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osu-lazer/osu.Game/Graphics/UserInterface/LineGraph.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.
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#nullable disable
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using System;
using System.Collections.Generic;
using System.Linq;
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using osuTK;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Lines;
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using osu.Framework.Layout;
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using osuTK.Graphics;
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namespace osu.Game.Graphics.UserInterface
{
public partial class LineGraph : Container
{
/// <summary>
/// Manually set the max value, otherwise <see cref="Enumerable.Max(IEnumerable{float})"/> will be used.
/// </summary>
public float? MaxValue { get; set; }
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/// <summary>
/// Manually set the min value, otherwise <see cref="Enumerable.Min(IEnumerable{float})"/> will be used.
/// </summary>
public float? MinValue { get; set; }
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public float ActualMaxValue { get; private set; } = float.NaN;
public float ActualMinValue { get; private set; } = float.NaN;
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private const double transform_duration = 1500;
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/// <summary>
/// Hold an empty area if values are less.
/// </summary>
public int DefaultValueCount;
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private readonly Container<Path> maskingContainer;
private readonly Path path;
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private float[] values;
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/// <summary>
/// A list of floats decides position of each line node.
/// </summary>
public IEnumerable<float> Values
{
get => values;
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set
{
values = value.ToArray();
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float max = values.Max(), min = values.Min();
if (MaxValue > max) max = MaxValue.Value;
if (MinValue < min) min = MinValue.Value;
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ActualMaxValue = max;
ActualMinValue = min;
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pathCached.Invalidate();
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maskingContainer.Width = 0;
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maskingContainer.ResizeWidthTo(1, transform_duration, Easing.OutQuint);
}
}
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public Color4 LineColour
{
get => maskingContainer.Colour;
set => maskingContainer.Colour = value;
}
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public LineGraph()
{
Add(maskingContainer = new Container<Path>
{
Masking = true,
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RelativeSizeAxes = Axes.Both,
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Child = path = new SmoothPath
{
AutoSizeAxes = Axes.None,
RelativeSizeAxes = Axes.Both,
PathRadius = 1
}
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});
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AddLayout(pathCached);
}
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private readonly LayoutValue pathCached = new LayoutValue(Invalidation.DrawSize);
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protected override void Update()
{
base.Update();
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if (!pathCached.IsValid)
{
applyPath();
pathCached.Validate();
}
}
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private void applyPath()
{
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path.ClearVertices();
if (values == null) return;
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int count = Math.Max(values.Length, DefaultValueCount);
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for (int i = 0; i < values.Length; i++)
{
// Make sure that we are accounting for path width when calculating vertex positions
// We need to apply 2x the path radius to account for it because the full diameter of the line accounts into height
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float x = (i + count - values.Length) / (float)(count - 1) * (DrawWidth - 2 * path.PathRadius);
float y = GetYPosition(values[i]) * (DrawHeight - 2 * path.PathRadius);
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path.AddVertex(new Vector2(x, y));
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}
}
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protected float GetYPosition(float value)
{
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if (ActualMaxValue == ActualMinValue)
// show line at top if the only value on the graph is positive,
// and at bottom if the only value on the graph is zero or negative.
// just kind of makes most sense intuitively.
return value > 1 ? 0 : 1;
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return (ActualMaxValue - value) / (ActualMaxValue - ActualMinValue);
}
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}
}