1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-21 14:52:55 +08:00
osu-lazer/osu.Game/Graphics/UserInterface/LineGraph.cs

134 lines
4.1 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.Linq;
using osu.Framework.Caching;
using osuTK;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Lines;
using osuTK.Graphics;
namespace osu.Game.Graphics.UserInterface
{
public 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; }
/// <summary>
/// Manually set the min value, otherwise <see cref="Enumerable.Min(IEnumerable{float})"/> will be used.
/// </summary>
public float? MinValue { get; set; }
public float ActualMaxValue { get; private set; } = float.NaN;
public float ActualMinValue { get; private set; } = float.NaN;
private const double transform_duration = 1500;
/// <summary>
/// Hold an empty area if values are less.
/// </summary>
public int DefaultValueCount;
private readonly Container<Path> maskingContainer;
private readonly Path path;
private float[] values;
/// <summary>
/// A list of floats decides position of each line node.
/// </summary>
public IEnumerable<float> Values
{
get => values;
set
{
values = value.ToArray();
float max = values.Max(), min = values.Min();
if (MaxValue > max) max = MaxValue.Value;
if (MinValue < min) min = MinValue.Value;
ActualMaxValue = max;
ActualMinValue = min;
pathCached.Invalidate();
maskingContainer.Width = 0;
maskingContainer.ResizeWidthTo(1, transform_duration, Easing.OutQuint);
}
}
public Color4 LineColour
{
get => maskingContainer.Colour;
set => maskingContainer.Colour = value;
}
public LineGraph()
{
Add(maskingContainer = new Container<Path>
{
Masking = true,
RelativeSizeAxes = Axes.Both,
Child = path = new SmoothPath
{
AutoSizeAxes = Axes.None,
RelativeSizeAxes = Axes.Both,
PathRadius = 1
}
});
}
public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
{
if ((invalidation & Invalidation.DrawSize) > 0)
pathCached.Invalidate();
return base.Invalidate(invalidation, source, shallPropagate);
}
private readonly Cached pathCached = new Cached();
protected override void Update()
{
base.Update();
if (!pathCached.IsValid)
{
applyPath();
pathCached.Validate();
}
}
private void applyPath()
{
path.ClearVertices();
if (values == null) return;
int count = Math.Max(values.Length, DefaultValueCount);
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
float x = (i + count - values.Length) / (float)(count - 1) * (DrawWidth - 2 * path.PathRadius);
float y = GetYPosition(values[i]) * (DrawHeight - 2 * path.PathRadius);
path.AddVertex(new Vector2(x, y));
}
}
protected float GetYPosition(float value)
{
if (ActualMaxValue == ActualMinValue) return 0;
return (ActualMaxValue - value) / (ActualMaxValue - ActualMinValue);
}
}
}