Files

439 lines
12 KiB
Go

// Package progress provides a simple progress bar for Bubble Tea applications.
package progress
import (
"fmt"
"image/color"
"math"
"strings"
"sync/atomic"
"time"
tea "charm.land/bubbletea/v2"
"charm.land/lipgloss/v2"
"github.com/charmbracelet/harmonica"
"github.com/charmbracelet/x/ansi"
)
// ColorFunc is a function that can be used to dynamically fill the progress
// bar based on the current percentage. total is the total filled percentage,
// and current is the current percentage that is actively being filled with a
// color.
type ColorFunc func(total, current float64) color.Color
// Internal ID management. Used during animating to assure that frame messages
// can only be received by progress components that sent them.
var lastID int64
func nextID() int {
return int(atomic.AddInt64(&lastID, 1))
}
const (
// DefaultFullCharHalfBlock is the default character used to fill the progress
// bar. It is a half block, which allows more granular color blending control,
// by having a different foreground and background color, doubling blending
// resolution.
DefaultFullCharHalfBlock = '▌'
// DefaultFullCharFullBlock can also be used as a fill character for the
// progress bar. Use this to disable the higher resolution blending which is
// enabled when using [DefaultFullCharHalfBlock].
DefaultFullCharFullBlock = '█'
// DefaultEmptyCharBlock is the default character used to fill the empty
// portion of the progress bar.
DefaultEmptyCharBlock = '░'
fps = 60
defaultWidth = 40
defaultFrequency = 18.0
defaultDamping = 1.0
)
var (
defaultBlendStart = lipgloss.Color("#5A56E0") // Purple haze.
defaultBlendEnd = lipgloss.Color("#EE6FF8") // Neon pink.
defaultFullColor = lipgloss.Color("#7571F9") // Blueberry.
defaultEmptyColor = lipgloss.Color("#606060") // Slate gray.
)
// Option is used to set options in [New]. For example:
//
// progress := New(
// WithColors(
// lipgloss.Color("#5A56E0"),
// lipgloss.Color("#EE6FF8"),
// ),
// WithoutPercentage(),
// )
type Option func(*Model)
// WithDefaultBlend sets a default blend of colors, which is a blend of purple
// haze to neon pink.
func WithDefaultBlend() Option {
return WithColors(
defaultBlendStart,
defaultBlendEnd,
)
}
// WithColors sets the colors to use to fill the progress bar. Depending on the
// number of colors passed in, will determine whether to use a solid fill or a
// blend of colors.
//
// - 0 colors: clears all previously set colors, setting them back to defaults.
// - 1 color: uses a solid fill with the given color.
// - 2+ colors: uses a blend of the provided colors.
func WithColors(colors ...color.Color) Option {
if len(colors) == 0 {
return func(m *Model) {
m.FullColor = defaultFullColor
m.blend = nil
m.colorFunc = nil
}
}
if len(colors) == 1 {
return func(m *Model) {
m.FullColor = colors[0]
m.colorFunc = nil
m.blend = nil
}
}
return func(m *Model) {
m.blend = colors
}
}
// WithColorFunc sets a function that can be used to dynamically fill the progress
// bar based on the current percentage. total is the total filled percentage, and
// current is the current percentage that is actively being filled with a color.
// When specified, this overrides any other defined colors and scaling.
//
// Example: A progress bar that changes color based on the total completed
// percentage:
//
// WithColorFunc(func(total, current float64) color.Color {
// if total <= 0.3 {
// return lipgloss.Color("#FF0000")
// }
// if total <= 0.7 {
// return lipgloss.Color("#00FF00")
// }
// return lipgloss.Color("#0000FF")
// }),
func WithColorFunc(fn ColorFunc) Option {
return func(m *Model) {
m.colorFunc = fn
m.blend = nil
}
}
// WithFillCharacters sets the characters used to construct the full and empty
// components of the progress bar.
func WithFillCharacters(full rune, empty rune) Option {
return func(m *Model) {
m.Full = full
m.Empty = empty
}
}
// WithoutPercentage hides the numeric percentage.
func WithoutPercentage() Option {
return func(m *Model) {
m.ShowPercentage = false
}
}
// WithWidth sets the initial width of the progress bar. Note that you can also
// set the width via the Width property, which can come in handy if you're
// waiting for a tea.WindowSizeMsg.
func WithWidth(w int) Option {
return func(m *Model) {
m.SetWidth(w)
}
}
// WithSpringOptions sets the initial frequency and damping options for the
// progress bar's built-in spring-based animation. Frequency corresponds to
// speed, and damping to bounciness. For details see:
//
// https://github.com/charmbracelet/harmonica
func WithSpringOptions(frequency, damping float64) Option {
return func(m *Model) {
m.SetSpringOptions(frequency, damping)
m.springCustomized = true
}
}
// WithScaled sets whether to scale the blend/gradient to fit the width of only
// the filled portion of the progress bar. The default is false, which means the
// percentage must be 100% to see the full color blend/gradient.
//
// This is ignored when not using blending/multiple colors.
func WithScaled(enabled bool) Option {
return func(m *Model) {
m.scaleBlend = enabled
}
}
// FrameMsg indicates that an animation step should occur.
type FrameMsg struct {
id int
tag int
}
// Model stores values we'll use when rendering the progress bar.
type Model struct {
// An identifier to keep us from receiving messages intended for other
// progress bars.
id int
// An identifier to keep us from receiving frame messages too quickly.
tag int
// Total width of the progress bar, including percentage, if set.
width int
// "Filled" sections of the progress bar.
Full rune
FullColor color.Color
// "Empty" sections of the progress bar.
Empty rune
EmptyColor color.Color
// Settings for rendering the numeric percentage.
ShowPercentage bool
PercentFormat string // a fmt string for a float
PercentageStyle lipgloss.Style
// Members for animated transitions.
spring harmonica.Spring
springCustomized bool
percentShown float64 // percent currently displaying
targetPercent float64 // percent to which we're animating
velocity float64
// Blend of colors to use. When len < 1, we use FullColor.
blend []color.Color
// When true, we scale the blended colors to fit the width of the filled
// section of the progress bar. When false, the width of the blend will be
// set to the full width of the progress bar.
scaleBlend bool
// colorFunc is used to dynamically fill the progress bar based on the
// current percentage.
colorFunc ColorFunc
}
// New returns a model with default values.
func New(opts ...Option) Model {
m := Model{
id: nextID(),
width: defaultWidth,
Full: DefaultFullCharHalfBlock,
FullColor: defaultFullColor,
Empty: DefaultEmptyCharBlock,
EmptyColor: defaultEmptyColor,
ShowPercentage: true,
PercentFormat: " %3.0f%%",
}
for _, opt := range opts {
opt(&m)
}
if !m.springCustomized {
m.SetSpringOptions(defaultFrequency, defaultDamping)
}
return m
}
// Init exists to satisfy the tea.Model interface.
func (m Model) Init() tea.Cmd {
return nil
}
// Update is used to animate the progress bar during transitions. Use
// SetPercent to create the command you'll need to trigger the animation.
//
// If you're rendering with ViewAs you won't need this.
func (m Model) Update(msg tea.Msg) (Model, tea.Cmd) {
switch msg := msg.(type) {
case FrameMsg:
if msg.id != m.id || msg.tag != m.tag {
return m, nil
}
// If we've more or less reached equilibrium, stop updating.
if !m.IsAnimating() {
return m, nil
}
m.percentShown, m.velocity = m.spring.Update(m.percentShown, m.velocity, m.targetPercent)
return m, m.nextFrame()
default:
return m, nil
}
}
// SetSpringOptions sets the frequency and damping for the current spring.
// Frequency corresponds to speed, and damping to bounciness. For details see:
//
// https://github.com/charmbracelet/harmonica
func (m *Model) SetSpringOptions(frequency, damping float64) {
m.spring = harmonica.NewSpring(harmonica.FPS(fps), frequency, damping)
}
// Percent returns the current visible percentage on the model. This is only
// relevant when you're animating the progress bar.
//
// If you're rendering with ViewAs you won't need this.
func (m Model) Percent() float64 {
return m.targetPercent
}
// SetPercent sets the percentage state of the model as well as a command
// necessary for animating the progress bar to this new percentage.
//
// If you're rendering with ViewAs you won't need this.
func (m *Model) SetPercent(p float64) tea.Cmd {
m.targetPercent = math.Max(0, math.Min(1, p))
m.tag++
return m.nextFrame()
}
// IncrPercent increments the percentage by a given amount, returning a command
// necessary to animate the progress bar to the new percentage.
//
// If you're rendering with ViewAs you won't need this.
func (m *Model) IncrPercent(v float64) tea.Cmd {
return m.SetPercent(m.Percent() + v)
}
// DecrPercent decrements the percentage by a given amount, returning a command
// necessary to animate the progress bar to the new percentage.
//
// If you're rendering with ViewAs you won't need this.
func (m *Model) DecrPercent(v float64) tea.Cmd {
return m.SetPercent(m.Percent() - v)
}
// View renders an animated progress bar in its current state. To render
// a static progress bar based on your own calculations use ViewAs instead.
func (m Model) View() string {
return m.ViewAs(m.percentShown)
}
// ViewAs renders the progress bar with a given percentage.
func (m Model) ViewAs(percent float64) string {
b := strings.Builder{}
percentView := m.percentageView(percent)
m.barView(&b, percent, ansi.StringWidth(percentView))
b.WriteString(percentView)
return b.String()
}
// SetWidth sets the width of the progress bar.
func (m *Model) SetWidth(w int) {
m.width = w
}
// Width returns the width of the progress bar.
func (m Model) Width() int {
return m.width
}
func (m *Model) nextFrame() tea.Cmd {
return tea.Tick(time.Second/time.Duration(fps), func(time.Time) tea.Msg {
return FrameMsg{id: m.id, tag: m.tag}
})
}
func (m Model) barView(b *strings.Builder, percent float64, textWidth int) {
var (
tw = max(0, m.width-textWidth) // total width
fw = int(math.Round((float64(tw) * percent))) // filled width
)
fw = max(0, min(tw, fw))
isHalfBlock := m.Full == DefaultFullCharHalfBlock
if m.colorFunc != nil { //nolint:nestif
var style lipgloss.Style
var current float64
halfBlockPerc := 0.5 / float64(tw)
for i := range fw {
current = float64(i) / float64(tw)
style = style.Foreground(m.colorFunc(percent, current))
if isHalfBlock {
style = style.Background(m.colorFunc(percent, min(current+halfBlockPerc, 1)))
}
b.WriteString(style.Render(string(m.Full)))
}
} else if len(m.blend) > 0 {
var blend []color.Color
multiplier := 1
if isHalfBlock {
multiplier = 2
}
if m.scaleBlend {
blend = lipgloss.Blend1D(fw*multiplier, m.blend...)
} else {
blend = lipgloss.Blend1D(tw*multiplier, m.blend...)
}
// Blend fill.
var blendIndex int
for i := range fw {
if !isHalfBlock {
b.WriteString(lipgloss.NewStyle().
Foreground(blend[i]).
Render(string(m.Full)))
continue
}
b.WriteString(lipgloss.NewStyle().
Foreground(blend[blendIndex]).
Background(blend[blendIndex+1]).
Render(string(m.Full)))
blendIndex += 2
}
} else {
// Solid fill.
b.WriteString(lipgloss.NewStyle().
Foreground(m.FullColor).
Render(strings.Repeat(string(m.Full), fw)))
}
// Empty fill.
n := max(0, tw-fw)
b.WriteString(lipgloss.NewStyle().
Foreground(m.EmptyColor).
Render(strings.Repeat(string(m.Empty), n)))
}
func (m Model) percentageView(percent float64) string {
if !m.ShowPercentage {
return ""
}
percent = math.Max(0, math.Min(1, percent))
percentage := fmt.Sprintf(m.PercentFormat, percent*100) //nolint:mnd
percentage = m.PercentageStyle.Inline(true).Render(percentage)
return percentage
}
// IsAnimating returns false if the progress bar reached equilibrium and is no
// longer animating.
func (m *Model) IsAnimating() bool {
dist := math.Abs(m.percentShown - m.targetPercent)
return !(dist < 0.001 && m.velocity < 0.01)
}