osu/osu.Game/Graphics/UserInterface/SegmentedGraph.cs

349 lines
11 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;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Rendering;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Textures;
using osuTK;
namespace osu.Game.Graphics.UserInterface
{
public partial class SegmentedGraph<T> : Drawable
where T : struct, IComparable<T>, IConvertible, IEquatable<T>
{
private bool graphNeedsUpdate;
private T[]? values;
private int[] tiers = Array.Empty<int>();
private readonly SegmentManager segments;
private int tierCount;
public SegmentedGraph(int tierCount = 1)
{
this.tierCount = tierCount;
tierColours = new[]
{
new Colour4(0, 0, 0, 0)
};
segments = new SegmentManager(tierCount);
}
public T[] Values
{
get => values ?? Array.Empty<T>();
set
{
if (value == values) return;
values = value;
graphNeedsUpdate = true;
}
}
private IReadOnlyList<Colour4> tierColours;
public IReadOnlyList<Colour4> TierColours
{
get => tierColours;
set
{
tierCount = value.Count;
tierColours = value;
graphNeedsUpdate = true;
}
}
private Texture texture = null!;
private IShader shader = null!;
[BackgroundDependencyLoader]
private void load(IRenderer renderer, ShaderManager shaders)
{
texture = renderer.WhitePixel;
shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);
}
protected override void Update()
{
base.Update();
if (graphNeedsUpdate)
{
recalculateTiers(values);
recalculateSegments();
Invalidate(Invalidation.DrawNode);
graphNeedsUpdate = false;
}
}
private void recalculateTiers(T[]? arr)
{
if (arr == null || arr.Length == 0)
{
tiers = Array.Empty<int>();
return;
}
float[] floatValues = arr.Select(v => Convert.ToSingle(v)).ToArray();
// Shift values to eliminate negative ones
float min = floatValues.Min();
if (min < 0)
{
for (int i = 0; i < floatValues.Length; i++)
floatValues[i] += Math.Abs(min);
}
// Normalize values
float max = floatValues.Max();
for (int i = 0; i < floatValues.Length; i++)
floatValues[i] /= max;
// Deduce tiers from values
tiers = floatValues.Select(v => (int)Math.Floor(v * tierCount)).ToArray();
}
private void recalculateSegments()
{
segments.Clear();
if (tiers.Length == 0)
{
segments.Add(0, 0, 1);
return;
}
for (int i = 0; i < tiers.Length; i++)
{
for (int tier = 0; tier < tierCount; tier++)
{
if (tier < 0)
continue;
// One tier covers itself and all tiers above it.
// By layering multiple transparent boxes, higher tiers will be brighter.
// If using opaque colors, higher tiers will be on front, covering lower tiers.
if (tiers[i] >= tier)
{
if (!segments.IsTierStarted(tier))
segments.StartSegment(tier, i * 1f / tiers.Length);
}
else
{
if (segments.IsTierStarted(tier))
segments.EndSegment(tier, i * 1f / tiers.Length);
}
}
}
segments.EndAllPendingSegments();
segments.Sort();
}
protected override DrawNode CreateDrawNode() => new SegmentedGraphDrawNode(this);
protected struct SegmentInfo
{
/// <summary>
/// The tier this segment is at.
/// </summary>
public int Tier;
/// <summary>
/// The progress at which this segment starts.
/// </summary>
/// <remarks>
/// The value is a normalized float (from 0 to 1).
/// </remarks>
public float Start;
/// <summary>
/// The progress at which this segment ends.
/// </summary>
/// <remarks>
/// The value is a normalized float (from 0 to 1).
/// </remarks>
public float End;
/// <summary>
/// The length of this segment.
/// </summary>
/// <remarks>
/// The value is a normalized float (from 0 to 1).
/// </remarks>
public float Length => End - Start;
public override string ToString()
{
return $"({Tier}, {Start * 100}%, {End * 100}%)";
}
}
private class SegmentedGraphDrawNode : DrawNode
{
public new SegmentedGraph<T> Source => (SegmentedGraph<T>)base.Source;
private Texture texture = null!;
private IShader shader = null!;
private readonly List<SegmentInfo> segments = new List<SegmentInfo>();
private Vector2 drawSize;
private readonly List<Colour4> tierColours = new List<Colour4>();
public SegmentedGraphDrawNode(SegmentedGraph<T> source)
: base(source)
{
}
public override void ApplyState()
{
base.ApplyState();
texture = Source.texture;
shader = Source.shader;
drawSize = Source.DrawSize;
segments.Clear();
segments.AddRange(Source.segments.Where(s => s.Length * drawSize.X > 1));
tierColours.Clear();
tierColours.AddRange(Source.tierColours);
}
protected override void Draw(IRenderer renderer)
{
base.Draw(renderer);
shader.Bind();
foreach (SegmentInfo segment in segments)
{
Vector2 topLeft = new Vector2(segment.Start * drawSize.X, 0);
Vector2 topRight = new Vector2(segment.End * drawSize.X, 0);
Vector2 bottomLeft = new Vector2(segment.Start * drawSize.X, drawSize.Y);
Vector2 bottomRight = new Vector2(segment.End * drawSize.X, drawSize.Y);
renderer.DrawQuad(
texture,
new Quad(
Vector2Extensions.Transform(topLeft, DrawInfo.Matrix),
Vector2Extensions.Transform(topRight, DrawInfo.Matrix),
Vector2Extensions.Transform(bottomLeft, DrawInfo.Matrix),
Vector2Extensions.Transform(bottomRight, DrawInfo.Matrix)),
getSegmentColour(segment));
}
shader.Unbind();
}
private ColourInfo getSegmentColour(SegmentInfo segment)
{
var segmentColour = DrawColourInfo.Colour.Interpolate(new Quad(segment.Start, 0f, segment.End - segment.Start, 1f));
var tierColour = segment.Tier >= 0 ? tierColours[segment.Tier] : new Colour4(0, 0, 0, 0);
segmentColour.ApplyChild(tierColour);
return segmentColour;
}
}
protected class SegmentManager : IEnumerable<SegmentInfo>
{
private readonly List<SegmentInfo> segments = new List<SegmentInfo>();
private readonly SegmentInfo?[] pendingSegments;
public SegmentManager(int tierCount)
{
pendingSegments = new SegmentInfo?[tierCount];
}
public void StartSegment(int tier, float start)
{
if (pendingSegments[tier] != null)
throw new InvalidOperationException($"Another {nameof(SegmentInfo)} of tier {tier.ToString()} has already been started.");
pendingSegments[tier] = new SegmentInfo
{
Tier = tier,
Start = Math.Clamp(start, 0, 1)
};
}
public void EndSegment(int tier, float end)
{
SegmentInfo? pendingSegment = pendingSegments[tier];
if (pendingSegment == null)
throw new InvalidOperationException($"Cannot end {nameof(SegmentInfo)} of tier {tier.ToString()} that has not been started.");
SegmentInfo segment = pendingSegment.Value;
segment.End = Math.Clamp(end, 0, 1);
segments.Add(segment);
pendingSegments[tier] = null;
}
public void EndAllPendingSegments()
{
foreach (SegmentInfo? pendingSegment in pendingSegments)
{
if (pendingSegment == null)
continue;
SegmentInfo finalizedSegment = pendingSegment.Value;
finalizedSegment.End = 1;
segments.Add(finalizedSegment);
}
}
public void Sort() =>
segments.Sort((a, b) =>
a.Tier != b.Tier
? a.Tier.CompareTo(b.Tier)
: a.Start.CompareTo(b.Start));
public void Add(SegmentInfo segment) => segments.Add(segment);
public void Clear()
{
segments.Clear();
for (int i = 0; i < pendingSegments.Length; i++)
pendingSegments[i] = null;
}
public int Count => segments.Count;
public void Add(int tier, float start, float end)
{
SegmentInfo segment = new SegmentInfo
{
Tier = tier,
Start = Math.Clamp(start, 0, 1),
End = Math.Clamp(end, 0, 1)
};
if (segment.Start > segment.End)
throw new InvalidOperationException("Segment start cannot be after segment end.");
Add(segment);
}
public bool IsTierStarted(int tier) => tier >= 0 && pendingSegments[tier].HasValue;
public IEnumerator<SegmentInfo> GetEnumerator() => segments.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
}
}
}