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