From e1352e67b1f7cb37b7b65f5327ca184eea49822f Mon Sep 17 00:00:00 2001 From: David Walker Date: Sat, 27 Sep 2025 23:05:21 -0700 Subject: [PATCH] UI: Better status bar animations (#2317) * UI: Better status bar animations This is an alternate implementation of #2286. It does the same wrap-around behaviour for when the progressbar crosses into the next level, but it skips animation entirely if the effective skill level goes down, or if more than one level is gained at a time. The implementation uses the animate() DOM api instead of manipulating styles, which completely avoids the issues of having CSS style buildup. This API is designed for exactly what we're trying to do. I also pushed rerender handling down from CharacterOverview to StatsProgressBar, which simplifies things and is helpful for doing the animation implementation. --- src/ui/React/CharacterOverview.tsx | 67 ++----------- src/ui/React/StatsProgressBar.tsx | 148 ++++++++++++++++++++--------- 2 files changed, 113 insertions(+), 102 deletions(-) diff --git a/src/ui/React/CharacterOverview.tsx b/src/ui/React/CharacterOverview.tsx index 3bf700569..9018f57d8 100644 --- a/src/ui/React/CharacterOverview.tsx +++ b/src/ui/React/CharacterOverview.tsx @@ -17,8 +17,7 @@ import { convertTimeMsToTimeElapsedString } from "../../utils/StringHelperFuncti import { Settings } from "../../Settings/Settings"; import { Router } from "../GameRoot"; import { Page } from "../Router"; -import { StatsProgressOverviewCell } from "./StatsProgressBar"; -import { currentNodeMults } from "../../BitNode/BitNodeMultipliers"; +import { StatsProgressBar } from "./StatsProgressBar"; import { isClassWork } from "../../Work/ClassWork"; import { CONSTANTS } from "../../Constants"; @@ -28,17 +27,13 @@ import { isFactionWork } from "../../Work/FactionWork"; import { ReputationRate } from "./ReputationRate"; import { isCompanyWork } from "../../Work/CompanyWork"; import { isCrimeWork } from "../../Work/CrimeWork"; -import { Skills } from "../../PersonObjects/Skills"; -import { calculateSkillProgress } from "../../PersonObjects/formulas/skill"; import { EventEmitter } from "../../utils/EventEmitter"; import { useRerender } from "./hooks"; -type SkillRowName = "Hack" | "Str" | "Def" | "Dex" | "Agi" | "Cha" | "Int"; -type RowName = SkillRowName | "HP" | "Money"; -const OverviewEventEmitter = new EventEmitter(); +export const OverviewEventEmitter = new EventEmitter(); // These values aren't displayed, they're just used for comparison to check if state has changed -const valUpdaters: Record unknown> = { +const valUpdaters = { HP: () => Player.hp.current + "|" + Player.hp.max, // This isn't displayed, it's just compared for updates. Money: () => Player.money, Hack: () => Player.skills.hacking, @@ -48,10 +43,10 @@ const valUpdaters: Record unknown> = { Agi: () => Player.skills.agility, Cha: () => Player.skills.charisma, Int: () => Player.skills.intelligence, -}; +} as const; //These formattedVals functions don't take in a value because of the weirdness around HP. -const formattedVals: Record string> = { +const formattedVals = { HP: () => `${formatHp(Player.hp.current)} / ${formatHp(Player.hp.max)}`, Money: () => formatMoney(Player.money), Hack: () => formatSkill(Player.skills.hacking), @@ -61,53 +56,10 @@ const formattedVals: Record string> = { Agi: () => formatSkill(Player.skills.agility), Cha: () => formatSkill(Player.skills.charisma), Int: () => formatSkill(Player.skills.intelligence), -}; - -const skillMultUpdaters: Record number> = { - //Used by skill bars to calculate the mult - Hack: () => Player.mults.hacking * currentNodeMults.HackingLevelMultiplier, - Str: () => Player.mults.strength * currentNodeMults.StrengthLevelMultiplier, - Def: () => Player.mults.defense * currentNodeMults.DefenseLevelMultiplier, - Dex: () => Player.mults.dexterity * currentNodeMults.DexterityLevelMultiplier, - Agi: () => Player.mults.agility * currentNodeMults.AgilityLevelMultiplier, - Cha: () => Player.mults.charisma * currentNodeMults.CharismaLevelMultiplier, - Int: () => 1, -}; - -const skillNameMap: Record = { - Hack: "hacking", - Str: "strength", - Def: "defense", - Dex: "dexterity", - Agi: "agility", - Cha: "charisma", - Int: "intelligence", -}; - -interface SkillBarProps { - name: SkillRowName; - color?: string; -} -function SkillBar({ name, color }: SkillBarProps): React.ReactElement { - const [progress, setProgress] = useState(calculateSkillProgress(0)); - useEffect(() => { - const clearSubscription = OverviewEventEmitter.subscribe(() => { - const mult = skillMultUpdaters[name](); - setProgress(calculateSkillProgress(Player.exp[skillNameMap[name]], mult)); - }); - - return clearSubscription; - }, [name]); - - return ( - - - - ); -} +} as const; interface ValProps { - name: RowName; + name: keyof typeof valUpdaters; color?: string; } export function Val({ name, color }: ValProps): React.ReactElement { @@ -136,15 +88,14 @@ export function Val({ name, color }: ValProps): React.ReactElement { } interface DataRowProps { - name: RowName; //name for UI display + name: keyof typeof formattedVals; //name for UI display showBar: boolean; color?: string; cellType: "cellNone" | "cell"; } export function DataRow({ name, showBar, color, cellType }: DataRowProps): React.ReactElement { const { classes } = useStyles(); - const isSkill = name in skillNameMap; - const skillBar = showBar && isSkill ? : <>; + const skillBar = showBar && ; return ( <> diff --git a/src/ui/React/StatsProgressBar.tsx b/src/ui/React/StatsProgressBar.tsx index 5c743e2ec..b3d9cedaf 100644 --- a/src/ui/React/StatsProgressBar.tsx +++ b/src/ui/React/StatsProgressBar.tsx @@ -1,47 +1,105 @@ -import * as React from "react"; +import React, { useEffect, useMemo, useRef, useState } from "react"; import LinearProgress from "@mui/material/LinearProgress"; -import { TableCell, Tooltip, Typography } from "@mui/material"; -import { useStyles } from "./CharacterOverview"; -import { ISkillProgress } from "../../PersonObjects/formulas/skill"; +import { TableRow, TableCell, Tooltip, Typography } from "@mui/material"; +import { OverviewEventEmitter, useStyles } from "./CharacterOverview"; +import { Player } from "@player"; +import { currentNodeMults } from "../../BitNode/BitNodeMultipliers"; +import { calculateSkillProgress } from "../../PersonObjects/formulas/skill"; import { formatExp } from "../formatNumber"; -interface IProgressProps { - min: number; - max: number; - current: number; - remaining: number; - progress: number; +interface IProps { + name: string; color?: React.CSSProperties["color"]; } -interface IStatsOverviewCellProps { - progress: ISkillProgress; +interface InnerProps { + name: keyof typeof skillNameMap; color?: React.CSSProperties["color"]; } -export function StatsProgressBar({ - min, - max, - current, - remaining, - progress, - color, -}: IProgressProps): React.ReactElement { +const skillMultUpdaters = { + //Used by skill bars to calculate the mult + Hack: () => Player.mults.hacking * currentNodeMults.HackingLevelMultiplier, + Str: () => Player.mults.strength * currentNodeMults.StrengthLevelMultiplier, + Def: () => Player.mults.defense * currentNodeMults.DefenseLevelMultiplier, + Dex: () => Player.mults.dexterity * currentNodeMults.DexterityLevelMultiplier, + Agi: () => Player.mults.agility * currentNodeMults.AgilityLevelMultiplier, + Cha: () => Player.mults.charisma * currentNodeMults.CharismaLevelMultiplier, + Int: () => 1, +} as const; + +const skillNameMap = { + Hack: "hacking", + Str: "strength", + Def: "defense", + Dex: "dexterity", + Agi: "agility", + Cha: "charisma", + Int: "intelligence", +} as const; + +function isSkill(name: string): name is keyof typeof skillNameMap { + return name in skillNameMap; +} + +// This part is extracted so that the outer table parts don't need to get +// rerendered on every refresh. +function StatsProgressBarInner({ name, color }: InnerProps): React.ReactElement { + const domRef: React.Ref = useRef(null); + const [progress, setProgress] = useState(calculateSkillProgress(0)); + useEffect(() => { + const clearSubscription = OverviewEventEmitter.subscribe(() => { + const mult = skillMultUpdaters[name](); + // Since this creates a new object every time, it normally causes a rerender every time. + const newProgress = calculateSkillProgress(Player.exp[skillNameMap[name]], mult); + setProgress((progress) => { + if (progress.progress === newProgress.progress) { + // Nothing has changed, return the original object for no rerender. + return progress; + } + // This takes place in the state updater for progress. + const ele = domRef.current?.firstElementChild; + if (!ele) return newProgress; + + const isWrapping = + newProgress.currentSkill === progress.currentSkill + 1 && newProgress.progress < progress.progress; + const sameLevel = + newProgress.currentSkill === progress.currentSkill && newProgress.progress > progress.progress; + const keyframes = [ + { transform: `translateX(${progress.progress - 100}%)`, offset: 0 }, + { transform: `translateX(${newProgress.progress - 100}%)`, offset: 1 }, + ]; + if (isWrapping) { + const offset = (100 - progress.progress) / (100 + newProgress.progress - progress.progress); + keyframes.splice(1, 0, { transform: "translateX(0%)", offset }, { transform: "translateX(-100%)", offset }); + } + // Use an instant animation for large or backward jumps, which is the + // same as no animation at all. + ele.animate(keyframes, { fill: "forwards", duration: isWrapping || sameLevel ? 400 : 0 }); + return newProgress; + }); + }); + + return clearSubscription; + }, [name]); + const tooltip = ( Progress:  - {formatExp(current)} ({progress.toFixed(2)}%) + {formatExp(progress.currentExperience)} ({progress.progress.toFixed(2)}%)
Remaining:  - {formatExp(remaining)} / {formatExp(max - min)} + {formatExp(progress.remainingExperience)} / {formatExp(progress.nextExperience - progress.baseExperience)}
); - - return ( - + // We keep this component fixed (never rerender it) and manipulate it + // strictly through the animate() API. + const bar = useMemo( + () => ( - + ), + [color], ); + return {bar}; } -export function StatsProgressOverviewCell({ progress: skill, color }: IStatsOverviewCellProps): React.ReactElement { +export function StatsProgressBar({ name, color }: IProps): React.ReactElement { const { classes } = useStyles(); + + if (!isSkill(name)) { + return <>; + } + return ( - - - + + + + + ); }