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mirror of https://github.com/ppy/osu.git synced 2024-11-11 20:07:29 +08:00

Allow an offset to be shown on the timing distribution graph

This commit is contained in:
Dean Herbert 2022-03-04 13:09:19 +09:00
parent e09dd7d8fe
commit 010fa7ed01
2 changed files with 50 additions and 9 deletions

View File

@ -54,6 +54,7 @@ namespace osu.Game.Screens.Play.PlayerSettings
private double lastPlayAverage;
private double lastPlayBeatmapOffset;
private HitEventTimingDistributionGraph? lastPlayGraph;
private SettingsButton? useAverageButton;
@ -109,8 +110,8 @@ namespace osu.Game.Screens.Play.PlayerSettings
Debug.Assert(value != 0);
return value > 0
? BeatmapOffsetControlStrings.HitObjectsAppearLater
: BeatmapOffsetControlStrings.HitObjectsAppearEarlier;
? BeatmapOffsetControlStrings.HitObjectsAppearEarlier
: BeatmapOffsetControlStrings.HitObjectsAppearLater;
}
}
}
@ -149,6 +150,12 @@ namespace osu.Game.Screens.Play.PlayerSettings
void updateOffset()
{
// the last play graph is relative to the offset at the point of the last play, so we need to factor that out.
double adjustmentSinceLastPlay = lastPlayBeatmapOffset - Current.Value;
// Negative is applied here because the play graph is considering a hit offset, not track (as we currently use for clocks).
lastPlayGraph?.UpdateOffset(-adjustmentSinceLastPlay);
// ensure the previous write has completed. ignoring performance concerns, if we don't do this, the async writes could be out of sequence.
if (realmWriteTask?.IsCompleted == false)
{
@ -157,7 +164,9 @@ namespace osu.Game.Screens.Play.PlayerSettings
}
if (useAverageButton != null)
useAverageButton.Enabled.Value = !Precision.AlmostEquals(lastPlayAverage, -Current.Value + lastPlayBeatmapOffset, Current.Precision / 2);
{
useAverageButton.Enabled.Value = !Precision.AlmostEquals(lastPlayAverage, adjustmentSinceLastPlay, Current.Precision / 2);
}
realmWriteTask = realm.WriteAsync(r =>
{
@ -218,7 +227,7 @@ namespace osu.Game.Screens.Play.PlayerSettings
referenceScoreContainer.AddRange(new Drawable[]
{
new HitEventTimingDistributionGraph(hitEvents)
lastPlayGraph = new HitEventTimingDistributionGraph(hitEvents)
{
RelativeSizeAxes = Axes.X,
Height = 50,

View File

@ -40,6 +40,9 @@ namespace osu.Game.Screens.Ranking.Statistics
/// </summary>
private const float axis_points = 5;
/// <summary>
/// The currently displayed hit events.
/// </summary>
private readonly IReadOnlyList<HitEvent> hitEvents;
/// <summary>
@ -51,24 +54,43 @@ namespace osu.Game.Screens.Ranking.Statistics
this.hitEvents = hitEvents.Where(e => !(e.HitObject.HitWindows is HitWindows.EmptyHitWindows) && e.Result.IsHit()).ToList();
}
private int[] bins;
private double binSize;
private double hitOffset;
[BackgroundDependencyLoader]
private void load()
{
if (hitEvents == null || hitEvents.Count == 0)
return;
int[] bins = new int[total_timing_distribution_bins];
bins = new int[total_timing_distribution_bins];
double binSize = Math.Ceiling(hitEvents.Max(e => Math.Abs(e.TimeOffset)) / timing_distribution_bins);
binSize = Math.Ceiling(hitEvents.Max(e => Math.Abs(e.TimeOffset)) / timing_distribution_bins);
// 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);
foreach (var e in hitEvents)
{
double binOffset = e.TimeOffset / binSize;
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
@ -79,13 +101,23 @@ namespace osu.Game.Screens.Ranking.Statistics
roundUp = !roundUp;
}
bins[timing_distribution_centre_bin_index + (int)Math.Round(binOffset, MidpointRounding.AwayFromZero)]++;
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]++;
}
int maxCount = bins.Max();
var bars = new Drawable[total_timing_distribution_bins];
for (int i = 0; i < bars.Length; i++)
bars[i] = new Bar { Height = Math.Max(0.05f, (float)bins[i] / maxCount) };
{
bars[i] = new Bar
{
Height = Math.Max(0.05f, (float)bins[i] / maxCount)
};
}
Container axisFlow;