mirror of https://github.com/ppy/osu
278 lines
10 KiB
C#
278 lines
10 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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Scoring;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Ranking.Statistics
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{
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/// <summary>
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/// A graph which displays the distribution of hit timing in a series of <see cref="HitEvent"/>s.
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/// </summary>
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public class HitEventTimingDistributionGraph : CompositeDrawable
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{
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/// <summary>
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/// The number of bins on each side of the timing distribution.
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/// </summary>
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private const int timing_distribution_bins = 50;
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/// <summary>
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/// The total number of bins in the timing distribution, including bins on both sides and the centre bin at 0.
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/// </summary>
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private const int total_timing_distribution_bins = timing_distribution_bins * 2 + 1;
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/// <summary>
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/// The centre bin, with a timing distribution very close to/at 0.
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/// </summary>
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private const int timing_distribution_centre_bin_index = timing_distribution_bins;
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/// <summary>
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/// The number of data points shown on each side of the axis below the graph.
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/// </summary>
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private const float axis_points = 5;
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/// <summary>
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/// The currently displayed hit events.
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/// </summary>
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private readonly IReadOnlyList<HitEvent> hitEvents;
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/// <summary>
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/// Creates a new <see cref="HitEventTimingDistributionGraph"/>.
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/// </summary>
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/// <param name="hitEvents">The <see cref="HitEvent"/>s to display the timing distribution of.</param>
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public HitEventTimingDistributionGraph(IReadOnlyList<HitEvent> hitEvents)
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{
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this.hitEvents = hitEvents.Where(e => !(e.HitObject.HitWindows is HitWindows.EmptyHitWindows) && e.Result.IsHit()).ToList();
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}
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private int[] bins;
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private double binSize;
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private double hitOffset;
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private Bar[] barDrawables;
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[BackgroundDependencyLoader]
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private void load()
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{
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if (hitEvents == null || hitEvents.Count == 0)
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return;
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bins = new int[total_timing_distribution_bins];
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binSize = Math.Ceiling(hitEvents.Max(e => Math.Abs(e.TimeOffset)) / timing_distribution_bins);
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// Prevent div-by-0 by enforcing a minimum bin size
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binSize = Math.Max(1, binSize);
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Scheduler.AddOnce(updateDisplay);
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}
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public void UpdateOffset(double hitOffset)
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{
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this.hitOffset = hitOffset;
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Scheduler.AddOnce(updateDisplay);
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}
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private void updateDisplay()
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{
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bool roundUp = true;
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Array.Clear(bins, 0, bins.Length);
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foreach (var e in hitEvents)
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{
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double time = e.TimeOffset + hitOffset;
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double binOffset = time / binSize;
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// .NET's round midpoint handling doesn't provide a behaviour that works amazingly for display
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// purposes here. We want midpoint rounding to roughly distribute evenly to each adjacent bucket
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// so the easiest way is to cycle between downwards and upwards rounding as we process events.
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if (Math.Abs(binOffset - (int)binOffset) == 0.5)
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{
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binOffset = (int)binOffset + Math.Sign(binOffset) * (roundUp ? 1 : 0);
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roundUp = !roundUp;
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}
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int index = timing_distribution_centre_bin_index + (int)Math.Round(binOffset, MidpointRounding.AwayFromZero);
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// may be out of range when applying an offset. for such cases we can just drop the results.
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if (index >= 0 && index < bins.Length)
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bins[index]++;
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}
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if (barDrawables != null)
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{
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for (int i = 0; i < barDrawables.Length; i++)
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{
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barDrawables[i].UpdateOffset(bins[i]);
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}
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}
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else
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{
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int maxCount = bins.Max();
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barDrawables = new Bar[total_timing_distribution_bins];
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for (int i = 0; i < barDrawables.Length; i++)
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barDrawables[i] = new Bar(bins[i], maxCount, i == timing_distribution_centre_bin_index);
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Container axisFlow;
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const float axis_font_size = 12;
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InternalChild = new GridContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Width = 0.8f,
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Content = new[]
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{
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new Drawable[]
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{
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new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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Content = new[] { barDrawables }
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}
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},
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new Drawable[]
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{
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axisFlow = new Container
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{
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RelativeSizeAxes = Axes.X,
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Height = axis_font_size,
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}
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},
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},
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RowDimensions = new[]
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{
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new Dimension(),
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new Dimension(GridSizeMode.AutoSize),
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}
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};
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// Our axis will contain one centre element + 5 points on each side, each with a value depending on the number of bins * bin size.
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double maxValue = timing_distribution_bins * binSize;
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double axisValueStep = maxValue / axis_points;
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axisFlow.Add(new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Text = "0",
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Font = OsuFont.GetFont(size: axis_font_size, weight: FontWeight.SemiBold)
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});
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for (int i = 1; i <= axis_points; i++)
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{
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double axisValue = i * axisValueStep;
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float position = (float)(axisValue / maxValue);
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float alpha = 1f - position * 0.8f;
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axisFlow.Add(new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativePositionAxes = Axes.X,
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X = -position / 2,
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Alpha = alpha,
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Text = axisValue.ToString("-0"),
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Font = OsuFont.GetFont(size: axis_font_size, weight: FontWeight.SemiBold)
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});
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axisFlow.Add(new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativePositionAxes = Axes.X,
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X = position / 2,
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Alpha = alpha,
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Text = axisValue.ToString("+0"),
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Font = OsuFont.GetFont(size: axis_font_size, weight: FontWeight.SemiBold)
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});
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}
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}
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}
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private class Bar : CompositeDrawable
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{
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private readonly float value;
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private readonly float maxValue;
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private readonly Circle boxOriginal;
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private Circle boxAdjustment;
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private const float minimum_height = 0.05f;
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public Bar(float value, float maxValue, bool isCentre)
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{
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this.value = value;
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this.maxValue = maxValue;
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RelativeSizeAxes = Axes.Both;
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Masking = true;
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InternalChildren = new Drawable[]
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{
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boxOriginal = new Circle
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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Colour = isCentre ? Color4.White : Color4Extensions.FromHex("#66FFCC"),
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Height = minimum_height,
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},
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};
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}
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private const double duration = 300;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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float height = Math.Clamp(value / maxValue, minimum_height, 1);
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if (height > minimum_height)
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boxOriginal.ResizeHeightTo(height, duration, Easing.OutQuint);
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}
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public void UpdateOffset(float adjustment)
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{
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bool hasAdjustment = adjustment != value && adjustment / maxValue >= minimum_height;
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if (boxAdjustment == null)
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{
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if (!hasAdjustment)
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return;
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AddInternal(boxAdjustment = new Circle
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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Colour = Color4.Yellow,
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Blending = BlendingParameters.Additive,
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Alpha = 0.6f,
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Height = 0,
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});
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}
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boxAdjustment.ResizeHeightTo(Math.Clamp(adjustment / maxValue, minimum_height, 1), duration, Easing.OutQuint);
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boxAdjustment.FadeTo(!hasAdjustment ? 0 : 1, duration, Easing.OutQuint);
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}
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}
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}
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}
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