feat(element/progress): Progress bar implementation as an Element
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137
examples/elements/progress.zig
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137
examples/elements/progress.zig
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const QuitText = struct {
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const text = "Press ctrl+c to quit.";
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pub fn element(this: *@This()) App.Element {
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return .{ .ptr = this, .vtable = &.{ .content = content } };
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}
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fn content(ctx: *anyopaque, cells: []zterm.Cell, size: zterm.Point) !void {
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_ = ctx;
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assert(cells.len == @as(usize, size.x) * @as(usize, size.y));
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const row = 2;
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const col = size.x / 2 -| (text.len / 2);
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const anchor = (row * size.x) + col;
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for (text, 0..) |cp, idx| {
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cells[anchor + idx].style.fg = .white;
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cells[anchor + idx].style.bg = .black;
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cells[anchor + idx].cp = cp;
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// NOTE do not write over the contents of this `Container`'s `Size`
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if (anchor + idx == cells.len - 1) break;
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}
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}
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};
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pub fn main() !void {
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errdefer |err| log.err("Application Error: {any}", .{err});
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var gpa: std.heap.DebugAllocator(.{}) = .init;
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defer if (gpa.deinit() == .leak) log.err("memory leak", .{});
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const allocator = gpa.allocator();
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var app: App = .init;
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var renderer = zterm.Renderer.Buffered.init(allocator);
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defer renderer.deinit();
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var progress_percent: u8 = 0;
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var progress: App.Progress(.progress) = .init(&app.queue, .{
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.percent = .{ .enabled = true },
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.fg = .green,
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.bg = .grey,
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});
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var quit_text: QuitText = .{};
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var container = try App.Container.init(allocator, .{
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.layout = .{ .padding = .all(5) },
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}, quit_text.element());
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defer container.deinit();
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try container.append(try App.Container.init(allocator, .{}, progress.element()));
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try app.start();
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defer app.stop() catch |err| log.err("Failed to stop application: {any}", .{err});
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var framerate: u64 = 60;
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var tick_ms: u64 = @divFloor(time.ms_per_s, framerate);
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var next_frame_ms: u64 = 0;
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var increase_progress: u64 = 10;
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// Continuous drawing
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// draw loop
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draw: while (true) {
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const now_ms: u64 = @intCast(time.milliTimestamp());
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if (now_ms >= next_frame_ms) {
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next_frame_ms = now_ms + tick_ms;
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} else {
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time.sleep((next_frame_ms - now_ms) * time.ns_per_ms);
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next_frame_ms += tick_ms;
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}
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// NOTE time based progress increasion
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increase_progress -= 1;
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if (increase_progress == 0) {
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increase_progress = 10;
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progress_percent += 1;
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if (progress_percent > 100) progress_percent = 0;
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app.postEvent(.{ .progress = progress_percent });
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}
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const len = blk: {
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app.queue.lock();
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defer app.queue.unlock();
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break :blk app.queue.len();
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};
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// handle events
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for (0..len) |_| {
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const event = app.queue.drain() orelse break;
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log.debug("handling event: {s}", .{@tagName(event)});
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// pre event handling
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switch (event) {
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.key => |key| {
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if (key.eql(.{ .cp = 'c', .mod = .{ .ctrl = true } })) app.quit();
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},
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.err => |err| log.err("Received {s} with message: {s}", .{ @errorName(err.err), err.msg }),
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.focus => |b| {
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// NOTE reduce framerate in case the window is not focused and restore again when focused
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framerate = if (b) 60 else 15;
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tick_ms = @divFloor(time.ms_per_s, framerate);
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},
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else => {},
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}
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container.handle(event) catch |err| app.postEvent(.{
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.err = .{
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.err = err,
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.msg = "Container Event handling failed",
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},
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});
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// post event handling
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switch (event) {
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.quit => break :draw,
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else => {},
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}
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}
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container.resize(try renderer.resize());
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container.reposition(.{});
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try renderer.render(@TypeOf(container), &container);
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try renderer.flush();
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}
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}
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pub const panic = App.panic_handler;
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const log = std.log.scoped(.default);
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const std = @import("std");
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const time = std.time;
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const assert = std.debug.assert;
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const zterm = @import("zterm");
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const App = zterm.App(union(enum) {
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progress: u8,
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});
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