Progress component is not cleanly usable in a lipgloss style driven project, because of its dependencies on termenv colors and color profile. Indeed, Both of them are not directly exposed by lipgloss styles..
Btw, i've managed to make it use lipgloss styles in a backward compatible way \o/
new FullStyle and EmtpyStyle variables are introduced, having the default foreground color of FullColor and EmptyColor
FullColor and EmptyColor are deprecated, make their default values to empty string. This way, if they are defined, we can set the foreground during rendering.
WithSolidFill now just apply foreground color to FullStyle
introduce WithFillStyles option which set both FullStyle and EmtpyStyle. It was inspired by WithFillCharacters, but can be easily split in both WithFullStyle and WithEmtpyStyle if you prefer
WithColorProfile is the most touchy part :) It recreates and make them inherit from themselves FullStyle and EmtpyStyle, but starting from the default renderer, and applies color profile to it
The rest is all about using FullStyle and EmtpyStyle to render runes, instead of termenv.String.
Progress component is not cleanly usable in a lipgloss style driven project, because of its dependencies on termenv colors and color profile. Indeed, Both of them are not directly exposed by lipgloss styles..
Btw, i've managed to make it use lipgloss styles in a backward compatible way \o/
FullStyle
andEmtpyStyle
variables are introduced, having the default foreground color ofFullColor
andEmptyColor
FullColor
andEmptyColor
are deprecated, make their default values to empty string. This way, if they are defined, we can set the foreground during rendering.WithSolidFill
now just apply foreground color toFullStyle
WithFillStyles
option which set bothFullStyle
andEmtpyStyle
. It was inspired byWithFillCharacters
, but can be easily split in bothWithFullStyle
andWithEmtpyStyle
if you preferWithColorProfile
is the most touchy part :) It recreates and make them inherit from themselvesFullStyle
andEmtpyStyle
, but starting from the default renderer, and applies color profile to itThe rest is all about using
FullStyle
andEmtpyStyle
to render runes, instead of termenv.String.Happy comments :)