Fix: progress bar overflow on low progress phase.

This commit is contained in:
Aadil127 2026-06-15 13:16:07 +05:30 committed by Ashley Wulber
parent cca48bc29e
commit 4d36a2ee5f

View file

@ -175,6 +175,7 @@ where
}
}
#[allow(clippy::too_many_lines)]
fn draw(
&self,
tree: &Tree,
@ -197,62 +198,50 @@ where
let border_color = custom_style.border_color.unwrap_or(custom_style.bar_color);
let radius = custom_style.border_radius;
let mut draw_quad = |x: f32,
width: f32,
color: iced::Color,
mut border: iced::Border,
is_track: bool,
total_progress_width: f32| {
let mut height = bounds.height;
if !is_track {
// For progress that is at the end of completion
if total_progress_width > bounds.width - radius {
let border_radius =
radius.min(bounds.height / 2.0) - (bounds.width - total_progress_width);
border.radius.top_right = border_radius;
border.radius.bottom_right = border_radius;
} else {
border.radius.top_right = 0.0;
border.radius.bottom_right = 0.0;
}
// For indeterminate mode or when progress has just started
if x < radius.min(bounds.height / 2.0) {
let border_radius = radius.min(bounds.height / 2.0) - x;
border.radius.top_left = border_radius;
border.radius.bottom_left = border_radius;
if total_progress_width < radius.min(bounds.height / 2.0) {
height = bounds.height - 2.0 * radius.min(bounds.height / 2.0)
+ total_progress_width * 2.0;
}
} else {
border.radius.top_left = 0.0;
border.radius.bottom_left = 0.0;
}
if x > bounds.width - radius.min(bounds.height / 2.0) {
height = bounds.height - 2.0 * radius.min(bounds.height / 2.0) + width * 2.0;
}
}
renderer.fill_quad(
renderer::Quad {
bounds: Rectangle {
x: bounds.x + x,
y: bounds.y + (bounds.height - height) / 2.0,
width,
height,
},
border,
snap: true,
..renderer::Quad::default()
},
color,
);
};
if self.progress.is_some() {
let mut draw_quad =
|start: f32, segment_width: f32, progress_width: f32, border: iced::Border| {
renderer.fill_quad(
renderer::Quad {
bounds: Rectangle {
x: bounds.x + start,
y: bounds.y,
width: segment_width,
height: bounds.height,
},
border,
snap: true,
..renderer::Quad::default()
},
custom_style.track_color,
);
renderer.with_layer(
Rectangle {
x: bounds.x + start,
y: bounds.y,
width: progress_width,
height: bounds.height,
},
|renderer| {
renderer.fill_quad(
renderer::Quad {
bounds: Rectangle {
x: bounds.x + start,
y: bounds.y,
width: segment_width,
height: bounds.height,
},
border,
snap: true,
..renderer::Quad::default()
},
custom_style.bar_color,
);
},
);
};
let current_p = state.progress.current;
let len = self.markers.len();
let spacing = self.segment_spacing;
@ -265,7 +254,6 @@ where
};
let drawable = 1.0 - gap * len as f32;
let mut absolute_width = 0.0;
for i in 0..=len {
let (seg_lo, r_left) = if i == 0 {
(0.0, radius)
@ -279,65 +267,21 @@ where
};
let x_start = seg_lo * drawable + i as f32 * gap;
let x_width = (seg_hi - seg_lo) * drawable;
let segment_radius = [r_left, r_right, r_right, r_left].into();
let mut segment_radius = if i == 0 && len == 0 {
[r_left, r_right, r_right, r_left].into()
} else if i == 0 {
[r_left, 0.0, 0.0, r_left].into()
} else if i == len {
[0.0, r_right, r_right, 0.0].into()
} else {
[0.0, 0.0, 0.0, 0.0].into()
};
// draw track segment
let fill = ((current_p - seg_lo) / (seg_hi - seg_lo)).min(1.0);
draw_quad(
x_start * bounds.width,
x_width * bounds.width,
custom_style.track_color,
x_width * fill * bounds.width,
iced::Border {
width: border_width,
color: border_color,
radius: segment_radius,
},
true,
bounds.width,
);
// draw bar segment
if current_p > seg_lo {
let fill = ((current_p - seg_lo) / (seg_hi - seg_lo)).min(1.0);
absolute_width += x_width * fill + if i == 0 { 0.0 } else { gap };
segment_radius = [r_left, r_right, r_right, r_left].into();
draw_quad(
x_start * bounds.width,
x_width * fill * bounds.width,
custom_style.bar_color,
iced::Border {
radius: segment_radius,
..iced::Border::default()
},
false,
absolute_width * bounds.width,
);
}
}
} else {
// draw track
draw_quad(
0.0,
bounds.width,
custom_style.track_color,
iced::Border {
width: border_width,
color: border_color,
radius: radius.into(),
},
true,
bounds.width,
);
// draw bar
let (bar_start, bar_end) =
state
.animation
@ -347,25 +291,73 @@ where
let right_width = (1.0 - start).min(length);
let left_width = length - right_width;
let border = iced::Border {
width: border_width,
color: border_color,
radius: radius.into(),
..iced::Border::default()
};
draw_quad(
start * bounds.width,
right_width * bounds.width,
custom_style.bar_color,
border,
false,
(right_width + start) * bounds.width,
renderer.fill_quad(
renderer::Quad {
bounds: Rectangle {
x: bounds.x,
y: bounds.y,
width: bounds.width,
height: bounds.height,
},
border,
..renderer::Quad::default()
},
custom_style.track_color,
);
draw_quad(
0.0,
left_width * bounds.width,
custom_style.bar_color,
border,
false,
left_width * bounds.width,
renderer.with_layer(
Rectangle {
x: bounds.x,
y: bounds.y,
width: left_width * bounds.width,
height: bounds.height,
},
|renderer| {
renderer.fill_quad(
renderer::Quad {
bounds: Rectangle {
x: bounds.x,
y: bounds.y,
width: bounds.width,
height: bounds.height,
},
border,
snap: true,
..renderer::Quad::default()
},
custom_style.bar_color,
);
},
);
renderer.with_layer(
Rectangle {
x: bounds.x + start * bounds.width,
y: bounds.y,
width: right_width * bounds.width,
height: bounds.height,
},
|renderer| {
renderer.fill_quad(
renderer::Quad {
bounds: Rectangle {
x: bounds.x,
y: bounds.y,
width: bounds.width,
height: bounds.height,
},
border,
snap: true,
..renderer::Quad::default()
},
custom_style.bar_color,
);
},
);
}
}