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- namespace Content.Shared.Rounding
- {
- public static class ContentHelpers
- {
- /// <summary>
- /// Assigns the value <paramref name="actual" /> going from 0 to <paramref name="max" />
- /// such that it is divided into a set of (amount <paramref name="levels" />) "levels".
- /// Rounding is performed to the "middle" so that the highest and lowest levels are only assigned
- /// if <paramref name="actual" /> is exactly <paramref name="max" /> or 0.
- /// </summary>
- /// <example>
- /// Say you have a progress bar going from 0 -> 100 inclusive and you want to map this to 6 sprite states (0, 4 intermediates and full).
- /// This method allows you to easily map this progress bar to the sprite states.
- /// </example>
- /// <param name="levels">The amount of levels to subdivide into.</param>
- /// <returns>An integer from 0 to <paramref name="levels" />-1.</returns>
- /// <exception cref="ArgumentException">
- /// Thrown if levels is less than 1.
- /// </exception>
- public static int RoundToLevels(double actual, double max, int levels)
- {
- if (levels <= 0)
- {
- throw new ArgumentException("Levels must be greater than 0.", nameof(levels));
- }
- if (actual >= max)
- {
- return levels - 1;
- }
- if (actual <= 0)
- {
- return 0;
- }
- var toOne = actual / max;
- return (int) Math.Ceiling(toOne * (levels - 2));
- }
- /// <summary>
- /// Returns the segment <paramref name="actual"/> lies on on a decimal scale from 0 to <paramref name="max"/> divided into
- /// <paramref name="levels"/> sections. In less mathematical terms, same as <see cref="RoundToLevels"/>
- /// except <paramref name="actual"/> is rounded to the nearest matching level instead of 0 and the highest level being
- /// precisely 0 and max and no other value.
- /// </summary>
- /// <example>
- /// You have a 5-segment progress bar used to display a percentile value.
- /// You want the display to match the percentile value as accurately as possible, so that eg.
- /// 95% is rounded up to 5, 89.99% is rounded down to 4, 15% is rounded up to 1 and 5% is rounded down
- /// to 0, in terms of number of segments lit.
- /// In this case you would use <code>RoundToNearestLevels(value, max, 5)</code>
- /// </example>
- /// <param name="actual">The point to be rounded to the nearest level.</param>
- /// <param name="max">The maximum value of the scale.</param>
- /// <param name="levels">Number of segments the scale is subdivided into.</param>
- /// <returns>The segment <paramref name="actual"/> lies on.</returns>
- /// <exception cref="ArgumentException">If level is 1 or less</exception>
- public static int RoundToNearestLevels(double actual, double max, int levels)
- {
- if (levels <= 1)
- {
- throw new ArgumentException("Levels must be greater than 1.", nameof(levels));
- }
- if (actual >= max)
- {
- return levels;
- }
- if (actual <= 0)
- {
- return 0;
- }
- return (int) Math.Round(actual / max * levels, MidpointRounding.AwayFromZero);
- }
- /// <summary>
- /// Basically helper for when you need to choose 0..N-1 element based on what
- /// percentage does actual/max takes.
- /// Example:
- /// We have a stack of 30 <paramref name="max"/> elements.
- /// When <paramref name="actual"/> is:
- /// - 0..9 we return 0.
- /// - 10..19 we return 1.
- /// - 20..30 we return 2.
- ///
- /// Useful when selecting N sprites for display in stacks, etc.
- /// </summary>
- /// <param name="actual">How many out of max elements are there</param>
- /// <param name="max"></param>
- /// <param name="levels"></param>
- /// <returns>The </returns>
- /// <exception cref="ArgumentException">if level is one or less</exception>
- public static int RoundToEqualLevels(double actual, double max, int levels)
- {
- if (levels <= 1)
- {
- throw new ArgumentException("Levels must be greater than 1.", nameof(levels));
- }
- if (actual >= max)
- {
- return levels - 1;
- }
- if (actual <= 0)
- {
- return 0;
- }
- return (int) Math.Round(actual / max * levels, MidpointRounding.ToZero);
- }
- }
- }
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