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osu-lazer/osu.Game/Utils/FormatUtils.cs
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2025-02-26 02:18:10 +02:00

226 lines
9.0 KiB
C#

// 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;
using System.Linq;
using Humanizer;
using osu.Framework.Extensions.LocalisationExtensions;
using osu.Framework.Localisation;
namespace osu.Game.Utils
{
public static class FormatUtils
{
/// <summary>
/// Turns the provided accuracy into a percentage with 2 decimal places.
/// </summary>
/// <param name="accuracy">The accuracy to be formatted.</param>
/// <returns>formatted accuracy in percentage</returns>
public static LocalisableString FormatAccuracy(this double accuracy)
{
// for the sake of display purposes, we don't want to show a user a "rounded up" percentage to the next whole number.
// ie. a score which gets 89.99999% shouldn't ever show as 90%.
// the reasoning for this is that cutoffs for grade increases are at whole numbers and displaying the required
// percentile with a non-matching grade is confusing.
accuracy = Math.Floor(accuracy * 10000) / 10000;
return accuracy.ToLocalisableString("0.00%");
}
/// <summary>
/// Formats the supplied rank/leaderboard position in a consistent, simplified way.
/// </summary>
/// <param name="rank">The rank/position to be formatted.</param>
public static string FormatRank(this int rank) => rank.ToMetric(decimals: rank < 100_000 ? 1 : 0);
/// <summary>
/// Formats the supplied star rating in a consistent, simplified way.
/// </summary>
/// <param name="starRating">The star rating to be formatted.</param>
public static LocalisableString FormatStarRating(this double starRating) => starRating.ToLocalisableString("0.00");
/// <summary>
/// Finds the number of digits after the decimal.
/// </summary>
/// <param name="d">The value to find the number of decimal digits for.</param>
/// <returns>The number decimal digits.</returns>
public static int FindPrecision(decimal d)
{
int precision = 0;
while (d != Math.Round(d))
{
d *= 10;
precision++;
}
return precision;
}
/// <summary>
/// Applies rounding to the given BPM value.
/// </summary>
/// <remarks>
/// Double-rounding is applied intentionally (see https://github.com/ppy/osu/pull/18345#issue-1243311382 for rationale).
/// </remarks>
/// <param name="baseBpm">The base BPM to round.</param>
/// <param name="rate">Rate adjustment, if applicable.</param>
public static int RoundBPM(double baseBpm, double rate = 1) => (int)Math.Round(Math.Round(baseBpm) * rate);
/// <summary>
/// Resampling strain values to certain bin size.
/// </summary>
/// <remarks>
/// The main feature of this resampling is that peak strains will be always preserved.
/// This means that the highest strain can't be decreased by averaging or interpolation.
/// </remarks>
public static double[] ResampleStrains(double[] values, int targetSize)
{
// Set to at least one value, what will be 0 in this case
if (values.Length == 0)
values = new double[1];
if (targetSize > values.Length)
return resamplingUpscale(values, targetSize);
else if (targetSize < values.Length)
return resamplingDownscale(values, targetSize);
return (double[])values.Clone();
}
private static double[] resamplingUpscale(double[] values, int targetSize)
{
// Create array filled with -inf
double[] result = Enumerable.Repeat(double.NegativeInfinity, targetSize).ToArray();
// First and last peaks are constant
result[0] = values[0];
result[^1] = values[^1];
// On the first pass we place peaks
int sourceIndex = 1;
int targetIndex = 1;
// Adjust sizes accounting for the fact that first and last elements already set-up
int sourceSize = Math.Max(1, values.Length - 1);
targetSize -= 1;
for (; targetIndex < targetSize - 1; targetIndex++)
{
double sourceProgress = (double)sourceIndex / sourceSize;
double targetProgressNext = (targetIndex + 1.0) / targetSize;
// If we reached the point where source is between current and next - then peak is either current or next
if (sourceProgress <= targetProgressNext)
{
double targetProgressCurrent = (double)targetIndex / targetSize;
double distanceToCurrent = sourceProgress - targetProgressCurrent;
double distanceToNext = targetProgressNext - sourceProgress;
// If it's next what is closer - abbadon current and move to next immediatly
if (distanceToNext < distanceToCurrent)
{
result[targetIndex] = double.NegativeInfinity;
targetIndex++;
}
result[targetIndex] = values[sourceIndex];
sourceIndex++;
}
}
// On second pass we interpolate between peaks
sourceIndex = 0;
targetIndex = 1;
for (; targetIndex < targetSize; targetIndex++)
{
// If we're on peak - skip iteration
if (result[targetIndex] != double.NegativeInfinity)
{
sourceIndex++;
continue;
}
double targetProgress = (double)targetIndex / targetSize;
double previousPeakProgress = (double)sourceIndex / sourceSize;
double nextPeakProgress = (sourceIndex + 1.0) / sourceSize;
double distanceToPreviousPeak = targetProgress - previousPeakProgress;
double distanceToNextPeak = nextPeakProgress - targetProgress;
double lerpCoef = distanceToPreviousPeak / (distanceToPreviousPeak + distanceToNextPeak);
double nextValue = sourceIndex + 1 < values.Length ? values[sourceIndex + 1] : values[sourceIndex];
result[targetIndex] = double.Lerp(values[sourceIndex], nextValue, lerpCoef);
}
return result;
}
private static double[] resamplingDownscale(double[] values, int targetSize)
{
double[] result = new double[targetSize];
int sourceIndex = 0;
int targetIndex = 0;
double currentSampleMax = double.NegativeInfinity;
for (; sourceIndex < values.Length; sourceIndex++)
{
double currentValue = values[sourceIndex];
double sourceProgress = (sourceIndex + 0.5) / values.Length;
double targetProgressBorder = (targetIndex + 1.0) / targetSize;
double distanceToBorder = targetProgressBorder - sourceProgress;
// Handle transition to next sample
if (distanceToBorder < 0)
{
double targetProgressCurrent = (targetIndex + 0.5) / targetSize;
double targetProgressNext = (targetIndex + 1.5) / targetSize;
// Try fit weighted current into still current sample
// It would always be closer to Next than to Current
double weight = (targetProgressNext - sourceProgress) / (sourceProgress - targetProgressCurrent);
double weightedValue = currentValue * weight;
if (currentSampleMax < weightedValue) currentSampleMax = weightedValue;
// Flush current max
result[targetIndex] = currentSampleMax;
targetIndex++;
currentSampleMax = double.NegativeInfinity;
// Try to fit weighted previous into future sample
if (sourceIndex > 0)
{
double prevValue = values[sourceIndex - 1];
double sourceProgressPrev = (sourceIndex - 0.5) / values.Length;
// It would always be closer to Current than to Current
weight = (sourceProgressPrev - targetProgressCurrent) / (targetProgressNext - sourceProgressPrev);
weightedValue = prevValue * weight;
currentSampleMax = weightedValue;
}
}
// Replace with maximum of the sample
if (currentSampleMax < currentValue) currentSampleMax = currentValue;
}
// Flush last value
result[targetIndex] = currentSampleMax;
return result;
}
}
}