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osu-lazer/osu.Game.Tests/Visual/UserInterface/TestSceneSegmentedGraph.cs

162 lines
5.5 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.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu;
using osuTK;
namespace osu.Game.Tests.Visual.UserInterface
{
public partial class TestSceneSegmentedGraph : OsuTestScene
{
private readonly SegmentedGraph<int> graph;
public TestSceneSegmentedGraph()
{
Children = new Drawable[]
{
graph = new SegmentedGraph<int>(6)
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(1, 0.5f),
},
};
graph.TierColours = new[]
{
Colour4.Red,
Colour4.OrangeRed,
Colour4.Orange,
Colour4.Yellow,
Colour4.YellowGreen,
Colour4.Green
};
AddStep("values from 1-10", () => graph.Values = Enumerable.Range(1, 10).ToArray());
AddStep("values from 1-100", () => graph.Values = Enumerable.Range(1, 100).ToArray());
AddStep("values from 1-500", () => graph.Values = Enumerable.Range(1, 500).ToArray());
AddStep("sin() function of size 100", () => sinFunction());
AddStep("sin() function of size 500", () => sinFunction(500));
AddStep("bumps of size 100", () => bumps());
AddStep("bumps of size 500", () => bumps(500));
AddStep("100 random values", () => randomValues());
AddStep("500 random values", () => randomValues(500));
AddStep("beatmap density with granularity of 200", () => beatmapDensity());
AddStep("beatmap density with granularity of 300", () => beatmapDensity(300));
AddStep("reversed values from 1-10", () => graph.Values = Enumerable.Range(1, 10).Reverse().ToArray());
AddStep("change tier colours", () =>
{
graph.TierColours = new[]
{
Colour4.White,
Colour4.LightBlue,
Colour4.Aqua,
Colour4.Blue
};
});
AddStep("reset tier colours", () =>
{
graph.TierColours = new[]
{
Colour4.Red,
Colour4.OrangeRed,
Colour4.Orange,
Colour4.Yellow,
Colour4.YellowGreen,
Colour4.Green
};
});
AddStep("set graph colour to blue", () => graph.Colour = Colour4.Blue);
AddStep("set graph colour to transparent", () => graph.Colour = Colour4.Transparent);
AddStep("set graph colour to vertical gradient", () => graph.Colour = ColourInfo.GradientVertical(Colour4.White, Colour4.Black));
AddStep("set graph colour to horizontal gradient", () => graph.Colour = ColourInfo.GradientHorizontal(Colour4.White, Colour4.Black));
AddStep("reset graph colour", () => graph.Colour = Colour4.White);
}
private void sinFunction(int size = 100)
{
const int max_value = 255;
graph.Values = new int[size];
float step = 2 * MathF.PI / size;
float x = 0;
for (int i = 0; i < size; i++)
{
graph.Values[i] = (int)(max_value * MathF.Sin(x));
x += step;
}
}
private void bumps(int size = 100)
{
const int max_value = 255;
graph.Values = new int[size];
float step = 2 * MathF.PI / size;
float x = 0;
for (int i = 0; i < size; i++)
{
graph.Values[i] = (int)(max_value * Math.Abs(MathF.Sin(x)));
x += step;
}
}
private void randomValues(int size = 100)
{
Random rng = new Random();
graph.Values = new int[size];
for (int i = 0; i < size; i++)
{
graph.Values[i] = rng.Next(255);
}
}
private void beatmapDensity(int granularity = 200)
{
var ruleset = new OsuRuleset();
var beatmap = CreateBeatmap(ruleset.RulesetInfo);
IEnumerable<HitObject> objects = beatmap.HitObjects;
// Taken from SongProgressGraph
graph.Values = new int[granularity];
if (!objects.Any())
return;
(double firstHit, double lastHit) = BeatmapExtensions.CalculatePlayableBounds(objects);
if (lastHit == 0)
lastHit = objects.Last().StartTime;
double interval = (lastHit - firstHit + 1) / granularity;
foreach (var h in objects)
{
double endTime = h.GetEndTime();
Debug.Assert(endTime >= h.StartTime);
int startRange = (int)((h.StartTime - firstHit) / interval);
int endRange = (int)((endTime - firstHit) / interval);
for (int i = startRange; i <= endRange; i++)
graph.Values[i]++;
}
}
}
}