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osu-lazer/osu.Game/Screens/Ranking/Statistics/HitEventTimingDistributionGraph.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
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using System.Collections.Generic;
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using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Scoring;
using osuTK.Graphics;
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namespace osu.Game.Screens.Ranking.Statistics
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{
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/// <summary>
/// A graph which displays the distribution of hit timing in a series of <see cref="HitEvent"/>s.
/// </summary>
public class HitEventTimingDistributionGraph : CompositeDrawable
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{
/// <summary>
/// The number of bins on each side of the timing distribution.
/// </summary>
private const int timing_distribution_bins = 50;
/// <summary>
/// The total number of bins in the timing distribution, including bins on both sides and the centre bin at 0.
/// </summary>
private const int total_timing_distribution_bins = timing_distribution_bins * 2 + 1;
/// <summary>
/// The centre bin, with a timing distribution very close to/at 0.
/// </summary>
private const int timing_distribution_centre_bin_index = timing_distribution_bins;
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/// <summary>
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/// The number of data points shown on each side of the axis below the graph.
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/// </summary>
private const float axis_points = 5;
/// <summary>
/// The currently displayed hit events.
/// </summary>
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private readonly IReadOnlyList<HitEvent> hitEvents;
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/// <summary>
/// Creates a new <see cref="HitEventTimingDistributionGraph"/>.
/// </summary>
/// <param name="hitEvents">The <see cref="HitEvent"/>s to display the timing distribution of.</param>
public HitEventTimingDistributionGraph(IReadOnlyList<HitEvent> hitEvents)
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{
this.hitEvents = hitEvents.Where(e => !(e.HitObject.HitWindows is HitWindows.EmptyHitWindows) && e.Result.IsHit()).ToList();
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}
private int[] bins;
private double binSize;
private double hitOffset;
private Bar[] barDrawables;
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[BackgroundDependencyLoader]
private void load()
{
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if (hitEvents == null || hitEvents.Count == 0)
return;
bins = new int[total_timing_distribution_bins];
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binSize = Math.Ceiling(hitEvents.Max(e => Math.Abs(e.TimeOffset)) / timing_distribution_bins);
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// Prevent div-by-0 by enforcing a minimum bin size
binSize = Math.Max(1, binSize);
Scheduler.AddOnce(updateDisplay);
}
public void UpdateOffset(double hitOffset)
{
this.hitOffset = hitOffset;
Scheduler.AddOnce(updateDisplay);
}
private void updateDisplay()
{
bool roundUp = true;
Array.Clear(bins, 0, bins.Length);
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foreach (var e in hitEvents)
{
double time = e.TimeOffset + hitOffset;
double binOffset = time / binSize;
// .NET's round midpoint handling doesn't provide a behaviour that works amazingly for display
// purposes here. We want midpoint rounding to roughly distribute evenly to each adjacent bucket
// so the easiest way is to cycle between downwards and upwards rounding as we process events.
if (Math.Abs(binOffset - (int)binOffset) == 0.5)
{
binOffset = (int)binOffset + Math.Sign(binOffset) * (roundUp ? 1 : 0);
roundUp = !roundUp;
}
int index = timing_distribution_centre_bin_index + (int)Math.Round(binOffset, MidpointRounding.AwayFromZero);
// may be out of range when applying an offset. for such cases we can just drop the results.
if (index >= 0 && index < bins.Length)
bins[index]++;
}
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if (barDrawables != null)
{
for (int i = 0; i < barDrawables.Length; i++)
{
barDrawables[i].UpdateOffset(bins[i]);
}
}
else
{
int maxCount = bins.Max();
barDrawables = new Bar[total_timing_distribution_bins];
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for (int i = 0; i < barDrawables.Length; i++)
barDrawables[i] = new Bar(bins[i], maxCount, i == timing_distribution_centre_bin_index);
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Container axisFlow;
const float axis_font_size = 12;
InternalChild = new GridContainer
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Width = 0.8f,
Content = new[]
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{
new Drawable[]
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{
new GridContainer
{
RelativeSizeAxes = Axes.Both,
Content = new[] { barDrawables }
}
},
new Drawable[]
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{
axisFlow = new Container
{
RelativeSizeAxes = Axes.X,
Height = axis_font_size,
}
},
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},
RowDimensions = new[]
{
new Dimension(),
new Dimension(GridSizeMode.AutoSize),
}
};
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// Our axis will contain one centre element + 5 points on each side, each with a value depending on the number of bins * bin size.
double maxValue = timing_distribution_bins * binSize;
double axisValueStep = maxValue / axis_points;
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axisFlow.Add(new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Text = "0",
Font = OsuFont.GetFont(size: axis_font_size, weight: FontWeight.SemiBold)
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});
for (int i = 1; i <= axis_points; i++)
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{
double axisValue = i * axisValueStep;
float position = (float)(axisValue / maxValue);
float alpha = 1f - position * 0.8f;
axisFlow.Add(new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativePositionAxes = Axes.X,
X = -position / 2,
Alpha = alpha,
Text = axisValue.ToString("-0"),
Font = OsuFont.GetFont(size: axis_font_size, weight: FontWeight.SemiBold)
});
axisFlow.Add(new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativePositionAxes = Axes.X,
X = position / 2,
Alpha = alpha,
Text = axisValue.ToString("+0"),
Font = OsuFont.GetFont(size: axis_font_size, weight: FontWeight.SemiBold)
});
}
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}
}
private class Bar : CompositeDrawable
{
private readonly float value;
private readonly float maxValue;
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private readonly Circle boxOriginal;
private Circle boxAdjustment;
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private const float minimum_height = 0.05f;
public Bar(float value, float maxValue, bool isCentre)
{
this.value = value;
this.maxValue = maxValue;
RelativeSizeAxes = Axes.Both;
Masking = true;
InternalChildren = new Drawable[]
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{
boxOriginal = new Circle
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
Colour = isCentre ? Color4.White : Color4Extensions.FromHex("#66FFCC"),
Height = minimum_height,
},
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};
}
private const double duration = 300;
protected override void LoadComplete()
{
base.LoadComplete();
float height = Math.Clamp(value / maxValue, minimum_height, 1);
if (height > minimum_height)
boxOriginal.ResizeHeightTo(height, duration, Easing.OutQuint);
}
public void UpdateOffset(float adjustment)
{
bool hasAdjustment = adjustment != value && adjustment / maxValue >= minimum_height;
if (boxAdjustment == null)
{
if (!hasAdjustment)
return;
AddInternal(boxAdjustment = new Circle
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
Colour = Color4.Yellow,
Blending = BlendingParameters.Additive,
Alpha = 0.6f,
Height = 0,
});
}
boxAdjustment.ResizeHeightTo(Math.Clamp(adjustment / maxValue, minimum_height, 1), duration, Easing.OutQuint);
boxAdjustment.FadeTo(!hasAdjustment ? 0 : 1, duration, Easing.OutQuint);
}
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}
}
}