GUITicks.cs 4.1 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. using System;
  4. using BansheeEngine;
  5. namespace BansheeEditor
  6. {
  7. /** @addtogroup AnimationEditor
  8. * @{
  9. */
  10. internal enum GUITickStepType
  11. {
  12. Time,
  13. Generic
  14. }
  15. // TODO DOC
  16. internal class GUITicks
  17. {
  18. private int pixelRange = 100;
  19. private float valueRangeStart = 0.0f;
  20. private float valueRangeEnd = 1.0f;
  21. private int minTickSpacingPx = 5;
  22. private int maxTickSpacingPx = 30;
  23. private float[] validSteps = new [] { 1.0f };
  24. private float[] levelStrengths = new[] { 1.0f };
  25. private int numLevels = 1;
  26. private int maxLevel = 0;
  27. public int NumLevels { get { return numLevels; } }
  28. internal GUITicks(GUITickStepType stepType = GUITickStepType.Generic)
  29. {
  30. if(stepType == GUITickStepType.Generic)
  31. SetGenericSteps();
  32. else
  33. SetTimeSteps();
  34. Rebuild();
  35. }
  36. internal void SetRange(float valueRangeStart, float valueRangeEnd, int pixelRange)
  37. {
  38. this.valueRangeStart = valueRangeStart;
  39. this.valueRangeEnd = valueRangeEnd;
  40. this.pixelRange = pixelRange;
  41. Rebuild();
  42. }
  43. internal void SetTickSpacing(int minPx, int maxPx)
  44. {
  45. minTickSpacingPx = minPx;
  46. maxTickSpacingPx = maxPx;
  47. Rebuild();
  48. }
  49. internal float GetLevelStrength(int level)
  50. {
  51. if (level < 0 || level >= numLevels)
  52. return 0.0f;
  53. return levelStrengths[maxLevel + level];
  54. }
  55. internal float[] GetTicks(int level)
  56. {
  57. if (level < 0 || level >= numLevels)
  58. return new float[0];
  59. float step = validSteps[maxLevel + level];
  60. // Round up and down so we get one extra tick on either side (outside of value range)
  61. // (Useful when rendering text above the ticks, so the text doesn't just pop-in when the tick appears, instead
  62. // it is slowly clipped-in.)
  63. int startTick = MathEx.FloorToInt(valueRangeStart / step);
  64. int endTick = MathEx.CeilToInt(valueRangeEnd / step);
  65. int numTicks = endTick - startTick + 1;
  66. float[] ticks = new float[numTicks];
  67. for (int i = startTick; i <= endTick; i++)
  68. ticks[i - startTick] = i*step;
  69. return ticks;
  70. }
  71. private void Rebuild()
  72. {
  73. levelStrengths = new float[validSteps.Length];
  74. maxLevel = 0;
  75. float valueRange = valueRangeEnd - valueRangeStart;
  76. int tickSpacing = maxTickSpacingPx - minTickSpacingPx;
  77. int i = 0;
  78. for (; i < validSteps.Length; i++)
  79. {
  80. float tickSpacingPx = (validSteps[i]/valueRange) * pixelRange;
  81. levelStrengths[i] = (tickSpacingPx - minTickSpacingPx)/tickSpacing;
  82. if (levelStrengths[i] > 1.0f)
  83. maxLevel = i;
  84. else if (levelStrengths[i] < 0.0f)
  85. break;
  86. }
  87. if (i > 0)
  88. numLevels = i - maxLevel;
  89. else
  90. numLevels = 0;
  91. }
  92. private void SetTimeSteps()
  93. {
  94. validSteps = new float[]
  95. {
  96. 3600.0f, 1800.0f, 600.0f, 300.0f,
  97. 60.0f, 30.0f, 10.0f, 5.0f,
  98. 1.0f, 0.5f, 0.25f, 0.1f, 0.05f, 0.01f
  99. };
  100. }
  101. private void SetGenericSteps()
  102. {
  103. float minStep = 0.0000001f;
  104. int numSteps = 15;
  105. validSteps = new float[15 * 2];
  106. for (int i = numSteps - 1; i >= 0; i--)
  107. {
  108. validSteps[i * 2 + 1] = minStep;
  109. validSteps[i * 2 + 0] = minStep * 5;
  110. minStep *= 10.0f;
  111. }
  112. }
  113. }
  114. /** @} */
  115. }