view src/core/anime_db.cpp @ 46:d0adc4aedfc8

*: update... this commit: 1. consolidates dark theme stuff to dark_theme.cpp 2. creates a new widgets folder to store all of our custom widgets 3. creates the list settings page in the information dialog, although much of it is nonfunctional: it doesn't save, and the status doesn't even get filled in... we'll fix this later!
author Paper <mrpapersonic@gmail.com>
date Sat, 23 Sep 2023 01:02:15 -0400
parents fc1bf97c528b
children fe719c109dbc
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#include "core/anime_db.h"
#include "core/anime.h"

namespace Anime {

int Database::GetTotalAnimeAmount() {
	int total = 0;
	for (const auto& a : items) {
		if (a.second.IsInUserList())
			total++;
	}
	return total;
}

int Database::GetListsAnimeAmount(ListStatus status) {
	if (status == ListStatus::NOT_IN_LIST)
		return 0;
	int total = 0;
	for (const auto& a : items) {
		if (a.second.IsInUserList() && a.second.GetUserStatus() == status)
			total++;
	}
	return total;
}

int Database::GetTotalEpisodeAmount() {
	int total = 0;
	for (const auto& a : items) {
		if (a.second.IsInUserList()) {
			total += a.second.GetUserRewatchedTimes() * a.second.GetEpisodes();
			total += a.second.GetUserProgress();
		}
	}
	return total;
}

/* Returns the total watched amount in minutes. */
int Database::GetTotalWatchedAmount() {
	int total = 0;
	for (const auto& a : items) {
		if (a.second.IsInUserList()) {
			total += a.second.GetDuration() * a.second.GetUserProgress();
			total += a.second.GetEpisodes() * a.second.GetDuration() * a.second.GetUserRewatchedTimes();
		}
	}
	return total;
}

/* Returns the total planned amount in minutes.
   Note that we should probably limit progress to the
   amount of episodes, as AniList will let you
   set episode counts up to 32768. But that should
   rather be handled elsewhere. */
int Database::GetTotalPlannedAmount() {
	int total = 0;
	for (const auto& a : items) {
		if (a.second.IsInUserList())
			total += a.second.GetDuration() * (a.second.GetEpisodes() - a.second.GetUserProgress());
	}
	return total;
}

/* I'm sure many will appreciate this being called an
   "average" instead of a "mean" */
double Database::GetAverageScore() {
	double avg = 0;
	int amt = 0;
	for (const auto& a : items) {
		if (a.second.IsInUserList() && a.second.GetUserScore()) {
			avg += a.second.GetUserScore();
			amt++;
		}
	}
	return avg / amt;
}

double Database::GetScoreDeviation() {
	double squares_sum = 0, avg = GetAverageScore();
	int amt = 0;
	for (const auto& a : items) {
		if (a.second.IsInUserList() && a.second.GetUserScore()) {
			squares_sum += std::pow((double)a.second.GetUserScore() - avg, 2);
			amt++;
		}
	}
	return (amt > 0) ? std::sqrt(squares_sum / amt) : 0;
}

Database db;

} // namespace Anime