-- Copyright (c) 2021 Maksim Tuprikov . This code is licensed under MIT license --- Druid component to handle the progress bars. -- # Overview # -- -- # Notes # -- -- • Progress Node should be fully filled in your GUI scene node. It will be the progress maximum size -- -- • 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_ -- -- • Progress bar can fill only by vertical or horizontal size. If you want make diagonal progress bar, just rotate node in GUI scene -- -- • If you have glitchy or dark texture bug with progress bar, try to disable mipmaps in your texture profiles -- -- -- Example Link -- @module Progress -- @within BaseComponent -- @alias druid.progress --- On progress bar change callback(self, new_value) -- @tfield druid.event on_change druid.event --- Progress bar fill node -- @tfield node node --- The progress bar direction. -- -- The values are: "x" or "y". (const.SIDE.X or const.SIDE.Y) -- @tfield string key --- Current progress bar scale -- @tfield vector3 scale --- Current progress bar size -- @tfield vector3 size --- Maximum size of progress bar -- @tfield number max_size --- Progress bar slice9 settings -- @tfield vector4 slice --- local Event = require("druid.event") local const = require("druid.const") local helper = require("druid.helper") local component = require("druid.component") ---@class druid.progress: druid.base_component ---@field node node ---@field on_change druid.event ---@field style table ---@field key string ---@field prop hash local M = component.create("progress") 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_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 check_steps(self, prev_value, set_to) if prev_value ~= self.last_value then self.on_change:trigger(self:get_context(), self.last_value) end end end --- Component style params. -- You can override this component styles params in druid styles table -- or create your own style -- @table style -- @tfield number|nil SPEED Progress bas fill rate. More -> faster. Default: 5 -- @tfield number|nil MIN_DELTA Minimum step to fill progress bar. Default: 0.005 function M:on_style_change(style) self.style = {} self.style.SPEED = style.SPEED or 5 self.style.MIN_DELTA = style.MIN_DELTA or 0.005 end --- The Progress constructor ---@param self Progress 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() self:set_to(self.last_value) end function M:on_layout_change() self:set_to(self.last_value) end function M:on_remove() -- Return default size gui.set_size(self.node, self.max_size) end 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 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 --- Fill a progress bar and stop progress animation ---@param self Progress Progress function M:fill() set_bar_to(self, 1, true) end --- Empty a progress bar ---@param self Progress Progress function M:empty() set_bar_to(self, 0, true) end --- Instant fill progress bar to value ---@param self Progress Progress ---@param to number Progress bar value, from 0 to 1 function M:set_to(to) to = helper.clamp(to, 0, 1) set_bar_to(self, to) end --- Return current progress bar value ---@param self Progress Progress function M:get() return self.last_value end --- Set points on progress bar to fire the callback ---@param self Progress Progress ---@param steps number[] Array of progress bar values ---@param callback function Callback on intersect step value -- @usage progress:set_steps({0, 0.3, 0.6, 1}, function(self, step) end) function M:set_steps(steps, callback) self.steps = steps self.step_callback = callback end --- Start animation of a progress bar ---@param self Progress Progress ---@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 self Progress Progress ---@param max_size vector3 The new node maximum (full) size ---@return 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 return M