mirror-ghostty/macos/Sources/Ghostty/SurfaceProgressBar.swift

114 lines
3.6 KiB
Swift

import SwiftUI
/// The progress bar to show a surface progress report. We implement this from scratch because the
/// standard ProgressView is broken on macOS 26 and this is simple anyways and gives us a ton of
/// control.
struct SurfaceProgressBar: View {
let report: Ghostty.Action.ProgressReport
private var color: Color {
switch report.state {
case .error: return .red
case .pause: return .orange
default: return .accentColor
}
}
private var progress: UInt8? {
// If we have an explicit progress use that.
if let v = report.progress { return v }
// Otherwise, if we're in the pause state, we act as if we're at 100%.
if report.state == .pause { return 100 }
return nil
}
private var accessibilityLabel: String {
switch report.state {
case .error: return "Terminal progress - Error"
case .pause: return "Terminal progress - Paused"
case .indeterminate: return "Terminal progress - In progress"
default: return "Terminal progress"
}
}
private var accessibilityValue: String {
if let progress {
return "\(progress) percent complete"
} else {
switch report.state {
case .error: return "Operation failed"
case .pause: return "Operation paused at completion"
case .indeterminate: return "Operation in progress"
default: return "Indeterminate progress"
}
}
}
var body: some View {
GeometryReader { geometry in
ZStack(alignment: .leading) {
if let progress {
// Determinate progress bar with specific percentage
Rectangle()
.fill(color)
.frame(
width: geometry.size.width * CGFloat(progress) / 100,
height: geometry.size.height
)
.animation(.easeInOut(duration: 0.2), value: progress)
} else {
// Indeterminate states without specific progress - all use bouncing animation
BouncingProgressBar(color: color)
}
}
}
.frame(height: 2)
.clipped()
.allowsHitTesting(false)
.accessibilityElement(children: .ignore)
.accessibilityAddTraits(.updatesFrequently)
.accessibilityLabel(accessibilityLabel)
.accessibilityValue(accessibilityValue)
}
}
/// Bouncing progress bar for indeterminate states
private struct BouncingProgressBar: View {
let color: Color
@State private var position: CGFloat = 0
private let barWidthRatio: CGFloat = 0.25
var body: some View {
GeometryReader { geometry in
ZStack(alignment: .leading) {
Rectangle()
.fill(color.opacity(0.3))
Rectangle()
.fill(color)
.frame(
width: geometry.size.width * barWidthRatio,
height: geometry.size.height
)
.offset(x: position * (geometry.size.width * (1 - barWidthRatio)))
}
}
.onAppear {
withAnimation(
.easeInOut(duration: 1.2)
.repeatForever(autoreverses: true)
) {
position = 1
}
}
.onDisappear {
position = 0
}
}
}