Give the sync progress bar colour and animation
The bar in the Sync popup is now an AnimatedProgressBar: taller, with a darker track and the theme's accent fill (orange, frost blue in Nord, green with a gold shine for Christmas). It shows Godot's busy animation until the server reports progress, glides to each new value, has a soft highlight sweeping along the filled part inside its rounded corners, and fills and pops before the result shows. With Reduce animations it only jumps to its values. The styles are SyncProgressBar, SyncProgressBarFill and SyncProgressBarText in every theme. Anim.stop stops a keyed animation without starting an empty one. The server now sends sync times as "MM:SS"; the spec is updated from MusicServer develop (also the linux-package route), and the test data and screenshots use the new format. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -24,15 +24,20 @@ static func enabled() -> bool:
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## one with the same key so they don't fight. Returns null when animations are off or the
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## node is not in the tree.
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static func tween(node: Node, key: StringName = &"anim") -> Tween:
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stop(node, key)
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if !enabled() || !node.is_inside_tree():
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return null
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var new_tween: Tween = node.create_tween()
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node.set_meta(StringName("_tween_" + key), new_tween)
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return new_tween
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## Stops the animation called [param key] on [param node], if one is running.
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static func stop(node: Node, key: StringName = &"anim") -> void:
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var meta: StringName = StringName("_tween_" + key)
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var old: Variant = node.get_meta(meta) if node.has_meta(meta) else null
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if old is Tween && (old as Tween).is_valid():
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(old as Tween).kill()
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if !enabled() || !node.is_inside_tree():
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return null
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var new_tween: Tween = node.create_tween()
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node.set_meta(meta, new_tween)
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return new_tween
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## Makes [param control] grow from its middle.
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@@ -0,0 +1,118 @@
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class_name AnimatedProgressBar
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extends ProgressBar
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## A progress bar with some life in it:
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## - [method wait] shows Godot's busy animation until there is any progress;
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## - [method move_to] glides to each new value instead of jumping;
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## - a soft highlight sweeps along the filled part, kept inside its rounded corners.
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##
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## The bar's style, e.g. [code]SyncProgressBar[/code], has a [code]shine[/code] colour for
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## the highlight, and two more styles go with it: [code]<style>Fill[/code], a Panel shaped
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## like the filled part that the highlight is kept inside, and [code]<style>Text[/code],
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## the Label with the percentage. With Reduce animations the bar only jumps to its values,
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## with no busy animation or highlight.
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## How wide the highlight is, in pixels.
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const SHINE_WIDTH: float = 260.0
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## How fast the highlight moves, in pixels per second.
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const SHINE_SPEED: float = 520.0
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## How far past the end the highlight goes before starting over, so sweeps have a pause.
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const SHINE_GAP: float = 600.0
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# The filled part's shape, which only its children are drawn inside
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var _mask: Panel
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var _shine: TextureRect
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# The percentage, drawn above the highlight rather than under it
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var _label: Label
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var _shine_x: float = -SHINE_WIDTH
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func _ready() -> void:
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_mask = Panel.new()
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_mask.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_mask.clip_children = CanvasItem.CLIP_CHILDREN_ONLY
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add_child(_mask)
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_shine = TextureRect.new()
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_shine.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_shine.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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_shine.stretch_mode = TextureRect.STRETCH_SCALE
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_mask.add_child(_shine)
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_label = Label.new()
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_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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_label.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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_label.visible = show_percentage
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add_child(_label)
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show_percentage = false
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_mask.theme_type_variation = StringName(String(theme_type_variation) + "Fill")
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_label.theme_type_variation = StringName(String(theme_type_variation) + "Text")
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theme_changed.connect(_update_style)
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value_changed.connect(func(_value: float) -> void: _update_label())
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_update_style()
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_update_label()
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func _process(delta: float) -> void:
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var fill_width: float = fill_width()
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_mask.size = Vector2(fill_width, size.y)
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_mask.visible = fill_width > 0.0 && !indeterminate && Anim.enabled()
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if !_mask.visible:
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return
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_shine_x += SHINE_SPEED * delta
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if _shine_x > fill_width + SHINE_GAP:
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_shine_x = -SHINE_WIDTH
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_shine.position = Vector2(_shine_x, 0.0)
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_shine.size = Vector2(SHINE_WIDTH, size.y)
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## Shows the busy animation, with no value, until [method move_to] has some progress.
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func wait() -> void:
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Anim.stop(self, &"progress")
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value = min_value
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indeterminate = Anim.enabled()
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_update_label()
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## Glides to [param target]. Any progress ends the busy animation.
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func move_to(target: float) -> void:
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if target > min_value:
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indeterminate = false
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var glide: Tween = Anim.tween(self, &"progress")
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if glide == null:
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value = target
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return
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glide.tween_property(self, "value", target, Anim.SLOW) \
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.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
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## How wide the filled part is, the way [ProgressBar] draws it.
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func fill_width() -> float:
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var margins: float = get_theme_stylebox(&"fill").get_minimum_size().x
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var filled: float = roundf(ratio_done() * (size.x - margins))
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return filled + margins if filled > 0.0 else 0.0
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func _update_style() -> void:
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var shine: Color = get_theme_color(&"shine")
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var clear: Color = shine
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clear.a = 0.0
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var gradient: Gradient = Gradient.new()
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gradient.offsets = PackedFloat32Array([0.0, 0.5, 1.0])
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gradient.colors = PackedColorArray([clear, shine, clear])
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var texture: GradientTexture2D = GradientTexture2D.new()
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texture.gradient = gradient
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texture.width = 256
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texture.height = 1
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_shine.texture = texture
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func _update_label() -> void:
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if _label == null:
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return
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_label.text = "" if indeterminate else "%d%%" % roundi(ratio_done() * 100.0)
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## How much is done, from 0 to 1.
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func ratio_done() -> float:
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var span: float = max_value - min_value
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return clampf((value - min_value) / span, 0.0, 1.0) if span > 0.0 else 0.0
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@@ -0,0 +1 @@
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uid://bxjx3kacfqg6j
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