--- Basic progress bar component -- @module druid.progress local const = require("druid.const") local helper = require("druid.helper") local component = require("druid.system.component") local M = component.create("progress", { 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 = self:get_style() self.node = helper.get_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:get_context(), step) end if exactly and exactly == step then self.step_callback(self:get_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:get_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:get_context(), self.target) end self.target = nil end end end return M