local event = require("event.event") local const = require("druid.const") local helper = require("druid.helper") local component = require("druid.component") ---@class druid.progress.style ---@field SPEED number|nil Progress bas fill rate. More -> faster. Default: 5 ---@field MIN_DELTA number|nil Minimum step to fill progress bar. Default: 0.005 ---@class druid.progress: druid.component ---@field node node ---@field on_change event ---@field style druid.progress.style ---@field key string ---@field prop hash local M = component.create("progress") ---@param node string|node Node name or GUI Node itself. ---@param key string Progress bar direction: const.SIDE.X or const.SIDE.Y ---@param init_value number|nil Initial value of progress bar. Default: 1 function M:init(node, key, init_value) assert(key == const.SIDE.X or const.SIDE.Y, "Progress bar key should be 'x' or 'y'") self.key = key self.prop = hash("scale." .. self.key) self._init_value = init_value or 1 self.node = self:get_node(node) self.scale = gui.get_scale(self.node) self.size = gui.get_size(self.node) self.max_size = gui.get_size(self.node) self.slice = gui.get_slice9(self.node) self.last_value = self._init_value self.slice_size = vmath.vector3( self.slice.x + self.slice.z, self.slice.y + self.slice.w, 0 ) self.on_change = event.create() self:set_to(self.last_value) end ---@param style druid.progress.style function M:on_style_change(style) self.style = { SPEED = style.SPEED or 5, MIN_DELTA = style.MIN_DELTA or 0.005, } end function M:on_layout_change() self:set_to(self.last_value) end function M:on_remove() gui.set_size(self.node, self.max_size) end ---@param dt number Delta time function M:update(dt) if self.target then local prev_value = self.last_value local step = math.abs(self.last_value - self.target) * (self.style.SPEED * dt) step = math.max(step, self.style.MIN_DELTA) self:set_to(helper.step(self.last_value, self.target, step)) if self.last_value == self.target then self:_check_steps(prev_value, self.target, self.target) if self.target_callback then self.target_callback(self:get_context(), self.target) end self.target = nil end end end ---Fill a progress bar and stop progress animation function M:fill() self:_set_bar_to(1, true) end ---Empty a progress bar function M:empty() self:_set_bar_to(0, true) end ---Instant fill progress bar to value ---@param to number Progress bar value, from 0 to 1 function M:set_to(to) to = helper.clamp(to, 0, 1) self:_set_bar_to(to) end ---Return current progress bar value function M:get() return self.last_value end ---Set points on progress bar to fire the callback ---@param steps number[] Array of progress bar values ---@param callback function Callback on intersect step value function M:set_steps(steps, callback) self.steps = steps self.step_callback = callback end ---Start animation of a progress bar ---@param to number value between 0..1 ---@param callback function|nil Callback on animation ends function M:to(to, callback) to = helper.clamp(to, 0, 1) -- cause of float error local value = helper.round(to, 5) if value ~= self.last_value then self.target = value self.target_callback = callback else if callback then callback(self:get_context(), to) end end end ---Set progress bar max node size ---@param max_size vector3 The new node maximum (full) size ---@return druid.progress Progress function M:set_max_size(max_size) self.max_size[self.key] = max_size[self.key] self:set_to(self.last_value) return self end ---@private function M:_check_steps(from, to, exactly) if not self.steps then return end for i = 1, #self.steps do local step = self.steps[i] local v1, v2 = from, to if v1 > v2 then v1, v2 = v2, v1 end if v1 < step and step < v2 then self.step_callback(self:get_context(), step) end if exactly and exactly == step then self.step_callback(self:get_context(), step) end end end ---@private function M:_set_bar_to(set_to, is_silent) local prev_value = self.last_value local other_side = self.key == const.SIDE.X and const.SIDE.Y or const.SIDE.X self.last_value = set_to local total_width = set_to * self.max_size[self.key] local scale = 1 if self.slice_size[self.key] > 0 then scale = math.min(total_width / self.slice_size[self.key], 1) end local size = math.max(total_width, self.slice_size[self.key]) do -- Scale other side -- Decrease other side of progress bar to match the oppotize slice_size local minimal_size = self.size[other_side] - self.slice_size[other_side] local maximum_size = self.size[other_side] local scale_diff = (maximum_size - minimal_size) / maximum_size local other_scale = 1 - (scale_diff * (1 - scale)) self.scale[other_side] = other_scale end self.scale[self.key] = scale gui.set_scale(self.node, self.scale) self.size[self.key] = size gui.set_size(self.node, self.size) if not is_silent then self:_check_steps(prev_value, set_to) if prev_value ~= self.last_value then self.on_change:trigger(self:get_context(), self.last_value) end end end return M