@boba-cli/progress 0.1.0-alpha.3 → 0.1.0-alpha.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -10,7 +10,29 @@ Animated progress bar for Boba terminal UIs. Port of Charmbracelet Bubbles progr
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  pnpm add @boba-cli/progress
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  ```
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- ## Quickstart
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+ ## Using with the DSL (Recommended)
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+
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+ The easiest way to use progress bars is through [`@boba-cli/dsl`](../dsl/README.md):
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+
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+ ```ts
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+ import { createApp, progress, text, vstack } from '@boba-cli/dsl'
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+
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+ const app = createApp()
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+ .state({ percent: 0 })
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+ .component('bar', progress({ width: 40, gradient: true }))
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+ .onInit(({ sendToComponent }) => {
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+ sendToComponent('bar', (m) => m.setPercent(0.65))
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+ })
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+ .onKey('q', ({ quit }) => quit())
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+ .view(({ components }) => vstack(components.bar, text('Loading...')))
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+ .build()
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+
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+ await app.run()
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+ ```
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+
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+ ## Low-Level Usage
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+
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+ For direct use with `@boba-cli/tea`:
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  ```ts
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  import { ProgressModel, FrameMsg } from '@boba-cli/progress'
@@ -18,20 +40,19 @@ import type { Cmd, Msg } from '@boba-cli/tea'
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  let progress = ProgressModel.withDefaultGradient({ width: 30 })
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- function init(): Cmd<Msg> {
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- // Start at 40%
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+ init(): Cmd<Msg> {
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  const [next, cmd] = progress.setPercent(0.4)
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  progress = next
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  return cmd
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  }
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- function update(msg: Msg): [unknown, Cmd<Msg>] {
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+ update(msg: Msg): [unknown, Cmd<Msg>] {
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  const [next, cmd] = progress.update(msg)
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  progress = next
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  return [{ progress }, cmd]
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  }
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- function view(): string {
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+ view(): string {
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  return progress.view()
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  }
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  ```
package/dist/index.cjs CHANGED
@@ -274,6 +274,10 @@ var ProgressModel = class _ProgressModel {
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  /** Set a new target percent and start animation. */
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  setPercent(percent) {
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  const clamped = clamp012(percent);
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+ if (this.isAnimating()) {
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+ const next2 = this.withState({ target: clamped });
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+ return [next2, null];
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+ }
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  const next = this.withState({
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  target: clamped,
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  tag: this.#tag + 1,
@@ -281,6 +285,10 @@ var ProgressModel = class _ProgressModel {
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  });
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  return [next, next.nextFrame()];
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  }
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+ /** Returns true if animation is in progress (not yet settled). */
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+ isAnimating() {
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+ return !settle(this.#percent, this.#target, this.#velocity);
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+ }
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  /** Increment the target percent. */
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  incrPercent(delta) {
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  return this.setPercent(this.#target + delta);
@@ -1 +1 @@
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- 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* Message indicating a progress animation frame should be rendered.\n * @public\n */\nexport class FrameMsg {\n readonly _tag = 'progress:frame'\n\n constructor(\n /** Unique progress ID for routing */\n public readonly id: number,\n /** Internal tag to prevent duplicate ticks */\n public readonly tag: number,\n /** Timestamp when the frame was scheduled */\n public readonly time: Date,\n ) {}\n}\n","interface SpringConfig {\n /** Oscillation speed (Hz). */\n frequency?: number\n /** Damping factor (1.0 = critical-ish). */\n damping?: number\n /** Starting position (0-1). */\n position?: number\n /** Starting velocity. */\n velocity?: number\n}\n\n/**\n * @internal\n * Minimal damped spring integrator (ported from harmonica).\n * Stores its own position/velocity and integrates using a simple\n * damped harmonic oscillator step.\n */\nexport class Spring {\n readonly frequency: number\n readonly damping: number\n readonly #angular: number\n readonly #pos: number\n readonly #vel: number\n\n constructor(config: SpringConfig = {}) {\n this.frequency = config.frequency ?? 18\n this.damping = config.damping ?? 1\n // Note: using the provided frequency directly (not 2π) keeps the\n // explicit Euler step stable at ~60 FPS for our use case.\n this.#angular = this.frequency\n this.#pos = config.position ?? 0\n this.#vel = config.velocity ?? 0\n }\n\n /** Current position. */\n position(): number {\n return this.#pos\n }\n\n /** Current velocity. */\n velocity(): number {\n return this.#vel\n }\n\n /** Return a copy with new spring options, keeping state. */\n withOptions(frequency: number, damping: number): Spring {\n return new Spring({\n frequency,\n damping,\n position: this.#pos,\n velocity: this.#vel,\n })\n }\n\n /**\n * Integrate toward target over the provided timestep (ms).\n * Returns the new position and velocity.\n */\n update(target: number, deltaMs: number): Spring {\n // Clamp dt to avoid instability on slow frames.\n const dt = Math.min(0.05, 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FRAME_MS = Math.round(1000 / FPS)\nconst DEFAULT_WIDTH = 40\nconst DEFAULT_FULL = '█'\nconst DEFAULT_EMPTY = '░'\nconst DEFAULT_FULL_COLOR = '#7571F9'\nconst DEFAULT_EMPTY_COLOR = '#606060'\nconst DEFAULT_PERCENT_FORMAT = ' %3.0f%%'\nconst DEFAULT_GRADIENT_START = '#5A56E0'\nconst DEFAULT_GRADIENT_END = '#EE6FF8'\nconst SETTLE_DISTANCE = 0.002\nconst SETTLE_VELOCITY = 0.01\n\n// Module-level ID counter for message routing\nlet lastId = 0\nfunction nextId(): number {\n return ++lastId\n}\n\nfunction clamp01(value: number): number {\n if (Number.isNaN(value)) return 0\n return Math.max(0, Math.min(1, value))\n}\n\nfunction ensureChar(input: string | undefined, fallback: string): string {\n if (!input) return fallback\n // Use the first Unicode grapheme; for simplicity take first code unit\n return input.slice(0, 1)\n}\n\nfunction formatPercent(value: number, fmt: string): string {\n const percentValue = clamp01(value) * 100\n const match = fmt.match(/%(\\d+)?(?:\\.(\\d+))?f/)\n if (!match) {\n return `${percentValue.toFixed(0)}%`\n }\n const precision = match[2] ? Number.parseInt(match[2], 10) : 0\n const replacement = percentValue.toFixed(precision)\n return fmt.replace(/%(\\d+)?(?:\\.(\\d+))?f/, replacement).replace(/%%/g, '%')\n}\n\nfunction settle(percent: number, target: number, velocity: number): boolean {\n const dist = Math.abs(percent - target)\n return dist < SETTLE_DISTANCE && Math.abs(velocity) < SETTLE_VELOCITY\n}\n\n/**\n * Lazily get the current default environment.\n * This is called at render time to respect any context set via setDefaultContext().\n */\nfunction getDefaultEnv() {\n return createDefaultContext().env\n}\n\nfunction resolvedColor(\n color: ColorInput | undefined,\n fallback: string,\n): string {\n return resolveColor(color, getDefaultEnv()) ?? fallback\n}\n\n/**\n * Options for the progress bar model.\n * @public\n */\nexport interface ProgressOptions {\n width?: number\n full?: string\n empty?: string\n fullColor?: ColorInput\n emptyColor?: ColorInput\n showPercentage?: boolean\n percentFormat?: string\n gradientStart?: ColorInput\n gradientEnd?: ColorInput\n scaleGradient?: boolean\n springFrequency?: number\n springDamping?: number\n percentageStyle?: Style\n /**\n * Style context for rendering colors.\n *\n * @remarks\n * In browser environments, pass the browser style context to enable colors.\n * If not provided, uses the default context from `createDefaultContext()`.\n */\n styleContext?: StyleContext\n}\n\ninterface ProgressState {\n percent: number\n target: number\n velocity: number\n id: number\n tag: number\n spring: Spring\n lastFrameTime: Date | null\n}\n\ntype ProgressInit = Partial<ProgressState>\n\nfunction defaultState(): ProgressState {\n return {\n percent: 0,\n target: 0,\n velocity: 0,\n id: nextId(),\n tag: 0,\n spring: new Spring(),\n lastFrameTime: null,\n }\n}\n\n/**\n * Animated progress bar model with spring-based easing.\n * @public\n */\nexport class ProgressModel {\n readonly width: number\n readonly full: string\n readonly empty: string\n readonly fullColor: string\n readonly emptyColor: string\n readonly showPercentage: boolean\n readonly percentFormat: string\n readonly gradientStart?: string\n readonly gradientEnd?: string\n readonly scaleGradient: boolean\n readonly useGradient: boolean\n readonly percentageStyle: Style\n\n readonly #percent: number\n readonly #target: number\n readonly #velocity: number\n readonly #id: number\n readonly #tag: number\n readonly #spring: Spring\n readonly #lastFrameTime: Date | null\n\n constructor(options: ProgressOptions = {}, state: ProgressInit = {}) {\n this.width = options.width ?? DEFAULT_WIDTH\n this.full = ensureChar(options.full, DEFAULT_FULL)\n this.empty = ensureChar(options.empty, DEFAULT_EMPTY)\n this.fullColor = resolvedColor(options.fullColor, DEFAULT_FULL_COLOR)\n this.emptyColor = resolvedColor(options.emptyColor, DEFAULT_EMPTY_COLOR)\n this.showPercentage = options.showPercentage ?? true\n this.percentFormat = options.percentFormat ?? DEFAULT_PERCENT_FORMAT\n this.percentageStyle = options.percentageStyle ?? new Style()\n\n const start = options.gradientStart\n ? resolveColor(options.gradientStart, getDefaultEnv())\n : undefined\n const end = options.gradientEnd\n ? resolveColor(options.gradientEnd, getDefaultEnv())\n : undefined\n this.gradientStart = start\n this.gradientEnd = end\n this.scaleGradient = options.scaleGradient ?? false\n this.useGradient = Boolean(start && end)\n\n const frequency = options.springFrequency ?? state.spring?.frequency ?? 18\n const damping = options.springDamping ?? state.spring?.damping ?? 1\n const baseState = { ...defaultState(), ...state }\n const spring = state.spring ?? new Spring({ frequency, damping })\n this.#spring = spring.withOptions(frequency, damping)\n\n this.#percent = clamp01(baseState.percent)\n this.#target = clamp01(baseState.target)\n this.#velocity = baseState.velocity\n this.#id = baseState.id\n this.#tag = baseState.tag\n this.#lastFrameTime = baseState.lastFrameTime\n }\n\n /** Create a new progress bar with defaults. */\n static new(options: ProgressOptions = {}): ProgressModel {\n return new ProgressModel(options)\n }\n\n /** Convenience constructor with default gradient. */\n static withDefaultGradient(options: ProgressOptions = {}): ProgressModel {\n return new ProgressModel({\n ...options,\n gradientStart: options.gradientStart ?? DEFAULT_GRADIENT_START,\n gradientEnd: options.gradientEnd ?? DEFAULT_GRADIENT_END,\n })\n }\n\n /** Convenience constructor with a custom gradient. */\n static withGradient(\n colorA: ColorInput,\n colorB: ColorInput,\n options: ProgressOptions = {},\n ): ProgressModel {\n return new ProgressModel({\n ...options,\n gradientStart: colorA,\n gradientEnd: colorB,\n })\n }\n\n /** Convenience constructor with solid fill. */\n static withSolidFill(\n color: ColorInput,\n options: ProgressOptions = {},\n ): ProgressModel {\n return new ProgressModel({\n ...options,\n fullColor: color,\n gradientStart: undefined,\n gradientEnd: undefined,\n })\n }\n\n /** Unique ID for message routing. */\n id(): number {\n return this.#id\n }\n\n /** Current animated percent (0-1). */\n percent(): number {\n return clamp01(this.#percent)\n }\n\n /** Target percent (0-1). */\n targetPercent(): number {\n return clamp01(this.#target)\n }\n\n /** Tea init hook (no-op). */\n init(): Cmd<Msg> {\n return null\n }\n\n /** Handle messages; consumes FrameMsg for animation. */\n update(msg: Msg): [ProgressModel, Cmd<Msg>] {\n if (!(msg instanceof FrameMsg)) {\n return [this, null]\n }\n if (msg.id !== this.#id || msg.tag !== this.#tag) {\n return [this, null]\n }\n\n const dt =\n this.#lastFrameTime === null\n ? FRAME_MS\n : Math.max(1, msg.time.getTime() - this.#lastFrameTime.getTime())\n\n const spring = this.#spring.update(this.#target, dt)\n const nextPercent = clamp01(spring.position())\n const nextVelocity = spring.velocity()\n\n const next = this.withState({\n percent: nextPercent,\n velocity: nextVelocity,\n tag: this.#tag,\n spring,\n lastFrameTime: msg.time,\n })\n\n if (settle(nextPercent, this.#target, nextVelocity)) {\n return [next, null]\n }\n\n return [next, next.nextFrame()]\n }\n\n /** Set a new target percent and start animation. */\n setPercent(percent: number): [ProgressModel, Cmd<Msg>] {\n const clamped = clamp01(percent)\n const next = this.withState({\n target: clamped,\n tag: this.#tag + 1,\n lastFrameTime: null,\n })\n return [next, next.nextFrame()]\n }\n\n /** Increment the target percent. */\n incrPercent(delta: number): [ProgressModel, Cmd<Msg>] {\n return this.setPercent(this.#target + delta)\n }\n\n /** Update the spring configuration (keeps current state). */\n setSpringOptions(frequency: number, damping: number): ProgressModel {\n const spring = this.#spring.withOptions(frequency, damping)\n return this.withState({ spring })\n }\n\n /** Render the animated progress bar. */\n view(): string {\n return this.viewAs(this.percent())\n }\n\n /** Render the bar at an explicit percent (0-1). */\n viewAs(percent: number): string {\n const pct = clamp01(percent)\n const percentText = this.showPercentage\n ? this.percentageStyle.render(formatPercent(pct, this.percentFormat))\n : ''\n\n const percentWidth = this.showPercentage ? textWidth(percentText) : 0\n const totalBarWidth = Math.max(0, this.width - percentWidth)\n const filledWidth = Math.max(0, Math.round(totalBarWidth * pct))\n const emptyWidth = Math.max(0, totalBarWidth - filledWidth)\n\n const bar = `${this.useGradient ? this.renderGradient(filledWidth, totalBarWidth) : this.renderSolid(filledWidth)}${this.renderEmpty(emptyWidth)}`\n\n return `${bar}${percentText}`\n }\n\n private renderGradient(filledWidth: number, totalWidth: number): string {\n if (\n !this.useGradient ||\n filledWidth <= 0 ||\n !this.gradientStart ||\n !this.gradientEnd\n ) {\n return ''\n }\n\n const parts: string[] = []\n const denominator = this.scaleGradient\n ? Math.max(1, filledWidth - 1)\n : Math.max(1, totalWidth - 1)\n const ctx = createDefaultContext()\n\n for (let i = 0; i < filledWidth; i++) {\n const t = filledWidth === 1 ? 0.5 : i / denominator\n const color = interpolateColor(this.gradientStart, this.gradientEnd, t)\n parts.push(new Style({}, undefined, ctx).foreground(color).render(this.full))\n }\n\n return parts.join('')\n }\n\n private renderSolid(filledWidth: number): string {\n if (filledWidth <= 0) return ''\n const ctx = createDefaultContext()\n const styled = new Style({}, undefined, ctx).foreground(this.fullColor).render(this.full)\n return styled.repeat(filledWidth)\n }\n\n private renderEmpty(emptyWidth: number): string {\n if (emptyWidth <= 0) return ''\n const ctx = createDefaultContext()\n const styled = new Style({}, undefined, ctx).foreground(this.emptyColor).render(this.empty)\n return styled.repeat(emptyWidth)\n }\n\n private nextFrame(): Cmd<FrameMsg> {\n const id = this.#id\n const tag = this.#tag\n return tick(FRAME_MS, (time) => new FrameMsg(id, tag, time))\n }\n\n private withState(state: ProgressInit): ProgressModel {\n return new ProgressModel(\n {\n width: this.width,\n full: this.full,\n empty: this.empty,\n fullColor: this.fullColor,\n emptyColor: this.emptyColor,\n showPercentage: this.showPercentage,\n percentFormat: this.percentFormat,\n gradientStart: this.gradientStart,\n gradientEnd: this.gradientEnd,\n scaleGradient: this.scaleGradient,\n springFrequency: this.#spring.frequency,\n springDamping: this.#spring.damping,\n percentageStyle: this.percentageStyle,\n },\n {\n percent: this.#percent,\n target: this.#target,\n velocity: this.#velocity,\n id: this.#id,\n tag: this.#tag,\n spring: this.#spring,\n lastFrameTime: this.#lastFrameTime,\n ...state,\n },\n )\n }\n}\n"]}
1
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number\n\n constructor(config: SpringConfig = {}) {\n this.frequency = config.frequency ?? 18\n this.damping = config.damping ?? 1\n // Note: using the provided frequency directly (not 2π) keeps the\n // explicit Euler step stable at ~60 FPS for our use case.\n this.#angular = this.frequency\n this.#pos = config.position ?? 0\n this.#vel = config.velocity ?? 0\n }\n\n /** Current position. */\n position(): number {\n return this.#pos\n }\n\n /** Current velocity. */\n velocity(): number {\n return this.#vel\n }\n\n /** Return a copy with new spring options, keeping state. */\n withOptions(frequency: number, damping: number): Spring {\n return new Spring({\n frequency,\n damping,\n position: this.#pos,\n velocity: this.#vel,\n })\n }\n\n /**\n * Integrate toward target over the provided timestep (ms).\n * Returns the new position and velocity.\n */\n update(target: number, deltaMs: number): Spring {\n // Clamp dt to avoid instability on slow frames.\n const dt = Math.min(0.05, 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FRAME_MS = Math.round(1000 / FPS)\nconst DEFAULT_WIDTH = 40\nconst DEFAULT_FULL = '█'\nconst DEFAULT_EMPTY = '░'\nconst DEFAULT_FULL_COLOR = '#7571F9'\nconst DEFAULT_EMPTY_COLOR = '#606060'\nconst DEFAULT_PERCENT_FORMAT = ' %3.0f%%'\nconst DEFAULT_GRADIENT_START = '#5A56E0'\nconst DEFAULT_GRADIENT_END = '#EE6FF8'\nconst SETTLE_DISTANCE = 0.002\nconst SETTLE_VELOCITY = 0.01\n\n// Module-level ID counter for message routing\nlet lastId = 0\nfunction nextId(): number {\n return ++lastId\n}\n\nfunction clamp01(value: number): number {\n if (Number.isNaN(value)) return 0\n return Math.max(0, Math.min(1, value))\n}\n\nfunction ensureChar(input: string | undefined, fallback: string): string {\n if (!input) return fallback\n // Use the first Unicode grapheme; for simplicity take first code unit\n return input.slice(0, 1)\n}\n\nfunction formatPercent(value: number, fmt: string): string {\n const percentValue = clamp01(value) * 100\n const match = fmt.match(/%(\\d+)?(?:\\.(\\d+))?f/)\n if (!match) {\n return `${percentValue.toFixed(0)}%`\n }\n const precision = match[2] ? 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DEFAULT_WIDTH\n this.full = ensureChar(options.full, DEFAULT_FULL)\n this.empty = ensureChar(options.empty, DEFAULT_EMPTY)\n this.fullColor = resolvedColor(options.fullColor, DEFAULT_FULL_COLOR)\n this.emptyColor = resolvedColor(options.emptyColor, DEFAULT_EMPTY_COLOR)\n this.showPercentage = options.showPercentage ?? true\n this.percentFormat = options.percentFormat ?? DEFAULT_PERCENT_FORMAT\n this.percentageStyle = options.percentageStyle ?? new Style()\n\n const start = options.gradientStart\n ? resolveColor(options.gradientStart, getDefaultEnv())\n : undefined\n const end = options.gradientEnd\n ? resolveColor(options.gradientEnd, getDefaultEnv())\n : undefined\n this.gradientStart = start\n this.gradientEnd = end\n this.scaleGradient = options.scaleGradient ?? false\n this.useGradient = Boolean(start && end)\n\n const frequency = options.springFrequency ?? state.spring?.frequency ?? 18\n const damping = options.springDamping ?? state.spring?.damping ?? 1\n const baseState = { ...defaultState(), ...state }\n const spring = state.spring ?? new Spring({ frequency, damping })\n this.#spring = spring.withOptions(frequency, damping)\n\n this.#percent = clamp01(baseState.percent)\n this.#target = clamp01(baseState.target)\n this.#velocity = baseState.velocity\n this.#id = baseState.id\n this.#tag = baseState.tag\n this.#lastFrameTime = baseState.lastFrameTime\n }\n\n /** Create a new progress bar with defaults. */\n static new(options: ProgressOptions = {}): ProgressModel {\n return new ProgressModel(options)\n }\n\n /** Convenience constructor with default gradient. */\n static withDefaultGradient(options: ProgressOptions = {}): ProgressModel {\n return new ProgressModel({\n ...options,\n gradientStart: options.gradientStart ?? DEFAULT_GRADIENT_START,\n gradientEnd: options.gradientEnd ?? DEFAULT_GRADIENT_END,\n })\n }\n\n /** Convenience constructor with a custom gradient. */\n static withGradient(\n colorA: ColorInput,\n colorB: ColorInput,\n options: ProgressOptions = {},\n ): ProgressModel {\n return new ProgressModel({\n ...options,\n gradientStart: colorA,\n gradientEnd: colorB,\n })\n }\n\n /** Convenience constructor with solid fill. */\n static withSolidFill(\n color: ColorInput,\n options: ProgressOptions = {},\n ): ProgressModel {\n return new ProgressModel({\n ...options,\n fullColor: color,\n gradientStart: undefined,\n gradientEnd: undefined,\n })\n }\n\n /** Unique ID for message routing. */\n id(): number {\n return this.#id\n }\n\n /** Current animated percent (0-1). */\n percent(): number {\n return clamp01(this.#percent)\n }\n\n /** Target percent (0-1). */\n targetPercent(): number {\n return clamp01(this.#target)\n }\n\n /** Tea init hook (no-op). */\n init(): Cmd<Msg> {\n return null\n }\n\n /** Handle messages; consumes FrameMsg for animation. */\n update(msg: Msg): [ProgressModel, Cmd<Msg>] {\n if (!(msg instanceof FrameMsg)) {\n return [this, null]\n }\n if (msg.id !== this.#id || msg.tag !== this.#tag) {\n return [this, null]\n }\n\n const dt =\n this.#lastFrameTime === null\n ? FRAME_MS\n : Math.max(1, msg.time.getTime() - this.#lastFrameTime.getTime())\n\n const spring = this.#spring.update(this.#target, dt)\n const nextPercent = clamp01(spring.position())\n const nextVelocity = spring.velocity()\n\n const next = this.withState({\n percent: nextPercent,\n velocity: nextVelocity,\n tag: this.#tag,\n spring,\n lastFrameTime: msg.time,\n })\n\n if (settle(nextPercent, this.#target, nextVelocity)) {\n return [next, null]\n }\n\n return [next, next.nextFrame()]\n }\n\n /** Set a new target percent and start animation. */\n setPercent(percent: number): [ProgressModel, Cmd<Msg>] {\n const clamped = clamp01(percent)\n\n // If already animating, just update target without resetting animation\n if (this.isAnimating()) {\n const next = this.withState({ target: clamped })\n return [next, null]\n }\n\n // Not animating - start new animation\n const next = this.withState({\n target: clamped,\n tag: this.#tag + 1,\n lastFrameTime: null,\n })\n return [next, next.nextFrame()]\n }\n\n /** Returns true if animation is in progress (not yet settled). */\n private isAnimating(): boolean {\n return !settle(this.#percent, this.#target, this.#velocity)\n }\n\n /** Increment the target percent. */\n incrPercent(delta: number): [ProgressModel, Cmd<Msg>] {\n return this.setPercent(this.#target + delta)\n }\n\n /** Update the spring configuration (keeps current state). */\n setSpringOptions(frequency: number, damping: number): ProgressModel {\n const spring = this.#spring.withOptions(frequency, damping)\n return this.withState({ spring })\n }\n\n /** Render the animated progress bar. */\n view(): string {\n return this.viewAs(this.percent())\n }\n\n /** Render the bar at an explicit percent (0-1). */\n viewAs(percent: number): string {\n const pct = clamp01(percent)\n const percentText = this.showPercentage\n ? this.percentageStyle.render(formatPercent(pct, this.percentFormat))\n : ''\n\n const percentWidth = this.showPercentage ? textWidth(percentText) : 0\n const totalBarWidth = Math.max(0, this.width - percentWidth)\n const filledWidth = Math.max(0, Math.round(totalBarWidth * pct))\n const emptyWidth = Math.max(0, totalBarWidth - filledWidth)\n\n const bar = `${this.useGradient ? this.renderGradient(filledWidth, totalBarWidth) : this.renderSolid(filledWidth)}${this.renderEmpty(emptyWidth)}`\n\n return `${bar}${percentText}`\n }\n\n private renderGradient(filledWidth: number, totalWidth: number): string {\n if (\n !this.useGradient ||\n filledWidth <= 0 ||\n !this.gradientStart ||\n !this.gradientEnd\n ) {\n return ''\n }\n\n const parts: string[] = []\n const denominator = this.scaleGradient\n ? Math.max(1, filledWidth - 1)\n : Math.max(1, totalWidth - 1)\n const ctx = createDefaultContext()\n\n for (let i = 0; i < filledWidth; i++) {\n const t = filledWidth === 1 ? 0.5 : i / denominator\n const color = interpolateColor(this.gradientStart, this.gradientEnd, t)\n parts.push(new Style({}, undefined, ctx).foreground(color).render(this.full))\n }\n\n return parts.join('')\n }\n\n private renderSolid(filledWidth: number): string {\n if (filledWidth <= 0) return ''\n const ctx = createDefaultContext()\n const styled = new Style({}, undefined, ctx).foreground(this.fullColor).render(this.full)\n return styled.repeat(filledWidth)\n }\n\n private renderEmpty(emptyWidth: number): string {\n if (emptyWidth <= 0) return ''\n const ctx = createDefaultContext()\n const styled = new Style({}, undefined, ctx).foreground(this.emptyColor).render(this.empty)\n return styled.repeat(emptyWidth)\n }\n\n private nextFrame(): Cmd<FrameMsg> {\n const id = this.#id\n const tag = this.#tag\n return tick(FRAME_MS, (time) => new FrameMsg(id, tag, time))\n }\n\n private withState(state: ProgressInit): ProgressModel {\n return new ProgressModel(\n {\n width: this.width,\n full: this.full,\n empty: this.empty,\n fullColor: this.fullColor,\n emptyColor: this.emptyColor,\n showPercentage: this.showPercentage,\n percentFormat: this.percentFormat,\n gradientStart: this.gradientStart,\n gradientEnd: this.gradientEnd,\n scaleGradient: this.scaleGradient,\n springFrequency: this.#spring.frequency,\n springDamping: this.#spring.damping,\n percentageStyle: this.percentageStyle,\n },\n {\n percent: this.#percent,\n target: this.#target,\n velocity: this.#velocity,\n id: this.#id,\n tag: this.#tag,\n spring: this.#spring,\n lastFrameTime: this.#lastFrameTime,\n ...state,\n },\n )\n }\n}\n"]}
package/dist/index.d.cts CHANGED
@@ -111,6 +111,8 @@ declare class ProgressModel {
111
111
  update(msg: Msg): [ProgressModel, Cmd<Msg>];
112
112
  /** Set a new target percent and start animation. */
113
113
  setPercent(percent: number): [ProgressModel, Cmd<Msg>];
114
+ /** Returns true if animation is in progress (not yet settled). */
115
+ private isAnimating;
114
116
  /** Increment the target percent. */
115
117
  incrPercent(delta: number): [ProgressModel, Cmd<Msg>];
116
118
  /** Update the spring configuration (keeps current state). */
package/dist/index.d.ts CHANGED
@@ -111,6 +111,8 @@ declare class ProgressModel {
111
111
  update(msg: Msg): [ProgressModel, Cmd<Msg>];
112
112
  /** Set a new target percent and start animation. */
113
113
  setPercent(percent: number): [ProgressModel, Cmd<Msg>];
114
+ /** Returns true if animation is in progress (not yet settled). */
115
+ private isAnimating;
114
116
  /** Increment the target percent. */
115
117
  incrPercent(delta: number): [ProgressModel, Cmd<Msg>];
116
118
  /** Update the spring configuration (keeps current state). */
package/dist/index.js CHANGED
@@ -272,6 +272,10 @@ var ProgressModel = class _ProgressModel {
272
272
  /** Set a new target percent and start animation. */
273
273
  setPercent(percent) {
274
274
  const clamped = clamp012(percent);
275
+ if (this.isAnimating()) {
276
+ const next2 = this.withState({ target: clamped });
277
+ return [next2, null];
278
+ }
275
279
  const next = this.withState({
276
280
  target: clamped,
277
281
  tag: this.#tag + 1,
@@ -279,6 +283,10 @@ var ProgressModel = class _ProgressModel {
279
283
  });
280
284
  return [next, next.nextFrame()];
281
285
  }
286
+ /** Returns true if animation is in progress (not yet settled). */
287
+ isAnimating() {
288
+ return !settle(this.#percent, this.#target, this.#velocity);
289
+ }
282
290
  /** Increment the target percent. */
283
291
  incrPercent(delta) {
284
292
  return this.setPercent(this.#target + delta);
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
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* Message indicating a progress animation frame should be rendered.\n * @public\n */\nexport class FrameMsg {\n readonly _tag = 'progress:frame'\n\n constructor(\n /** Unique progress ID for routing */\n public readonly id: number,\n /** Internal tag to prevent duplicate ticks */\n public readonly tag: number,\n /** Timestamp when the frame was scheduled */\n public readonly time: Date,\n ) {}\n}\n","interface SpringConfig {\n /** Oscillation speed (Hz). */\n frequency?: number\n /** Damping factor (1.0 = critical-ish). */\n damping?: number\n /** Starting position (0-1). */\n position?: number\n /** Starting velocity. */\n velocity?: number\n}\n\n/**\n * @internal\n * Minimal damped spring integrator (ported from harmonica).\n * Stores its own position/velocity and integrates using a simple\n * damped harmonic oscillator step.\n */\nexport class Spring {\n readonly frequency: number\n readonly damping: number\n readonly #angular: number\n readonly #pos: number\n readonly #vel: number\n\n constructor(config: SpringConfig = {}) {\n this.frequency = config.frequency ?? 18\n this.damping = config.damping ?? 1\n // Note: using the provided frequency directly (not 2π) keeps the\n // explicit Euler step stable at ~60 FPS for our use case.\n this.#angular = this.frequency\n this.#pos = config.position ?? 0\n this.#vel = config.velocity ?? 0\n }\n\n /** Current position. */\n position(): number {\n return this.#pos\n }\n\n /** Current velocity. */\n velocity(): number {\n return this.#vel\n }\n\n /** Return a copy with new spring options, keeping state. */\n withOptions(frequency: number, damping: number): Spring {\n return new Spring({\n frequency,\n damping,\n position: this.#pos,\n velocity: this.#vel,\n })\n }\n\n /**\n * Integrate toward target over the provided timestep (ms).\n * Returns the new position and velocity.\n */\n update(target: number, deltaMs: number): Spring {\n // Clamp dt to avoid instability on slow frames.\n const dt = Math.min(0.05, 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= (v: number) => v.toString(16).padStart(2, '0')\n return `#${toHex(r)}${toHex(g)}${toHex(b)}`\n}\n\n/**\n * @internal\n * Linearly interpolate between two hex colors in RGB space.\n * Returns the first color if parsing fails.\n */\nexport function interpolateColor(\n colorA: string,\n colorB: string,\n t: number,\n): string {\n const a = hexToRgb(colorA)\n const b = hexToRgb(colorB)\n if (!a || !b) return colorA\n\n const tClamped = clamp01(t)\n const mix = (start: number, end: number) =>\n Math.round(start + (end - start) * tClamped)\n\n return rgbToHex({\n r: mix(a.r, b.r),\n g: mix(a.g, b.g),\n b: mix(a.b, b.b),\n })\n}\n","import { tick, type Cmd, type Msg } from '@boba-cli/tea'\nimport {\n Style,\n createDefaultContext,\n resolveColor,\n width as textWidth,\n type ColorInput,\n type StyleContext,\n} from '@boba-cli/chapstick'\nimport { FrameMsg } from './messages.js'\nimport { Spring } from './spring.js'\nimport { interpolateColor } from './gradient.js'\n\nconst FPS = 60\nconst FRAME_MS = Math.round(1000 / FPS)\nconst DEFAULT_WIDTH = 40\nconst DEFAULT_FULL = '█'\nconst DEFAULT_EMPTY = '░'\nconst DEFAULT_FULL_COLOR = '#7571F9'\nconst DEFAULT_EMPTY_COLOR = '#606060'\nconst DEFAULT_PERCENT_FORMAT = ' %3.0f%%'\nconst DEFAULT_GRADIENT_START = '#5A56E0'\nconst DEFAULT_GRADIENT_END = '#EE6FF8'\nconst SETTLE_DISTANCE = 0.002\nconst SETTLE_VELOCITY = 0.01\n\n// Module-level ID counter for message routing\nlet lastId = 0\nfunction nextId(): number {\n return ++lastId\n}\n\nfunction clamp01(value: number): number {\n if (Number.isNaN(value)) return 0\n return Math.max(0, Math.min(1, value))\n}\n\nfunction ensureChar(input: string | undefined, fallback: string): string {\n if (!input) return fallback\n // Use the first Unicode grapheme; for simplicity take first code unit\n return input.slice(0, 1)\n}\n\nfunction formatPercent(value: number, fmt: string): string {\n const percentValue = clamp01(value) * 100\n const match = fmt.match(/%(\\d+)?(?:\\.(\\d+))?f/)\n if (!match) {\n return `${percentValue.toFixed(0)}%`\n }\n const precision = match[2] ? Number.parseInt(match[2], 10) : 0\n const replacement = percentValue.toFixed(precision)\n return fmt.replace(/%(\\d+)?(?:\\.(\\d+))?f/, replacement).replace(/%%/g, '%')\n}\n\nfunction settle(percent: number, target: number, velocity: number): boolean {\n const dist = Math.abs(percent - target)\n return dist < SETTLE_DISTANCE && Math.abs(velocity) < SETTLE_VELOCITY\n}\n\n/**\n * Lazily get the current default environment.\n * This is called at render time to respect any context set via setDefaultContext().\n */\nfunction getDefaultEnv() {\n return createDefaultContext().env\n}\n\nfunction resolvedColor(\n color: ColorInput | undefined,\n fallback: string,\n): string {\n return resolveColor(color, getDefaultEnv()) ?? fallback\n}\n\n/**\n * Options for the progress bar model.\n * @public\n */\nexport interface ProgressOptions {\n width?: number\n full?: string\n empty?: string\n fullColor?: ColorInput\n emptyColor?: ColorInput\n showPercentage?: boolean\n percentFormat?: string\n gradientStart?: ColorInput\n gradientEnd?: ColorInput\n scaleGradient?: boolean\n springFrequency?: number\n springDamping?: number\n percentageStyle?: Style\n /**\n * Style context for rendering colors.\n *\n * @remarks\n * In browser environments, pass the browser style context to enable colors.\n * If not provided, uses the default context from `createDefaultContext()`.\n */\n styleContext?: StyleContext\n}\n\ninterface ProgressState {\n percent: number\n target: number\n velocity: number\n id: number\n tag: number\n spring: Spring\n lastFrameTime: Date | null\n}\n\ntype ProgressInit = Partial<ProgressState>\n\nfunction defaultState(): ProgressState {\n return {\n percent: 0,\n target: 0,\n velocity: 0,\n id: nextId(),\n tag: 0,\n spring: new Spring(),\n lastFrameTime: null,\n }\n}\n\n/**\n * Animated progress bar model with spring-based easing.\n * @public\n */\nexport class ProgressModel {\n readonly width: number\n readonly full: string\n readonly empty: string\n readonly fullColor: string\n readonly emptyColor: string\n readonly showPercentage: boolean\n readonly percentFormat: string\n readonly gradientStart?: string\n readonly gradientEnd?: string\n readonly scaleGradient: boolean\n readonly useGradient: boolean\n readonly percentageStyle: Style\n\n readonly #percent: number\n readonly #target: number\n readonly #velocity: number\n readonly #id: number\n readonly #tag: number\n readonly #spring: Spring\n readonly #lastFrameTime: Date | null\n\n constructor(options: ProgressOptions = {}, state: ProgressInit = {}) {\n this.width = options.width ?? DEFAULT_WIDTH\n this.full = ensureChar(options.full, DEFAULT_FULL)\n this.empty = ensureChar(options.empty, DEFAULT_EMPTY)\n this.fullColor = resolvedColor(options.fullColor, DEFAULT_FULL_COLOR)\n this.emptyColor = resolvedColor(options.emptyColor, DEFAULT_EMPTY_COLOR)\n this.showPercentage = options.showPercentage ?? true\n this.percentFormat = options.percentFormat ?? DEFAULT_PERCENT_FORMAT\n this.percentageStyle = options.percentageStyle ?? new Style()\n\n const start = options.gradientStart\n ? resolveColor(options.gradientStart, getDefaultEnv())\n : undefined\n const end = options.gradientEnd\n ? resolveColor(options.gradientEnd, getDefaultEnv())\n : undefined\n this.gradientStart = start\n this.gradientEnd = end\n this.scaleGradient = options.scaleGradient ?? false\n this.useGradient = Boolean(start && end)\n\n const frequency = options.springFrequency ?? state.spring?.frequency ?? 18\n const damping = options.springDamping ?? state.spring?.damping ?? 1\n const baseState = { ...defaultState(), ...state }\n const spring = state.spring ?? new Spring({ frequency, damping })\n this.#spring = spring.withOptions(frequency, damping)\n\n this.#percent = clamp01(baseState.percent)\n this.#target = clamp01(baseState.target)\n this.#velocity = baseState.velocity\n this.#id = baseState.id\n this.#tag = baseState.tag\n this.#lastFrameTime = baseState.lastFrameTime\n }\n\n /** Create a new progress bar with defaults. */\n static new(options: ProgressOptions = {}): ProgressModel {\n return new ProgressModel(options)\n }\n\n /** Convenience constructor with default gradient. */\n static withDefaultGradient(options: ProgressOptions = {}): ProgressModel {\n return new ProgressModel({\n ...options,\n gradientStart: options.gradientStart ?? DEFAULT_GRADIENT_START,\n gradientEnd: options.gradientEnd ?? DEFAULT_GRADIENT_END,\n })\n }\n\n /** Convenience constructor with a custom gradient. */\n static withGradient(\n colorA: ColorInput,\n colorB: ColorInput,\n options: ProgressOptions = {},\n ): ProgressModel {\n return new ProgressModel({\n ...options,\n gradientStart: colorA,\n gradientEnd: colorB,\n })\n }\n\n /** Convenience constructor with solid fill. */\n static withSolidFill(\n color: ColorInput,\n options: ProgressOptions = {},\n ): ProgressModel {\n return new ProgressModel({\n ...options,\n fullColor: color,\n gradientStart: undefined,\n gradientEnd: undefined,\n })\n }\n\n /** Unique ID for message routing. */\n id(): number {\n return this.#id\n }\n\n /** Current animated percent (0-1). */\n percent(): number {\n return clamp01(this.#percent)\n }\n\n /** Target percent (0-1). */\n targetPercent(): number {\n return clamp01(this.#target)\n }\n\n /** Tea init hook (no-op). */\n init(): Cmd<Msg> {\n return null\n }\n\n /** Handle messages; consumes FrameMsg for animation. */\n update(msg: Msg): [ProgressModel, Cmd<Msg>] {\n if (!(msg instanceof FrameMsg)) {\n return [this, null]\n }\n if (msg.id !== this.#id || msg.tag !== this.#tag) {\n return [this, null]\n }\n\n const dt =\n this.#lastFrameTime === null\n ? FRAME_MS\n : Math.max(1, msg.time.getTime() - this.#lastFrameTime.getTime())\n\n const spring = this.#spring.update(this.#target, dt)\n const nextPercent = clamp01(spring.position())\n const nextVelocity = spring.velocity()\n\n const next = this.withState({\n percent: nextPercent,\n velocity: nextVelocity,\n tag: this.#tag,\n spring,\n lastFrameTime: msg.time,\n })\n\n if (settle(nextPercent, this.#target, nextVelocity)) {\n return [next, null]\n }\n\n return [next, next.nextFrame()]\n }\n\n /** Set a new target percent and start animation. */\n setPercent(percent: number): [ProgressModel, Cmd<Msg>] {\n const clamped = clamp01(percent)\n const next = this.withState({\n target: clamped,\n tag: this.#tag + 1,\n lastFrameTime: null,\n })\n return [next, next.nextFrame()]\n }\n\n /** Increment the target percent. */\n incrPercent(delta: number): [ProgressModel, Cmd<Msg>] {\n return this.setPercent(this.#target + delta)\n }\n\n /** Update the spring configuration (keeps current state). */\n setSpringOptions(frequency: number, damping: number): ProgressModel {\n const spring = this.#spring.withOptions(frequency, damping)\n return this.withState({ spring })\n }\n\n /** Render the animated progress bar. */\n view(): string {\n return this.viewAs(this.percent())\n }\n\n /** Render the bar at an explicit percent (0-1). */\n viewAs(percent: number): string {\n const pct = clamp01(percent)\n const percentText = this.showPercentage\n ? this.percentageStyle.render(formatPercent(pct, this.percentFormat))\n : ''\n\n const percentWidth = this.showPercentage ? textWidth(percentText) : 0\n const totalBarWidth = Math.max(0, this.width - percentWidth)\n const filledWidth = Math.max(0, Math.round(totalBarWidth * pct))\n const emptyWidth = Math.max(0, totalBarWidth - filledWidth)\n\n const bar = `${this.useGradient ? this.renderGradient(filledWidth, totalBarWidth) : this.renderSolid(filledWidth)}${this.renderEmpty(emptyWidth)}`\n\n return `${bar}${percentText}`\n }\n\n private renderGradient(filledWidth: number, totalWidth: number): string {\n if (\n !this.useGradient ||\n filledWidth <= 0 ||\n !this.gradientStart ||\n !this.gradientEnd\n ) {\n return ''\n }\n\n const parts: string[] = []\n const denominator = this.scaleGradient\n ? Math.max(1, filledWidth - 1)\n : Math.max(1, totalWidth - 1)\n const ctx = createDefaultContext()\n\n for (let i = 0; i < filledWidth; i++) {\n const t = filledWidth === 1 ? 0.5 : i / denominator\n const color = interpolateColor(this.gradientStart, this.gradientEnd, t)\n parts.push(new Style({}, undefined, ctx).foreground(color).render(this.full))\n }\n\n return parts.join('')\n }\n\n private renderSolid(filledWidth: number): string {\n if (filledWidth <= 0) return ''\n const ctx = createDefaultContext()\n const styled = new Style({}, undefined, ctx).foreground(this.fullColor).render(this.full)\n return styled.repeat(filledWidth)\n }\n\n private renderEmpty(emptyWidth: number): string {\n if (emptyWidth <= 0) return ''\n const ctx = createDefaultContext()\n const styled = new Style({}, undefined, ctx).foreground(this.emptyColor).render(this.empty)\n return styled.repeat(emptyWidth)\n }\n\n private nextFrame(): Cmd<FrameMsg> {\n const id = this.#id\n const tag = this.#tag\n return tick(FRAME_MS, (time) => new FrameMsg(id, tag, time))\n }\n\n private withState(state: ProgressInit): ProgressModel {\n return new ProgressModel(\n {\n width: this.width,\n full: this.full,\n empty: this.empty,\n fullColor: this.fullColor,\n emptyColor: this.emptyColor,\n showPercentage: this.showPercentage,\n percentFormat: this.percentFormat,\n gradientStart: this.gradientStart,\n gradientEnd: this.gradientEnd,\n scaleGradient: this.scaleGradient,\n springFrequency: this.#spring.frequency,\n springDamping: this.#spring.damping,\n percentageStyle: this.percentageStyle,\n },\n {\n percent: this.#percent,\n target: this.#target,\n velocity: this.#velocity,\n id: this.#id,\n tag: this.#tag,\n spring: this.#spring,\n lastFrameTime: this.#lastFrameTime,\n ...state,\n },\n )\n }\n}\n"]}
1
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* Message indicating a progress animation frame should be rendered.\n * @public\n */\nexport class FrameMsg {\n readonly _tag = 'progress:frame'\n\n constructor(\n /** Unique progress ID for routing */\n public readonly id: number,\n /** Internal tag to prevent duplicate ticks */\n public readonly tag: number,\n /** Timestamp when the frame was scheduled */\n public readonly time: Date,\n ) {}\n}\n","interface SpringConfig {\n /** Oscillation speed (Hz). */\n frequency?: number\n /** Damping factor (1.0 = critical-ish). */\n damping?: number\n /** Starting position (0-1). */\n position?: number\n /** Starting velocity. */\n velocity?: number\n}\n\n/**\n * @internal\n * Minimal damped spring integrator (ported from harmonica).\n * Stores its own position/velocity and integrates using a simple\n * damped harmonic oscillator step.\n */\nexport class Spring {\n readonly frequency: number\n readonly damping: number\n readonly #angular: number\n readonly #pos: number\n readonly #vel: number\n\n constructor(config: SpringConfig = {}) {\n this.frequency = config.frequency ?? 18\n this.damping = config.damping ?? 1\n // Note: using the provided frequency directly (not 2π) keeps the\n // explicit Euler step stable at ~60 FPS for our use case.\n this.#angular = this.frequency\n this.#pos = config.position ?? 0\n this.#vel = config.velocity ?? 0\n }\n\n /** Current position. */\n position(): number {\n return this.#pos\n }\n\n /** Current velocity. */\n velocity(): number {\n return this.#vel\n }\n\n /** Return a copy with new spring options, keeping state. */\n withOptions(frequency: number, damping: number): Spring {\n return new Spring({\n frequency,\n damping,\n position: this.#pos,\n velocity: this.#vel,\n })\n }\n\n /**\n * Integrate toward target over the provided timestep (ms).\n * Returns the new position and velocity.\n */\n update(target: number, deltaMs: number): Spring {\n // Clamp dt to avoid instability on slow frames.\n const dt = Math.min(0.05, 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FRAME_MS = Math.round(1000 / FPS)\nconst DEFAULT_WIDTH = 40\nconst DEFAULT_FULL = '█'\nconst DEFAULT_EMPTY = '░'\nconst DEFAULT_FULL_COLOR = '#7571F9'\nconst DEFAULT_EMPTY_COLOR = '#606060'\nconst DEFAULT_PERCENT_FORMAT = ' %3.0f%%'\nconst DEFAULT_GRADIENT_START = '#5A56E0'\nconst DEFAULT_GRADIENT_END = '#EE6FF8'\nconst SETTLE_DISTANCE = 0.002\nconst SETTLE_VELOCITY = 0.01\n\n// Module-level ID counter for message routing\nlet lastId = 0\nfunction nextId(): number {\n return ++lastId\n}\n\nfunction clamp01(value: number): number {\n if (Number.isNaN(value)) return 0\n return Math.max(0, Math.min(1, value))\n}\n\nfunction ensureChar(input: string | undefined, fallback: string): string {\n if (!input) return fallback\n // Use the first Unicode grapheme; for simplicity take first code unit\n return input.slice(0, 1)\n}\n\nfunction formatPercent(value: number, fmt: string): string {\n const percentValue = clamp01(value) * 100\n const match = fmt.match(/%(\\d+)?(?:\\.(\\d+))?f/)\n if (!match) {\n return `${percentValue.toFixed(0)}%`\n }\n const precision = match[2] ? Number.parseInt(match[2], 10) : 0\n const replacement = percentValue.toFixed(precision)\n return fmt.replace(/%(\\d+)?(?:\\.(\\d+))?f/, replacement).replace(/%%/g, '%')\n}\n\nfunction settle(percent: number, target: number, velocity: number): boolean {\n const dist = Math.abs(percent - target)\n return dist < SETTLE_DISTANCE && Math.abs(velocity) < SETTLE_VELOCITY\n}\n\n/**\n * Lazily get the current default environment.\n * This is called at render time to respect any context set via setDefaultContext().\n */\nfunction getDefaultEnv() {\n return createDefaultContext().env\n}\n\nfunction resolvedColor(\n color: ColorInput | undefined,\n fallback: string,\n): string {\n return resolveColor(color, getDefaultEnv()) ?? fallback\n}\n\n/**\n * Options for the progress bar model.\n * @public\n */\nexport interface ProgressOptions {\n width?: number\n full?: string\n empty?: string\n fullColor?: ColorInput\n emptyColor?: ColorInput\n showPercentage?: boolean\n percentFormat?: string\n gradientStart?: ColorInput\n gradientEnd?: ColorInput\n scaleGradient?: boolean\n springFrequency?: number\n springDamping?: number\n percentageStyle?: Style\n /**\n * Style context for rendering colors.\n *\n * @remarks\n * In browser environments, pass the browser style context to enable colors.\n * If not provided, uses the default context from `createDefaultContext()`.\n */\n styleContext?: StyleContext\n}\n\ninterface ProgressState {\n percent: number\n target: number\n velocity: number\n id: number\n tag: number\n spring: Spring\n lastFrameTime: Date | null\n}\n\ntype ProgressInit = Partial<ProgressState>\n\nfunction defaultState(): ProgressState {\n return {\n percent: 0,\n target: 0,\n velocity: 0,\n id: nextId(),\n tag: 0,\n spring: new Spring(),\n lastFrameTime: null,\n }\n}\n\n/**\n * Animated progress bar model with spring-based easing.\n * @public\n */\nexport class ProgressModel {\n readonly width: number\n readonly full: string\n readonly empty: string\n readonly fullColor: string\n readonly emptyColor: string\n readonly showPercentage: boolean\n readonly percentFormat: string\n readonly gradientStart?: string\n readonly gradientEnd?: string\n readonly scaleGradient: boolean\n readonly useGradient: boolean\n readonly percentageStyle: Style\n\n readonly #percent: number\n readonly #target: number\n readonly #velocity: number\n readonly #id: number\n readonly #tag: number\n readonly #spring: Spring\n readonly #lastFrameTime: Date | null\n\n constructor(options: ProgressOptions = {}, state: ProgressInit = {}) {\n this.width = options.width ?? DEFAULT_WIDTH\n this.full = ensureChar(options.full, DEFAULT_FULL)\n this.empty = ensureChar(options.empty, DEFAULT_EMPTY)\n this.fullColor = resolvedColor(options.fullColor, DEFAULT_FULL_COLOR)\n this.emptyColor = resolvedColor(options.emptyColor, DEFAULT_EMPTY_COLOR)\n this.showPercentage = options.showPercentage ?? true\n this.percentFormat = options.percentFormat ?? DEFAULT_PERCENT_FORMAT\n this.percentageStyle = options.percentageStyle ?? new Style()\n\n const start = options.gradientStart\n ? resolveColor(options.gradientStart, getDefaultEnv())\n : undefined\n const end = options.gradientEnd\n ? resolveColor(options.gradientEnd, getDefaultEnv())\n : undefined\n this.gradientStart = start\n this.gradientEnd = end\n this.scaleGradient = options.scaleGradient ?? false\n this.useGradient = Boolean(start && end)\n\n const frequency = options.springFrequency ?? state.spring?.frequency ?? 18\n const damping = options.springDamping ?? state.spring?.damping ?? 1\n const baseState = { ...defaultState(), ...state }\n const spring = state.spring ?? new Spring({ frequency, damping })\n this.#spring = spring.withOptions(frequency, damping)\n\n this.#percent = clamp01(baseState.percent)\n this.#target = clamp01(baseState.target)\n this.#velocity = baseState.velocity\n this.#id = baseState.id\n this.#tag = baseState.tag\n this.#lastFrameTime = baseState.lastFrameTime\n }\n\n /** Create a new progress bar with defaults. */\n static new(options: ProgressOptions = {}): ProgressModel {\n return new ProgressModel(options)\n }\n\n /** Convenience constructor with default gradient. */\n static withDefaultGradient(options: ProgressOptions = {}): ProgressModel {\n return new ProgressModel({\n ...options,\n gradientStart: options.gradientStart ?? DEFAULT_GRADIENT_START,\n gradientEnd: options.gradientEnd ?? DEFAULT_GRADIENT_END,\n })\n }\n\n /** Convenience constructor with a custom gradient. */\n static withGradient(\n colorA: ColorInput,\n colorB: ColorInput,\n options: ProgressOptions = {},\n ): ProgressModel {\n return new ProgressModel({\n ...options,\n gradientStart: colorA,\n gradientEnd: colorB,\n })\n }\n\n /** Convenience constructor with solid fill. */\n static withSolidFill(\n color: ColorInput,\n options: ProgressOptions = {},\n ): ProgressModel {\n return new ProgressModel({\n ...options,\n fullColor: color,\n gradientStart: undefined,\n gradientEnd: undefined,\n })\n }\n\n /** Unique ID for message routing. */\n id(): number {\n return this.#id\n }\n\n /** Current animated percent (0-1). */\n percent(): number {\n return clamp01(this.#percent)\n }\n\n /** Target percent (0-1). */\n targetPercent(): number {\n return clamp01(this.#target)\n }\n\n /** Tea init hook (no-op). */\n init(): Cmd<Msg> {\n return null\n }\n\n /** Handle messages; consumes FrameMsg for animation. */\n update(msg: Msg): [ProgressModel, Cmd<Msg>] {\n if (!(msg instanceof FrameMsg)) {\n return [this, null]\n }\n if (msg.id !== this.#id || msg.tag !== this.#tag) {\n return [this, null]\n }\n\n const dt =\n this.#lastFrameTime === null\n ? FRAME_MS\n : Math.max(1, msg.time.getTime() - this.#lastFrameTime.getTime())\n\n const spring = this.#spring.update(this.#target, dt)\n const nextPercent = clamp01(spring.position())\n const nextVelocity = spring.velocity()\n\n const next = this.withState({\n percent: nextPercent,\n velocity: nextVelocity,\n tag: this.#tag,\n spring,\n lastFrameTime: msg.time,\n })\n\n if (settle(nextPercent, this.#target, nextVelocity)) {\n return [next, null]\n }\n\n return [next, next.nextFrame()]\n }\n\n /** Set a new target percent and start animation. */\n setPercent(percent: number): [ProgressModel, Cmd<Msg>] {\n const clamped = clamp01(percent)\n\n // If already animating, just update target without resetting animation\n if (this.isAnimating()) {\n const next = this.withState({ target: clamped })\n return [next, null]\n }\n\n // Not animating - start new animation\n const next = this.withState({\n target: clamped,\n tag: this.#tag + 1,\n lastFrameTime: null,\n })\n return [next, next.nextFrame()]\n }\n\n /** Returns true if animation is in progress (not yet settled). */\n private isAnimating(): boolean {\n return !settle(this.#percent, this.#target, this.#velocity)\n }\n\n /** Increment the target percent. */\n incrPercent(delta: number): [ProgressModel, Cmd<Msg>] {\n return this.setPercent(this.#target + delta)\n }\n\n /** Update the spring configuration (keeps current state). */\n setSpringOptions(frequency: number, damping: number): ProgressModel {\n const spring = this.#spring.withOptions(frequency, damping)\n return this.withState({ spring })\n }\n\n /** Render the animated progress bar. */\n view(): string {\n return this.viewAs(this.percent())\n }\n\n /** Render the bar at an explicit percent (0-1). */\n viewAs(percent: number): string {\n const pct = clamp01(percent)\n const percentText = this.showPercentage\n ? this.percentageStyle.render(formatPercent(pct, this.percentFormat))\n : ''\n\n const percentWidth = this.showPercentage ? textWidth(percentText) : 0\n const totalBarWidth = Math.max(0, this.width - percentWidth)\n const filledWidth = Math.max(0, Math.round(totalBarWidth * pct))\n const emptyWidth = Math.max(0, totalBarWidth - filledWidth)\n\n const bar = `${this.useGradient ? this.renderGradient(filledWidth, totalBarWidth) : this.renderSolid(filledWidth)}${this.renderEmpty(emptyWidth)}`\n\n return `${bar}${percentText}`\n }\n\n private renderGradient(filledWidth: number, totalWidth: number): string {\n if (\n !this.useGradient ||\n filledWidth <= 0 ||\n !this.gradientStart ||\n !this.gradientEnd\n ) {\n return ''\n }\n\n const parts: string[] = []\n const denominator = this.scaleGradient\n ? Math.max(1, filledWidth - 1)\n : Math.max(1, totalWidth - 1)\n const ctx = createDefaultContext()\n\n for (let i = 0; i < filledWidth; i++) {\n const t = filledWidth === 1 ? 0.5 : i / denominator\n const color = interpolateColor(this.gradientStart, this.gradientEnd, t)\n parts.push(new Style({}, undefined, ctx).foreground(color).render(this.full))\n }\n\n return parts.join('')\n }\n\n private renderSolid(filledWidth: number): string {\n if (filledWidth <= 0) return ''\n const ctx = createDefaultContext()\n const styled = new Style({}, undefined, ctx).foreground(this.fullColor).render(this.full)\n return styled.repeat(filledWidth)\n }\n\n private renderEmpty(emptyWidth: number): string {\n if (emptyWidth <= 0) return ''\n const ctx = createDefaultContext()\n const styled = new Style({}, undefined, ctx).foreground(this.emptyColor).render(this.empty)\n return styled.repeat(emptyWidth)\n }\n\n private nextFrame(): Cmd<FrameMsg> {\n const id = this.#id\n const tag = this.#tag\n return tick(FRAME_MS, (time) => new FrameMsg(id, tag, time))\n }\n\n private withState(state: ProgressInit): ProgressModel {\n return new ProgressModel(\n {\n width: this.width,\n full: this.full,\n empty: this.empty,\n fullColor: this.fullColor,\n emptyColor: this.emptyColor,\n showPercentage: this.showPercentage,\n percentFormat: this.percentFormat,\n gradientStart: this.gradientStart,\n gradientEnd: this.gradientEnd,\n scaleGradient: this.scaleGradient,\n springFrequency: this.#spring.frequency,\n springDamping: this.#spring.damping,\n percentageStyle: this.percentageStyle,\n },\n {\n percent: this.#percent,\n target: this.#target,\n velocity: this.#velocity,\n id: this.#id,\n tag: this.#tag,\n spring: this.#spring,\n lastFrameTime: this.#lastFrameTime,\n ...state,\n },\n )\n }\n}\n"]}
package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "@boba-cli/progress",
3
3
  "description": "Animated progress bar for Boba terminal UIs",
4
- "version": "0.1.0-alpha.3",
4
+ "version": "0.1.0-alpha.4",
5
5
  "dependencies": {
6
6
  "@boba-cli/chapstick": "0.1.0-alpha.3",
7
7
  "@boba-cli/tea": "1.0.0-alpha.2"