dce-reactkit 5.0.1 → 5.0.2

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@@ -0,0 +1,274 @@
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+ /**
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+ * Fake progress bar that approaches completion but never fully finishes.
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+ * Built on top of the existing ProgressBar component.
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+ *
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+ * Two phases:
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+ * 1. Fast phase (0–90%): random jumps of 1–5% at randomized intervals,
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+ * paced to reach ~90% in roughly estimatedTimeSec seconds.
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+ * 2. Slow phase (90–99%): crawls 1% at a time with longer random delays,
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+ * never reaching 100% on its own.
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+ *
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+ * When isFinished becomes true, the bar immediately jumps to 100%.
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+ * @author Yuen Ler Chow
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+ */
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+
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+ // Import React
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+ import React, { useReducer, useEffect } from 'react';
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+
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+ // Import helpers
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+ import { waitMs } from 'dce-commonkit';
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+
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+ // Import types
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+ import Variant from '../types/Variant';
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+ import ProgressBarSize from '../types/ProgressBarSize';
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+
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+ // Import components
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+ import ProgressBar from './ProgressBar';
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+
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+ /*------------------------------------------------------------------------*/
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+ /* ------------------------------ Constants ----------------------------- */
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+ /*------------------------------------------------------------------------*/
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+
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+ // Percent where the bar switches from fast random jumps to a slow crawl
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+ const SLOW_PHASE_START_PERCENT = 90;
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+
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+ // Highest percent the bar will reach on its own (before isFinished is true)
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+ const MAX_UNFINISHED_PERCENT = 99;
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+
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+ // Average step size during the fast phase (uniform random from 1–5)
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+ const AVG_FAST_PHASE_STEP = 3;
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+
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+ // Minimum delay (ms) between steps during the slow phase
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+ const SLOW_PHASE_MIN_DELAY_MS = 2000;
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+
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+ // Maximum delay (ms) between steps during the slow phase
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+ const SLOW_PHASE_MAX_DELAY_MS = 5000;
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+
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+ /*------------------------------------------------------------------------*/
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+ /* -------------------------------- Types ------------------------------- */
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+ /*------------------------------------------------------------------------*/
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+
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+ // Props definition
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+ type Props = {
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+ // True if the task is finished (triggers animation to 100%)
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+ isFinished?: boolean,
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+ // Estimated time (in seconds) to finish the task (default 8)
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+ estimatedTimeSec?: number,
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+ // Whether to show striped effect (default false)
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+ striped?: boolean,
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+ // Variant of the progress bar (default warning)
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+ variant?: Variant,
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+ // Background variants (default secondary subtle)
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+ bgVariant?: Variant,
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+ // Hide outline (default false)
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+ showOutline?: boolean,
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+ // Size of the progress bar (default md)
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+ size?: ProgressBarSize,
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+ };
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+
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+ /*------------------------------------------------------------------------*/
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+ /* -------------------------------- State ------------------------------- */
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+ /*------------------------------------------------------------------------*/
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+
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+ /* -------- State Definition -------- */
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+
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+ type State = {
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+ // Current progress percentage (0-99)
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+ progress: number,
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+ };
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+
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+ /* ------------- Actions ------------ */
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+
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+ // Types of actions
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+ enum ActionType {
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+ // Advance the progress by a given step
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+ Advance = 'Advance',
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+ // Set progress to 100% (task complete)
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+ Complete = 'Complete',
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+ }
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+
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+ // Action definitions
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+ type Action = (
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+ | {
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+ // Action type
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+ type: ActionType.Advance,
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+ // Number of percent points to advance
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+ step: number,
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+ }
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+ | {
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+ // Action type
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+ type: ActionType.Complete,
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+ }
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+ );
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+
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+ /**
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+ * Reducer that executes actions
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+ * @author Yuen Ler Chow
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+ * @param state current state
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+ * @param action action to execute
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+ */
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+ const reducer = (state: State, action: Action): State => {
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+ switch (action.type) {
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+ case ActionType.Advance: {
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+ return {
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+ ...state,
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+ progress: Math.min(100, state.progress + action.step),
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+ };
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+ }
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+ case ActionType.Complete: {
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+ return {
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+ ...state,
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+ progress: 100,
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+ };
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+ }
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+ default: {
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+ return state;
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+ }
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+ }
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+ };
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+
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+ /*------------------------------------------------------------------------*/
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+ /* ------------------------------ Component ----------------------------- */
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+ /*------------------------------------------------------------------------*/
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+
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+ const FakeProgressBar: React.FC<Props> = (props) => {
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+ /*------------------------------------------------------------------------*/
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+ /* -------------------------------- Setup ------------------------------- */
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+ /*------------------------------------------------------------------------*/
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+
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+ /* -------------- Props ------------- */
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+
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+ // Destructure props
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+ const {
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+ isFinished,
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+ estimatedTimeSec = 8,
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+ striped,
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+ variant,
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+ bgVariant,
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+ showOutline,
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+ size,
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+ } = props;
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+
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+ /* -------------- State ------------- */
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+
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+ // Initial state
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+ const initialState: State = {
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+ progress: 0,
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+ };
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+
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+ // Initialize state
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+ const [state, dispatch] = useReducer(reducer, initialState);
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+
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+ // Destructure common state
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+ const {
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+ progress,
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+ } = state;
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+
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+ // Convert estimate to milliseconds
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+ const estimatedMs = estimatedTimeSec * 1000;
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+
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+ // Average interval between updates to reach ~90% in the estimated time
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+ const avgIntervalMs = (estimatedMs / SLOW_PHASE_START_PERCENT) * AVG_FAST_PHASE_STEP;
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+
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+ /*------------------------------------------------------------------------*/
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+ /* ------------------------- Lifecycle Functions ------------------------ */
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+ /*------------------------------------------------------------------------*/
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+
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+ /**
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+ * Animate to 100% when isFinished becomes true
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+ * @author Yuen Ler Chow
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+ */
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+ useEffect(
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+ () => {
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+ if (isFinished) {
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+ dispatch({
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+ type: ActionType.Complete,
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+ });
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+ }
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+ },
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+ [isFinished],
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+ );
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+
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+ /**
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+ * Advance the progress in two phases:
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+ * 1) Random jumps up to 90%
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+ * 2) Slow crawl from 90% to 99%
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+ * @author Yuen Ler Chow
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+ */
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+ useEffect(
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+ () => {
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+ // Stop if already finished or at max
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+ if (isFinished || progress >= MAX_UNFINISHED_PERCENT) {
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+ return;
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+ }
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+
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+ // Determine which phase we are in
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+ const inFastPhase = progress < SLOW_PHASE_START_PERCENT;
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+
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+ // Default values
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+ let delay = avgIntervalMs;
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+ let step = 1;
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+
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+ if (inFastPhase) {
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+ // Randomize delay around the average interval for variability
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+ const randomnessMultiplier = 0.5 + (Math.random());
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+ delay = avgIntervalMs * randomnessMultiplier;
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+
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+ // Randomly move forward by 1-5%, capped at 90%
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+ step = Math.min(
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+ 1 + Math.floor(Math.random() * 5),
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+ SLOW_PHASE_START_PERCENT - progress,
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+ );
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+ } else {
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+ // Crawl slowly 1% at a time, clamped so we don't exceed 99%
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+ delay = SLOW_PHASE_MIN_DELAY_MS + (Math.random() * (SLOW_PHASE_MAX_DELAY_MS - SLOW_PHASE_MIN_DELAY_MS));
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+ step = Math.min(1, MAX_UNFINISHED_PERCENT - progress);
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+ }
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+
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+ // Track whether this effect invocation is still current
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+ let cancelled = false;
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+
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+ // Wait then dispatch the next progress update
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+ (async () => {
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+ await waitMs(delay);
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+ if (!cancelled) {
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+ dispatch({
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+ type: ActionType.Advance,
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+ step,
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+ });
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+ }
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+ })();
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+
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+ return () => {
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+ cancelled = true;
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+ };
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+ },
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+ [progress, avgIntervalMs, isFinished],
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+ );
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+
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+ /*------------------------------------------------------------------------*/
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+ /* ------------------------------- Render ------------------------------- */
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+ /*------------------------------------------------------------------------*/
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+
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+ /*----------------------------------------*/
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+ /* --------------- Main UI -------------- */
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+ /*----------------------------------------*/
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+
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+ return (
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+ <ProgressBar
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+ percentProgress={progress}
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+ striped={striped}
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+ variant={variant}
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+ bgVariant={bgVariant}
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+ showOutline={showOutline}
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+ size={size}
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+ />
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+ );
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+ };
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+
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+ /*------------------------------------------------------------------------*/
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+ /* ------------------------------- Wrap Up ------------------------------ */
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+ /*------------------------------------------------------------------------*/
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+
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+ // Export component
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+ export default FakeProgressBar;
package/src/index.ts CHANGED
@@ -103,6 +103,7 @@ import AutoscrollToBottomContainer from './components/AutoscrollToBottomContaine
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  import MultiSwitch from './components/MultiSwitch';
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  import Dropdown from './components/Dropdown';
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  import ProgressBar from './components/ProgressBar';
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+ import FakeProgressBar from './components/FakeProgressBar';
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  // Import dynamic constants
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  import DynamicWord from './dynamicConstants/DynamicWord';
@@ -163,6 +164,7 @@ export {
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  MultiSwitch,
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  Dropdown,
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  ProgressBar,
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+ FakeProgressBar,
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  // Global functions
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  alert,
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  prompt,