2025-04-20 12:15:31 +03:00

249 lines
6.6 KiB
Lua

local event = require("event.event")
local helper = require("druid.helper")
local component = require("druid.component")
---@class druid.progress.style
---@field SPEED number|nil Progress bar fill rate. Higher value means faster fill. Default: 5
---@field MIN_DELTA number|nil Minimum step to fill progress bar. Default: 0.005
---Basic Druid progress bar component. Changes the size or scale of a node to represent progress.
---
---### Setup
---Create progress bar component with druid: `progress = druid:new_progress(node_name, key, init_value)`
---
---### Notes
---- Node should have maximum node size in GUI scene, it represents the progress bar's maximum size
---- Key is value from druid const: "x" or "y"
---- 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_
---- Progress bar can fill only by vertical or horizontal size. For diagonal progress bar, just rotate the node in GUI scene
---- If you have glitchy or dark texture bugs with progress bar, try to disable mipmaps in your texture profiles
---@class druid.progress: druid.component
---@field node node The progress bar node
---@field on_change event fun(self: druid.progress, value: number) Event triggered when progress value changes
---@field style druid.progress.style Component style parameters
---@field key string Progress bar direction: "x" or "y"
---@field prop hash Property for scaling the progress bar
local M = component.create("progress")
---@param node string|node Node name or GUI Node itself.
---@param key string Progress bar direction: "x" or "y"
---@param init_value number|nil Initial value of progress bar (0 to 1). Default: 1
function M:init(node, key, init_value)
assert(key == "x" or key == "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.create()
self:set_to(self.last_value)
end
---@private
---@param style druid.progress.style
function M:on_style_change(style)
self.style = {
SPEED = style.SPEED or 5,
MIN_DELTA = style.MIN_DELTA or 0.005,
}
end
---@private
function M:on_layout_change()
self:set_to(self.last_value)
end
---@private
function M:on_remove()
gui.set_size(self.node, self.max_size)
end
---@param dt number Delta time
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
self:_check_steps(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 the progress bar
---@return druid.progress self Current progress instance
function M:fill()
self:_set_bar_to(1, true)
return self
end
---Empty the progress bar
---@return druid.progress self Current progress instance
function M:empty()
self:_set_bar_to(0, true)
return self
end
---Instant fill progress bar to value
---@param to number Progress bar value, from 0 to 1
---@return druid.progress self Current progress instance
function M:set_to(to)
to = helper.clamp(to, 0, 1)
self:_set_bar_to(to)
return self
end
---Return the current value of the progress bar
---@return number value The current value of the progress bar
function M:get()
return self.last_value
end
---Set points on progress bar to fire the callback
---@param steps number[] Array of progress bar values
---@param callback function Callback on intersect step value
---@return druid.progress self Current progress instance
function M:set_steps(steps, callback)
self.steps = steps
self.step_callback = callback
return self
end
---Start animation of a progress bar
---@param to number value between 0..1
---@param callback function|nil Callback on animation ends
---@return druid.progress self Current progress instance
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
return self
end
---Set progress bar max node size
---@param max_size vector3 The new node maximum (full) size
---@return druid.progress self Current progress instance
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
---@private
---@param from number The start value
---@param to number The end value
---@param exactly number|nil The exact value
function M:_check_steps(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
---@private
---@param set_to number The value to set the progress bar to
function M:_set_bar_to(set_to, is_silent)
local prev_value = self.last_value
local other_side = self.key == "x" and "y" or "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
self:_check_steps(prev_value, set_to)
if prev_value ~= self.last_value then
self.on_change:trigger(self:get_context(), self.last_value)
end
end
return self
end
return M