*0.7, width: radius*0.1, wizard: wizards[num].name, colour: wizards[num].colour, textcolour: wizards[num].textcolour});
}
// update currentstate from targetstate
if (!this.currentstate)
{
this.currentstate = [];
}
for (num = 0; num < wizards.length; num++){
if (this.currentstate[num]){
this.currentstate[num].pos = this.currentstate[num].pos + ((this.targetstate[num].pos - this.currentstate[num].pos) / 60);
} else {
// default to 12 o'clock to start
this.currentstate.push({pos: 0, length: this.targetstate[num].length, width: this.targetstate[num].width, wizard: this.targetstate[num].wizard, colour: this.targetstate[num].colour, textcolour: this.targetstate[num].textcolour});
}
}
// draw currentstate
for (num = 0; num < wizards.length; num++){
this.drawHand(ctx, this.currentstate[num].pos, this.currentstate[num].length, this.currentstate[num].width, this.currentstate[num].wizard, this.currentstate[num].colour, this.currentstate[num].textcolour);
}
}
drawHand(ctx, pos, length, width, wizard, colour, textcolour) {
ctx.beginPath();
ctx.lineWidth = width;
if (colour) {
ctx.fillStyle = colour;
} else {
ctx.fillStyle = getComputedStyle(document.documentElement).getPropertyValue('--primary-color');
}
ctx.shadowColor = "#0008";
ctx.shadowBlur = 10;
ctx.shadowOffsetX = 5;
ctx.shadowOffsetY = 5;
ctx.moveTo(0,0);
ctx.rotate(pos);
ctx.quadraticCurveTo(width, -length*0.5, width, -length*0.75);
ctx.quadraticCurveTo(width*0.2, -length*0.8, 0, -length);
ctx.quadraticCurveTo(-width*0.2, -length*0.8, -width, -length*0.75);
ctx.quadraticCurveTo(-width, -length*0.5, 0, 0);
ctx.fill();
ctx.font = width*this.fontScale + "px " + this.selectedFont;
if (textcolour) {
ctx.fillStyle = textcolour;
} else {
ctx.fillStyle = getComputedStyle(document.documentElement).getPropertyValue('--primary-text-color');
}
ctx.translate(0, -length/2);
ctx.rotate(Math.PI/2)
if (pos < Math.PI && pos >= 0)
ctx.rotate(Math.PI);
ctx.fillText(wizard, 0, 0);
if (pos < Math.PI && pos >= 0)
ctx.rotate(-Math.PI);
ctx.rotate(-Math.PI/2);
ctx.translate(0, length/2);
ctx.rotate(-pos);
}
}
customElements.define('weasley-card', WeasleyClockCard);