mirror of
https://github.com/Insality/druid
synced 2025-06-27 10:27:48 +02:00
241 lines
6.2 KiB
Lua
241 lines
6.2 KiB
Lua
-- Copyright (c) 2021 Maksim Tuprikov <insality@gmail.com>. This code is licensed under MIT license
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--- Druid component to handle the progress bars.
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-- <b># Overview #</b>
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--
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-- <b># Notes #</b>
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--
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-- • Progress Node should be fully filled in your GUI scene node. It will be the progress maximum size
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--
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-- • Progress correct working with Slice9 nodes, it trying to set size by _set_size_ first, if it is not possible, it set up sizing via _set_scale_
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--
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-- • Progress bar can fill only by vertical or horizontal size. If you want make diagonal progress bar, just rotate node in GUI scene
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--
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-- • If you have glitchy or dark texture bug with progress bar, try to disable mipmaps in your texture profiles
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--
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--
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-- <a href="https://insality.github.io/druid/druid/index.html?example=general_progress_bar" target="_blank"><b>Example Link</b></a>
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-- @module Progress
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-- @within BaseComponent
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-- @alias druid.progress
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--- On progress bar change callback(self, new_value)
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-- @tfield DruidEvent on_change @{DruidEvent}
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--- Progress bar fill node
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-- @tfield node node
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--- The progress bar direction.
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--
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-- The values are: "x" or "y". (const.SIDE.X or const.SIDE.Y)
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-- @tfield string key
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--- Current progress bar scale
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-- @tfield vector3 scale
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--- Current progress bar size
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-- @tfield vector3 size
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--- Maximum size of progress bar
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-- @tfield number max_size
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--- Progress bar slice9 settings
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-- @tfield vector4 slice
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---
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local Event = require("druid.event")
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local const = require("druid.const")
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local helper = require("druid.helper")
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local component = require("druid.component")
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local Progress = component.create("progress")
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local function check_steps(self, from, to, exactly)
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if not self.steps then
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return
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end
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for i = 1, #self.steps do
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local step = self.steps[i]
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local v1, v2 = from, to
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if v1 > v2 then
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v1, v2 = v2, v1
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end
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if v1 < step and step < v2 then
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self.step_callback(self:get_context(), step)
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end
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if exactly and exactly == step then
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self.step_callback(self:get_context(), step)
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end
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end
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end
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local function set_bar_to(self, set_to, is_silent)
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local prev_value = self.last_value
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self.last_value = set_to
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local total_width = set_to * self.max_size
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local scale = math.min(total_width / self.slice_size, 1)
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local size = math.max(total_width, self.slice_size)
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self.scale[self.key] = scale
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gui.set_scale(self.node, self.scale)
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self.size[self.key] = size
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gui.set_size(self.node, self.size)
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if not is_silent then
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check_steps(self, prev_value, set_to)
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if prev_value ~= self.last_value then
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self.on_change:trigger(self:get_context(), self.last_value)
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end
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end
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end
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--- Component style params.
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-- You can override this component styles params in druid styles table
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-- or create your own style
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-- @table style
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-- @tfield[opt=5] number SPEED Progress bas fill rate. More -> faster
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-- @tfield[opt=0.005] number MIN_DELTA Minimum step to fill progress bar
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function Progress.on_style_change(self, style)
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self.style = {}
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self.style.SPEED = style.SPEED or 5
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self.style.MIN_DELTA = style.MIN_DELTA or 0.005
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end
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--- @{Progress} constructor
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-- @tparam Progress self @{Progress}
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-- @tparam string|node node Node name or GUI Node itself.
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-- @tparam string key Progress bar direction: const.SIDE.X or const.SIDE.Y
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-- @tparam[opt=1] number init_value Initial value of progress bar
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function Progress.init(self, node, key, init_value)
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assert(key == const.SIDE.X or const.SIDE.Y, "Progress bar key should be 'x' or 'y'")
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self.key = key
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self.prop = hash("scale." .. self.key)
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self._init_value = init_value or 1
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self.node = self:get_node(node)
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self.scale = gui.get_scale(self.node)
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self.size = gui.get_size(self.node)
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self.max_size = self.size[self.key]
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self.slice = gui.get_slice9(self.node)
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self.last_value = self._init_value
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if self.key == const.SIDE.X then
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self.slice_size = self.slice.x + self.slice.z
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else
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self.slice_size = self.slice.y + self.slice.w
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end
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self.on_change = Event()
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self:set_to(self.last_value)
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end
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function Progress.on_layout_change(self)
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self:set_to(self.last_value)
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end
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function Progress.update(self, dt)
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if self.target then
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local prev_value = self.last_value
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local step = math.abs(self.last_value - self.target) * (self.style.SPEED*dt)
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step = math.max(step, self.style.MIN_DELTA)
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self:set_to(helper.step(self.last_value, self.target, step))
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if self.last_value == self.target then
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check_steps(self, prev_value, self.target, self.target)
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if self.target_callback then
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self.target_callback(self:get_context(), self.target)
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end
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self.target = nil
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end
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end
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end
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--- Fill a progress bar and stop progress animation
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-- @tparam Progress self @{Progress}
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function Progress.fill(self)
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set_bar_to(self, 1, true)
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end
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--- Empty a progress bar
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-- @tparam Progress self @{Progress}
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function Progress.empty(self)
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set_bar_to(self, 0, true)
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end
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--- Instant fill progress bar to value
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-- @tparam Progress self @{Progress}
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-- @tparam number to Progress bar value, from 0 to 1
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function Progress.set_to(self, to)
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to = helper.clamp(to, 0, 1)
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set_bar_to(self, to)
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end
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--- Return current progress bar value
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-- @tparam Progress self @{Progress}
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function Progress.get(self)
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return self.last_value
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end
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--- Set points on progress bar to fire the callback
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-- @tparam Progress self @{Progress}
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-- @tparam number[] steps Array of progress bar values
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-- @tparam function callback Callback on intersect step value
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-- @usage progress:set_steps({0, 0.3, 0.6, 1}, function(self, step) end)
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function Progress.set_steps(self, steps, callback)
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self.steps = steps
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self.step_callback = callback
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end
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--- Start animation of a progress bar
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-- @tparam Progress self @{Progress}
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-- @tparam number to value between 0..1
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-- @tparam[opt] function callback Callback on animation ends
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function Progress.to(self, to, callback)
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to = helper.clamp(to, 0, 1)
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-- cause of float error
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local value = helper.round(to, 5)
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if value ~= self.last_value then
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self.target = value
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self.target_callback = callback
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else
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if callback then
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callback(self:get_context(), to)
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end
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end
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end
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--- Set progress bar max node size
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-- @tparam Progress self @{Progress}
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-- @tparam vector3 max_size The new node maximum (full) size
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-- @treturn Progress @{Progress}
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function Progress.set_max_size(self, max_size)
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self.max_size = max_size[self.key]
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self:set_to(self.last_value)
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return self
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end
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return Progress
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