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/* ---------------------------------------
* Author: Started by David Mkrtchyan, modified by Martin Pane (martintayx@gmail.com) (@tayx94)
* Collaborators: Lars Aalbertsen (@Rockylars)
* Project: Graphy - Ultimate Stats Monitor
* Date: 18-May-18
* Studio: Tayx
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
namespace Tayx.Graphy.Utils.NumString
{
public static class G_FloatString
{
/* ----- TODO: ----------------------------
* Try and move the Init to a core method.
* Try and replace the Pow function with a better algorithm.
* --------------------------------------*/
#region Variables -> Private
/// <summary>
/// Float represented as a string, formatted.
/// </summary>
private const string floatFormat = "0.0";
/// <summary>
/// The currently defined, globally used decimal multiplier.
/// </summary>
private static float decimalMultiplier = 1f;
/// <summary>
/// List of negative floats casted to strings.
/// </summary>
private static string[] negativeBuffer = new string[0];
/// <summary>
/// List of positive floats casted to strings.
/// </summary>
private static string[] positiveBuffer = new string[0];
#endregion
#region Properties -> Public
/// <summary>
/// Have the int buffers been initialized?
/// </summary>
public static bool Inited
{
get
{
return negativeBuffer.Length > 0 || positiveBuffer.Length > 0;
}
}
/// <summary>
/// The lowest float value of the existing number buffer.
/// </summary>
public static float MinValue
{
get
{
return -(negativeBuffer.Length - 1).FromIndex();
}
}
/// <summary>
/// The highest float value of the existing number buffer.
/// </summary>
public static float MaxValue
{
get
{
return (positiveBuffer.Length - 1).FromIndex();
}
}
#endregion
#region Methods -> Public
//TODO: Figure out what the negative buffer doe, why we dont have default values and why the range is so high.
/// <summary>
/// Initialize the buffers.
/// </summary>
/// <param name="minNegativeValue">
/// Lowest negative value allowed.
/// </param>
/// <param name="maxPositiveValue">
/// Highest positive value allowed.
/// </param>
/// <param name="decimals">
/// How many decimals will the values use?
/// </param>
public static void Init(float minNegativeValue, float maxPositiveValue, int decimals = 1)
{
decimalMultiplier = Pow(10, Mathf.Clamp(decimals, 1, 5));
int negativeLength = minNegativeValue.ToIndex();
int positiveLength = maxPositiveValue.ToIndex();
if (negativeLength >= 0)
{
negativeBuffer = new string[negativeLength];
for (int i = 0; i < negativeLength; i++)
{
negativeBuffer[i] = (-i).FromIndex().ToString(floatFormat);
}
}
if (positiveLength >= 0)
{
positiveBuffer = new string[positiveLength];
for (int i = 0; i < positiveLength; i++)
{
positiveBuffer[i] = i.FromIndex().ToString(floatFormat);
}
}
}
/// <summary>
/// Returns this float as a cached string.
/// </summary>
/// <param name="value">
/// The required float.
/// </param>
/// <returns>
/// A cached number string.
/// </returns>
public static string ToStringNonAlloc(this float value)
{
int valIndex = value.ToIndex();
if (value < 0 && valIndex < negativeBuffer.Length)
{
return negativeBuffer[valIndex];
}
if (value >= 0 && valIndex < positiveBuffer.Length)
{
return positiveBuffer[valIndex];
}
return value.ToString();
}
//TODO: Convert this to use floatFormat instead, but investigate which functions require and dont require one first.
/// <summary>
/// Returns this float as a cached string.
/// </summary>
/// <param name="value">
/// The required float.
/// </param>
/// <returns>
/// A cached number string.
/// </returns>
public static string ToStringNonAlloc(this float value, string format)
{
int valIndex = value.ToIndex();
if (value < 0 && valIndex < negativeBuffer.Length)
{
return negativeBuffer[valIndex];
}
if (value >= 0 && valIndex < positiveBuffer.Length)
{
return positiveBuffer[valIndex];
}
return value.ToString(format);
}
/// <summary>
/// Returns a float as a casted int.
/// </summary>
/// <param name="f">
/// The given float.
/// </param>
/// <returns>
/// The given float as an int.
/// </returns>
public static int ToInt(this float f)
{
return (int)f;
}
/// <summary>
/// Returns an int as a casted float.
/// </summary>
/// <param name="f">
/// The given int.
/// </param>
/// <returns>
/// The given int as a float.
/// </returns>
public static float ToFloat(this int i)
{
return (float)i;
}
#endregion
#region Methods -> Private
//TODO: Replace this with a better algorithm.
private static int Pow(int f, int p)
{
for (int i = 1; i < p; i++)
{
f *= f;
}
return f;
}
private static int ToIndex(this float f)
{
return Mathf.Abs((f * decimalMultiplier).ToInt());
}
private static float FromIndex(this int i)
{
return (i.ToFloat() / decimalMultiplier);
}
#endregion
}
}