mirror of
https://github.com/ppy/osu
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103 lines
3.4 KiB
C#
103 lines
3.4 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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 OpenTK;
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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.Lines;
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namespace osu.Game.Graphics.UserInterface
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{
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public class LineGraph : Container
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{
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/// <summary>
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/// Manually set the max value, otherwise <see cref="Enumerable.Max(IEnumerable{float})"/> will be used.
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/// </summary>
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public float? MaxValue { get; set; }
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/// <summary>
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/// Manually set the min value, otherwise <see cref="Enumerable.Min(IEnumerable{float})"/> will be used.
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/// </summary>
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public float? MinValue { get; set; }
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public float ActualMaxValue { get; private set; } = float.NaN;
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public float ActualMinValue { get; private set; } = float.NaN;
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private const double transform_duration = 1500;
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/// <summary>
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/// Hold an empty area if values are less.
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/// </summary>
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public int DefaultValueCount;
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private readonly Container<Path> maskingContainer;
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private readonly Path path;
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private float[] values;
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/// <summary>
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/// A list of floats decides position of each line node.
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/// </summary>
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public IEnumerable<float> Values
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{
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get { return values; }
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set
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{
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values = value.ToArray();
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applyPath();
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maskingContainer.Width = 0;
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maskingContainer.ResizeWidthTo(1, transform_duration, Easing.OutQuint);
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}
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}
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public LineGraph()
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{
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Add(maskingContainer = new Container<Path>
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{
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Masking = true,
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RelativeSizeAxes = Axes.Both,
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Child = path = new Path { RelativeSizeAxes = Axes.Both, PathWidth = 1 }
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});
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}
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if ((invalidation & Invalidation.DrawSize) != 0)
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applyPath();
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return base.Invalidate(invalidation, source, shallPropagate);
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}
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private void applyPath()
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{
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path.ClearVertices();
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if (values == null) return;
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int count = Math.Max(values.Length, DefaultValueCount);
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float max = values.Max(), min = values.Min();
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if (MaxValue > max) max = MaxValue.Value;
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if (MinValue < min) min = MinValue.Value;
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ActualMaxValue = max;
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ActualMinValue = min;
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for (int i = 0; i < values.Length; i++)
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{
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float x = (i + count - values.Length) / (float)(count - 1) * DrawWidth - 1;
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float y = GetYPosition(values[i]) * DrawHeight - 1;
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// the -1 is for inner offset in path (actually -PathWidth)
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path.AddVertex(new Vector2(x, y));
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}
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}
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protected float GetYPosition(float value)
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{
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if (ActualMaxValue == ActualMinValue) return 0;
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return (ActualMaxValue - value) / (ActualMaxValue - ActualMinValue);
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}
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}
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}
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