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@tool
class_name PushButton
extends Node3D
## Text label displayed on the button.
@export var text: String = "STOP":
set(value):
text = value
if _text:
_text.text = text
## When true, button stays pressed until clicked again (toggle mode).
@export var toggle: bool = false:
set(value):
toggle = value
if not toggle:
pressed = false
## When true, output is inverted (false when pressed).
@export var normally_closed: bool = false:
set(value):
normally_closed = value
_update_output()
## Current pressed state of the button.
@export var pressed: bool = false:
set(value):
pressed = value
_update_output()
if not toggle and pressed:
_reset_pushbutton()
var tween := create_tween()
tween.tween_property(_button_mesh, "position", Vector3(0, 0, _button_pressed_z_pos), 0.035)
tween.tween_interval(0.2)
tween.tween_property(_button_mesh, "position", Vector3.ZERO, 0.02)
elif _button_mesh:
if pressed:
_button_mesh.position = Vector3(0, 0, _button_pressed_z_pos)
else:
_button_mesh.position = Vector3.ZERO
## Final output signal after applying normally_closed logic (read-only).
@export var output: bool = false:
set(value):
if _pushbutton_tag.is_ready() and value != output:
_pushbutton_tag.write_bit(value)
output = value
## When true, the button illuminates (lamp indicator).
@export var lamp: bool = false:
set(value):
lamp = value
if _button_mesh:
_ensure_unique_material()
var mat := _button_mesh.get_surface_override_material(0)
if value:
mat.emission_energy_multiplier = 1.0
else:
mat.emission_energy_multiplier = 0.0
## Color of the button and its lamp emission.
@export var button_color: Color = Color.RED:
set(value):
button_color = value
if _button_mesh:
_ensure_unique_material()
var mat := _button_mesh.get_surface_override_material(0)
mat.albedo_color = value
mat.emission = value
var _button_pressed_z_pos: float = -0.04
var _pushbutton_tag := OIPCommsTag.new()
var _lamp_tag := OIPCommsTag.new()
var _material_made_unique: bool = false
@onready var _text: Label3D = $Text
@onready var _button_mesh: MeshInstance3D = $Meshes/Button
@export_category("Communications")
## Enable communication with external PLC/control systems.
@export var enable_comms: bool = false
@export var pushbutton_tag_group_name: String
## The tag group for writing button output state.
@export_custom(0, "tag_group_enum") var pushbutton_tag_groups: String:
set(value):
pushbutton_tag_group_name = value
pushbutton_tag_groups = value
## The tag name for the button output in the selected tag group.[br]Datatype: [code]BOOL[/code][br][br]Format varies by protocol:[br][b]EIP:[/b] CIP tag names[br][b]Modbus:[/b] prefix+number (e.g. [code]co0[/code])[br][b]OPC UA:[/b] full NodeId (e.g. [code]ns=2;s=MyVariable[/code] or [code]ns=2;i=12345[/code]).
@export var pushbutton_tag_name: String = ""
@export var lamp_tag_group_name: String
## The tag group for reading lamp control signals.
@export_custom(0, "tag_group_enum") var lamp_tag_groups: String:
set(value):
lamp_tag_group_name = value
lamp_tag_groups = value
## The tag name for the lamp control in the selected tag group.[br]Datatype: [code]BOOL[/code][br][br]Format varies by protocol:[br][b]EIP:[/b] CIP tag names[br][b]Modbus:[/b] prefix+number (e.g. [code]co0[/code])[br][b]OPC UA:[/b] full NodeId (e.g. [code]ns=2;s=MyVariable[/code] or [code]ns=2;i=12345[/code]).
@export var lamp_tag_name: String = ""
func _validate_property(property: Dictionary) -> void:
if property.name == "output":
property.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY
elif not OIPCommsSetup.validate_tag_property(property, "pushbutton_tag_group_name", "pushbutton_tag_groups", "pushbutton_tag_name"):
OIPCommsSetup.validate_tag_property(property, "lamp_tag_group_name", "lamp_tag_groups", "lamp_tag_name")
func _enter_tree() -> void:
pushbutton_tag_group_name = OIPCommsSetup.default_tag_group(pushbutton_tag_group_name)
lamp_tag_group_name = OIPCommsSetup.default_tag_group(lamp_tag_group_name)
EditorInterface.simulation_started.connect(_on_simulation_started)
OIPCommsSetup.connect_comms(self, _tag_group_initialized, _tag_group_polled)
func _ready() -> void:
_text.text = text
button_color = button_color
lamp = lamp
func _ensure_unique_material() -> void:
if not _button_mesh or _material_made_unique:
return
var current_override := _button_mesh.get_surface_override_material(0)
if current_override:
var unique_mat := current_override.duplicate() as Material
_button_mesh.set_surface_override_material(0, unique_mat)
else:
var mat: StandardMaterial3D = _button_mesh.mesh.surface_get_material(0).duplicate()
_button_mesh.set_surface_override_material(0, mat)
_material_made_unique = true
func _exit_tree() -> void:
EditorInterface.simulation_started.disconnect(_on_simulation_started)
OIPCommsSetup.disconnect_comms(self, _tag_group_initialized, _tag_group_polled)
func use() -> void:
pressed = not pressed
func _reset_pushbutton() -> void:
await get_tree().create_timer(0.3).timeout
pressed = false
func _update_output() -> void:
var new_output := pressed
if normally_closed:
new_output = !pressed
output = new_output
func _on_simulation_started() -> void:
if enable_comms:
_pushbutton_tag.register(pushbutton_tag_group_name, pushbutton_tag_name)
_lamp_tag.register(lamp_tag_group_name, lamp_tag_name)
func _tag_group_initialized(tag_group_name_param: String) -> void:
if _pushbutton_tag.on_group_initialized(tag_group_name_param):
_pushbutton_tag.write_bit(output)
_lamp_tag.on_group_initialized(tag_group_name_param)
func _tag_group_polled(tag_group_name_param: String) -> void:
if not enable_comms:
return
if _lamp_tag.matches_group(tag_group_name_param):
lamp = _lamp_tag.read_bit()