Druid-Extension/druid/base/progress.lua
2020-01-10 16:01:32 +05:00

169 lines
3.9 KiB
Lua

--- Basic progress bar component
-- @module base.progress
local const = require("druid.const")
local helper = require("druid.helper")
local M = {}
M.interest = {
const.ON_UPDATE,
}
--- Component init function
-- @function progress:init
-- @tparam table self Component instance
-- @tparam string|node node Progress bar fill node or node name
-- @tparam string key Progress bar direction (x or y)
-- @tparam number init_value Initial value of progress bar
function M.init(self, node, key, init_value)
assert(key == const.SIDE.X or const.SIDE.Y, "Progress bar key should be 'x' or 'y'")
self.prop = hash("scale."..key)
self.key = key
self.style = helper.get_style(self, "PROGRESS")
self.node = helper.node(node)
self.scale = gui.get_scale(self.node)
self.size = gui.get_size(self.node)
self.max_size = self.size[self.key]
self.slice = gui.get_slice9(self.node)
if key == const.SIDE.X then
self.slice_size = self.slice.x + self.slice.z
else
self.slice_size = self.slice.y + self.slice.w
end
self:set_to(init_value or 1)
end
local function check_steps(self, 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.context, step)
end
if exactly and exactly == step then
self.step_callback(self.context, step)
end
end
end
local function set_bar_to(self, set_to, is_silence)
local prev_value = self.last_value
self.last_value = set_to
local total_width = set_to * self.max_size
local scale = math.min(total_width / self.slice_size, 1)
local size = math.max(total_width, self.slice_size)
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_silence then
check_steps(self, prev_value, set_to)
end
end
--- Fill a progress bar and stop progress animation
-- @function progress:empty
-- @tparam table self Component instance
function M.fill(self)
set_bar_to(self, 1, true)
end
--- Empty a progress bar
-- @function progress:empty
-- @tparam table self Component instance
function M.empty(self)
set_bar_to(self, 0, true)
end
--- Instant fill progress bar to value
-- @function progress:set_to
-- @tparam table self Component instance
-- @tparam number to Progress bar value, from 0 to 1
function M.set_to(self, to)
set_bar_to(self, to)
end
--- Return current progress bar value
-- @function progress:get
-- @tparam table self Component instance
function M.get(self)
return self.last_value
end
--- Set points on progress bar to fire the callback
-- @function progress:set_steps
-- @tparam table self Component instance
-- @tparam table steps Array of progress bar values
-- @tparam function callback Callback on intersect step value
function M.set_steps(self, steps, callback)
self.steps = steps
self.step_callback = callback
end
--- Start animation of a progress bar
-- @function progress:to
-- @tparam table self Component instance
-- @tparam number to value between 0..1
-- @tparam[opt] function callback Callback on animation ends
function M.to(self, 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.context, to)
end
end
end
function M.update(self, 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
check_steps(self, prev_value, self.target, self.target)
if self.target_callback then
self.target_callback(self.context, self.target)
end
self.target = nil
end
end
end
return M