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https://github.com/Maks1mS/bubbles.git
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202d5a9f9d
To that end, bad hex colors also default to black. This is also how we handle bad hex notation in Lip Gloss.
328 lines
8.3 KiB
Go
328 lines
8.3 KiB
Go
package progress
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import (
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"fmt"
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"math"
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"strings"
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"sync"
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"time"
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tea "github.com/charmbracelet/bubbletea"
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"github.com/charmbracelet/harmonica"
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"github.com/charmbracelet/lipgloss"
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"github.com/lucasb-eyer/go-colorful"
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"github.com/muesli/reflow/ansi"
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"github.com/muesli/termenv"
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)
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// Internal ID management. Used during animating to assure that frame messages
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// can only be received by progress components that sent them.
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var (
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lastID int
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idMtx sync.Mutex
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)
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// Return the next ID we should use on the model.
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func nextID() int {
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idMtx.Lock()
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defer idMtx.Unlock()
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lastID++
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return lastID
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}
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const (
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fps = 60
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defaultWidth = 40
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defaultFrequency = 18.0
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defaultDamping = 1.0
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)
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var color func(string) termenv.Color = termenv.ColorProfile().Color
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// Option is used to set options in NewModel. For example:
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//
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// progress := NewModel(
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// WithRamp("#ff0000", "#0000ff"),
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// WithoutPercentage(),
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// )
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//
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type Option func(*Model)
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// WithDefaultGradient sets a gradient fill with default colors.
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func WithDefaultGradient() Option {
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return WithGradient("#5A56E0", "#EE6FF8")
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}
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// WithGradient sets a gradient fill blending between two colors.
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func WithGradient(colorA, colorB string) Option {
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return func(m *Model) {
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m.setRamp(colorA, colorB, false)
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}
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}
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// WithDefaultScaledGradient sets a gradient with default colors, and scales the
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// gradient to fit the filled portion of the ramp.
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func WithDefaultScaledGradient() Option {
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return WithScaledGradient("#5A56E0", "#EE6FF8")
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}
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// WithScaledGradient scales the gradient to fit the width of the filled portion of
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// the progress bar.
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func WithScaledGradient(colorA, colorB string) Option {
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return func(m *Model) {
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m.setRamp(colorA, colorB, true)
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}
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}
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// WithSolidFill sets the progress to use a solid fill with the given color.
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func WithSolidFill(color string) Option {
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return func(m *Model) {
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m.FullColor = color
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m.useRamp = false
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}
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}
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// WithoutPercentage hides the numeric percentage.
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func WithoutPercentage() Option {
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return func(m *Model) {
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m.ShowPercentage = false
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}
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}
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// WithWidth sets the initial width of the progress bar. Note that you can also
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// set the width via the Width property, which can come in handy if you're
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// waiting for a tea.WindowSizeMsg.
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func WithWidth(w int) Option {
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return func(m *Model) {
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m.Width = w
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}
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}
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// FrameMsg indicates that an animation step should occur.
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type FrameMsg struct {
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id int
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tag int
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}
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// Model stores values we'll use when rendering the progress bar.
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type Model struct {
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// An identifier to keep us from receiving messages intended for other
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// progress bars.
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id int
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// An identifier to keep us from receiving frame messages too quickly.
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tag int
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// Total width of the progress bar, including percentage, if set.
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Width int
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// "Filled" sections of the progress bar.
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Full rune
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FullColor string
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// "Empty" sections of progress bar.
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Empty rune
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EmptyColor string
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// Settings for rendering the numeric percentage.
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ShowPercentage bool
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PercentFormat string // a fmt string for a float
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PercentageStyle lipgloss.Style
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// Members for animated transitons.
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spring harmonica.Spring
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percent float64
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targetPercent float64
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velocity float64
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// Gradient settings
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useRamp bool
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rampColorA colorful.Color
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rampColorB colorful.Color
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// When true, we scale the gradient to fit the width of the filled section
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// of the progress bar. When false, the width of the gradient will be set
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// to the full width of the progress bar.
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scaleRamp bool
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}
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// NewModel returns a model with default values.
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func NewModel(opts ...Option) Model {
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m := Model{
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id: nextID(),
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Width: defaultWidth,
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Full: '█',
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FullColor: "#7571F9",
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Empty: '░',
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EmptyColor: "#606060",
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ShowPercentage: true,
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PercentFormat: " %3.0f%%",
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}
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m.SetSpringOptions(defaultFrequency, defaultDamping)
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for _, opt := range opts {
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opt(&m)
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}
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return m
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}
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// Update is used to animation the progress bar during transitons. Use
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// SetPercent to create the command you'll need to trigger the animation.
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//
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// If you're rendering with ViewAs you won't need this.
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func (m Model) Update(msg tea.Msg) (Model, tea.Cmd) {
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switch msg := msg.(type) {
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case FrameMsg:
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if msg.id != m.id || msg.tag != m.tag {
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return m, nil
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}
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// If we've more or less reached equilibrium, stop updating.
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dist := math.Abs(m.percent - m.targetPercent)
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if dist < 0.001 && m.velocity < 0.01 {
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return m, nil
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}
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m.spring.Update(&m.percent, &m.velocity, m.targetPercent)
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return m, m.nextFrame()
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default:
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return m, nil
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}
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}
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// SetSpringOptions sets the frequency and damping for the current spring.
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// Frequency corresponds to speed, and damping to bounciness. For details see:
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// https://github.com/charmbracelet/harmonica.
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func (m *Model) SetSpringOptions(frequency, damping float64) {
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m.spring = harmonica.NewSpring(harmonica.FPS(fps), frequency, damping)
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}
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// Percent returns the current percentage state of the model. This is only
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// relevant when you're animating the progress bar.
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//
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// If you're rendering with ViewAs you won't need this.
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func (m Model) Percent() float64 {
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return m.targetPercent
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}
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// SetPercent sets the percentage state of the model as well as a command
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// necessary for animating the progress bar to this new percentage.
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//
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// If you're rendering with ViewAs you won't need this.
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func (m *Model) SetPercent(p float64) tea.Cmd {
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m.targetPercent = math.Max(0, math.Min(1, p))
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m.tag++
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return m.nextFrame()
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}
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// IncrPercent increments the percentage by a given amount, returning a command
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// necessary to animate the progress bar to the new percentage.
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//
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// If you're rendering with ViewAs you won't need this.
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func (m *Model) IncrPercent(v float64) tea.Cmd {
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return m.SetPercent(m.Percent() + v)
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}
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// DecrPercent decrements the percentage by a given amount, returning a command
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// necessary to animate the progress bar to the new percentage.
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//
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// If you're rendering with ViewAs you won't need this.
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func (m *Model) DecrPercent(v float64) tea.Cmd {
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return m.SetPercent(m.Percent() - v)
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}
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// View renders the an animated progress bar in its current state. To render
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// a static progress bar based on your own calculations use ViewAs instead.
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func (m Model) View() string {
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return m.ViewAs(m.percent)
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}
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// ViewAs renders the progress bar with a given percentage.
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func (m Model) ViewAs(percent float64) string {
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b := strings.Builder{}
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percentView := m.percentageView(percent)
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m.barView(&b, percent, ansi.PrintableRuneWidth(percentView))
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b.WriteString(percentView)
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return b.String()
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}
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func (m *Model) nextFrame() tea.Cmd {
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return tea.Tick(time.Second/time.Duration(fps), func(time.Time) tea.Msg {
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return FrameMsg{id: m.id, tag: m.tag}
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})
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}
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func (m Model) barView(b *strings.Builder, percent float64, textWidth int) {
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var (
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tw = max(0, m.Width-textWidth) // total width
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fw = int(math.Round((float64(tw) * percent))) // filled width
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p float64
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)
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fw = max(0, min(tw, fw))
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if m.useRamp {
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// Gradient fill
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for i := 0; i < fw; i++ {
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if m.scaleRamp {
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p = float64(i) / float64(fw)
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} else {
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p = float64(i) / float64(tw)
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}
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c := m.rampColorA.BlendLuv(m.rampColorB, p).Hex()
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b.WriteString(termenv.
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String(string(m.Full)).
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Foreground(color(c)).
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String(),
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)
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}
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} else {
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// Solid fill
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s := termenv.String(string(m.Full)).Foreground(color(m.FullColor)).String()
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b.WriteString(strings.Repeat(s, fw))
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}
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// Empty fill
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e := termenv.String(string(m.Empty)).Foreground(color(m.EmptyColor)).String()
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n := max(0, tw-fw)
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b.WriteString(strings.Repeat(e, n))
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}
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func (m Model) percentageView(percent float64) string {
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if !m.ShowPercentage {
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return ""
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}
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percent = math.Max(0, math.Min(1, percent))
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percentage := fmt.Sprintf(m.PercentFormat, percent*100) //nolint:gomnd
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percentage = m.PercentageStyle.Inline(true).Render(percentage)
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return percentage
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}
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func (m *Model) setRamp(colorA, colorB string, scaled bool) {
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// In the event of an error colors here will default to black. For
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// usability's sake, and because such an error is only cosmetic, we're
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// ignoring the error for sake of usability.
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a, _ := colorful.Hex(colorA)
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b, _ := colorful.Hex(colorB)
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m.useRamp = true
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m.scaleRamp = scaled
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m.rampColorA = a
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m.rampColorB = b
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}
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func max(a, b int) int {
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if a > b {
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return a
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}
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return b
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}
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func min(a, b int) int {
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if a < b {
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return a
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}
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return b
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}
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