mirror of
https://github.com/Insality/druid
synced 2025-06-27 10:27:48 +02:00
249 lines
6.5 KiB
Lua
249 lines
6.5 KiB
Lua
local event = require("event.event")
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local helper = require("druid.helper")
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local component = require("druid.component")
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---@class druid.progress.style
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---@field SPEED number|nil Progress bar fill rate. Higher value means faster fill. Default: 5
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---@field MIN_DELTA number|nil Minimum step to fill progress bar. Default: 0.005
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---Basic Druid progress bar component. Changes the size or scale of a node to represent progress.
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---
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---### Setup
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---Create progress bar component with druid: `progress = druid:new_progress(node_name, key, init_value)`
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---
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---### Notes
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---- Node should have maximum node size in GUI scene, it represents the progress bar's maximum size
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---- Key is value from druid const: "x" or "y"
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---- Progress works correctly with 9slice nodes, it tries to set size by _set_size_ first until minimum size is reached, then it continues sizing via _set_scale_
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---- Progress bar can fill only by vertical or horizontal size. For diagonal progress bar, just rotate the node in GUI scene
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---- If you have glitchy or dark texture bugs with progress bar, try to disable mipmaps in your texture profiles
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---@class druid.progress: druid.component
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---@field node node The progress bar node
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---@field on_change event Event triggered when progress value changes
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---@field style druid.progress.style Component style parameters
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---@field key string Progress bar direction: "x" or "y"
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---@field prop hash Property for scaling the progress bar
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local M = component.create("progress")
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---@param node string|node Node name or GUI Node itself.
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---@param key string Progress bar direction: "x" or "y"
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---@param init_value number|nil Initial value of progress bar (0 to 1). Default: 1
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function M:init(node, key, init_value)
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assert(key == "x" or key == "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 = gui.get_size(self.node)
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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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self.slice_size = vmath.vector3(
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self.slice.x + self.slice.z,
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self.slice.y + self.slice.w,
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0
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)
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self.on_change = event.create()
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self:set_to(self.last_value)
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end
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---@private
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---@param style druid.progress.style
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function M:on_style_change(style)
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self.style = {
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SPEED = style.SPEED or 5,
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MIN_DELTA = style.MIN_DELTA or 0.005,
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}
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end
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---@private
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function M:on_layout_change()
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self:set_to(self.last_value)
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end
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---@private
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function M:on_remove()
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gui.set_size(self.node, self.max_size)
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end
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---@param dt number Delta time
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function M:update(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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self:_check_steps(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 the progress bar
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---@return druid.progress self Current progress instance
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function M:fill()
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self:_set_bar_to(1, true)
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return self
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end
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---Empty the progress bar
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---@return druid.progress self Current progress instance
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function M:empty()
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self:_set_bar_to(0, true)
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return self
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end
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---Instant fill progress bar to value
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---@param to number Progress bar value, from 0 to 1
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---@return druid.progress self Current progress instance
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function M:set_to(to)
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to = helper.clamp(to, 0, 1)
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self:_set_bar_to(to)
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return self
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end
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---Return the current value of the progress bar
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---@return number value The current value of the progress bar
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function M:get()
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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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---@param steps number[] Array of progress bar values
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---@param callback function Callback on intersect step value
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---@return druid.progress self Current progress instance
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function M:set_steps(steps, callback)
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self.steps = steps
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self.step_callback = callback
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return self
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end
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---Start animation of a progress bar
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---@param to number value between 0..1
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---@param callback function|nil Callback on animation ends
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---@return druid.progress self Current progress instance
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function M:to(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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return self
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end
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---Set progress bar max node size
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---@param max_size vector3 The new node maximum (full) size
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---@return druid.progress self Current progress instance
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function M:set_max_size(max_size)
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self.max_size[self.key] = 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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---@private
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---@param from number The start value
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---@param to number The end value
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---@param exactly number|nil The exact value
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function M:_check_steps(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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---@private
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---@param set_to number The value to set the progress bar to
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function M:_set_bar_to(set_to, is_silent)
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local prev_value = self.last_value
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local other_side = self.key == "x" and "y" or "x"
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self.last_value = set_to
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local total_width = set_to * self.max_size[self.key]
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local scale = 1
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if self.slice_size[self.key] > 0 then
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scale = math.min(total_width / self.slice_size[self.key], 1)
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end
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local size = math.max(total_width, self.slice_size[self.key])
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do -- Scale other side
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-- Decrease other side of progress bar to match the oppotize slice_size
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local minimal_size = self.size[other_side] - self.slice_size[other_side]
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local maximum_size = self.size[other_side]
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local scale_diff = (maximum_size - minimal_size) / maximum_size
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local other_scale = 1 - (scale_diff * (1 - scale))
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self.scale[other_side] = other_scale
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end
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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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self:_check_steps(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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return self
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end
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return M
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