337 lines
13 KiB
C#
337 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using XUGL;
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namespace XCharts.Runtime
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{
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/// <summary>
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/// Grid component.
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/// ||Drawing grid in rectangular coordinate. Line chart, bar chart, and scatter chart can be drawn in grid.
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/// ||网格组件。
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/// 直角坐标系内绘图网格。可以在网格上绘制折线图,柱状图,散点图。
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/// </summary>
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[Serializable]
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[ComponentHandler(typeof(GridCoordHandler), true)]
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public class GridCoord : CoordSystem, IUpdateRuntimeData, ISerieContainer
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{
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[SerializeField] private bool m_Show = true;
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[SerializeField][Since("v3.8.0")] private int m_LayoutIndex = -1;
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[SerializeField] private float m_Left = 0.11f;
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[SerializeField] private float m_Right = 0.08f;
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[SerializeField] private float m_Top = 0.22f;
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[SerializeField] private float m_Bottom = 0.14f;
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[SerializeField] private Color32 m_BackgroundColor;
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[SerializeField] private bool m_ShowBorder = false;
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[SerializeField] private float m_BorderWidth = 0f;
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[SerializeField] private Color32 m_BorderColor;
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public GridCoordContext context = new GridCoordContext();
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/// <summary>
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/// Whether to show the grid in rectangular coordinate.
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/// ||是否显示直角坐标系网格。
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/// </summary>
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public bool show
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{
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get { return m_Show; }
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set { if (PropertyUtil.SetStruct(ref m_Show, value)) SetVerticesDirty(); }
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}
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/// <summary>
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/// The index of the grid layout component to which the grid belongs.
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/// The default is -1, which means that it does not belong to any grid layout component.
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/// When this value is set, the left, right, top, and bottom properties will be invalid.
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/// ||网格所属的网格布局组件的索引。默认为-1,表示不属于任何网格布局组件。当设置了该值时,left、right、top、bottom属性将失效。
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/// </summary>
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public int layoutIndex
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{
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get { return m_LayoutIndex; }
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set { if (PropertyUtil.SetStruct(ref m_LayoutIndex, value)) SetVerticesDirty(); }
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}
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/// <summary>
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/// Distance between grid component and the left side of the container.
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/// ||grid 组件离容器左侧的距离。
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/// </summary>
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public float left
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{
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get { return m_Left; }
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set { if (PropertyUtil.SetStruct(ref m_Left, value)) SetAllDirty(); }
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}
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/// <summary>
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/// Distance between grid component and the right side of the container.
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/// ||grid 组件离容器右侧的距离。
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/// </summary>
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public float right
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{
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get { return m_Right; }
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set { if (PropertyUtil.SetStruct(ref m_Right, value)) SetAllDirty(); }
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}
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/// <summary>
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/// Distance between grid component and the top side of the container.
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/// ||grid 组件离容器上侧的距离。
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/// </summary>
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public float top
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{
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get { return m_Top; }
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set { if (PropertyUtil.SetStruct(ref m_Top, value)) SetAllDirty(); }
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}
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/// <summary>
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/// Distance between grid component and the bottom side of the container.
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/// ||grid 组件离容器下侧的距离。
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/// </summary>
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public float bottom
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{
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get { return m_Bottom; }
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set { if (PropertyUtil.SetStruct(ref m_Bottom, value)) SetAllDirty(); }
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}
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/// <summary>
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/// Background color of grid, which is transparent by default.
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/// ||网格背景色,默认透明。
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/// </summary>
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public Color32 backgroundColor
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{
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get { return m_BackgroundColor; }
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set { if (PropertyUtil.SetColor(ref m_BackgroundColor, value)) SetVerticesDirty(); }
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}
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/// <summary>
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/// Whether to show the grid border.
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/// ||是否显示网格边框。
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/// </summary>
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public bool showBorder
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{
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get { return m_ShowBorder; }
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set { if (PropertyUtil.SetStruct(ref m_ShowBorder, value)) SetVerticesDirty(); }
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}
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/// <summary>
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/// Border width of grid.
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/// ||网格边框宽。
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/// </summary>
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public float borderWidth
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{
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get { return m_BorderWidth; }
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set { if (PropertyUtil.SetStruct(ref m_BorderWidth, value)) SetVerticesDirty(); }
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}
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/// <summary>
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/// The color of grid border.
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/// ||网格边框颜色。
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/// </summary>
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public Color32 borderColor
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{
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get { return m_BorderColor; }
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set { if (PropertyUtil.SetColor(ref m_BorderColor, value)) SetVerticesDirty(); }
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}
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public void UpdateRuntimeData(BaseChart chart)
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{
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var chartX = chart.chartX;
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var chartY = chart.chartY;
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var chartWidth = chart.chartWidth;
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var chartHeight = chart.chartHeight;
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if (layoutIndex >= 0)
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{
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var layout = chart.GetChartComponent<GridLayout>(layoutIndex);
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if (layout != null)
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{
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layout.UpdateRuntimeData(chart);
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layout.UpdateGridContext(index, ref chartX, ref chartY, ref chartWidth, ref chartHeight);
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}
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}
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var actualLeft = left <= 1 ? left * chartWidth : left;
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var actualBottom = bottom <= 1 ? bottom * chartHeight : bottom;
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var actualTop = top <= 1 ? top * chartHeight : top;
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var actualRight = right <= 1 ? right * chartWidth : right;
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context.x = chartX + actualLeft;
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context.y = chartY + actualBottom;
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context.width = chartWidth - actualLeft - actualRight;
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context.height = chartHeight - actualTop - actualBottom;
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context.position = new Vector3(context.x, context.y);
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context.center = new Vector3(context.x + context.width / 2, context.y + context.height / 2);
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}
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/// <summary>
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/// Whether the pointer is in the grid.
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/// ||指针是否在网格内。
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/// </summary>
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/// <returns></returns>
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public bool IsPointerEnter()
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{
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return context.isPointerEnter;
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}
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/// <summary>
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/// Whether the given position is in the grid.
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/// ||给定的位置是否在网格内。
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/// </summary>
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/// <param name="pos"></param>
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/// <returns></returns>
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public bool Contains(Vector3 pos)
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{
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return Contains(pos.x, pos.y);
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}
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/// <summary>
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/// Whether the given position is in the grid.
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/// ||给定的位置是否在网格内。
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/// </summary>
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/// <param name="pos"></param>
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/// <param name="isYAxis"></param>
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/// <returns></returns>
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[Since("v3.7.0")]
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public bool Contains(Vector3 pos, bool isYAxis)
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{
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return isYAxis ? ContainsY(pos.y) : ContainsX(pos.x);
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}
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/// <summary>
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/// Whether the given position is in the grid.
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/// ||给定的位置是否在网格内。
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <returns></returns>
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public bool Contains(float x, float y)
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{
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return ContainsX(x) && ContainsY(y);
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}
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/// <summary>
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/// Whether the given x is in the grid.
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/// ||给定的x是否在网格内。
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/// </summary>
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/// <param name="x"></param>
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/// <returns></returns>
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[Since("v3.7.0")]
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public bool ContainsX(float x)
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{
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return x >= context.x - 0.01f && x <= context.x + context.width + 0.01f;
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}
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/// <summary>
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/// Whether the given y is in the grid.
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/// ||给定的y是否在网格内。
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/// </summary>
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/// <param name="y"></param>
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/// <returns></returns>
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[Since("v3.7.0")]
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public bool ContainsY(float y)
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{
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return y >= context.y - 0.01f && y <= context.y + context.height + 0.01f;
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}
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/// <summary>
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/// Clamp the position of pos to the grid.
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/// ||将位置限制在网格内。
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/// </summary>
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/// <param name="pos"></param>
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[Since("v3.7.0")]
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public void Clamp(ref Vector3 pos)
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{
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ClampX(ref pos);
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ClampY(ref pos);
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}
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/// <summary>
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/// Clamp the x position of pos to the grid.
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/// ||将位置的X限制在网格内。
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/// </summary>
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/// <param name="pos"></param>
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[Since("v3.7.0")]
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public void ClampX(ref Vector3 pos)
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{
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if (pos.x < context.x) pos.x = context.x;
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else if (pos.x > context.x + context.width) pos.x = context.x + context.width;
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}
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/// <summary>
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/// Clamp the y position of pos to the grid.
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/// ||将位置的Y限制在网格内。
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/// </summary>
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/// <param name="pos"></param>
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[Since("v3.7.0")]
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public void ClampY(ref Vector3 pos)
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{
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if (pos.y < context.y) pos.y = context.y;
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else if (pos.y > context.y + context.height) pos.y = context.y + context.height;
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}
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/// <summary>
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/// Determines whether a given line segment will not intersect the Grid boundary at all.
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/// ||判断给定的线段是否与Grid边界是否完全不会相交。
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="ep"></param>
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/// <returns></returns>
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[Since("v3.10.0")]
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public bool NotAnyIntersect(Vector3 sp, Vector3 ep)
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{
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if (sp.x < context.x && ep.x < context.x)
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return true;
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if (sp.x > context.x + context.width && ep.x > context.x + context.width)
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return true;
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if (sp.y < context.y && ep.y < context.y)
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return true;
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if (sp.y > context.y + context.height && ep.y > context.y + context.height)
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return true;
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return false;
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}
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/// <summary>
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/// 给定的线段和Grid边界的交点
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="ep"></param>
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/// <returns></returns>
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public bool BoundaryPoint(Vector3 sp, Vector3 ep, ref Vector3 point)
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{
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if (Contains(sp) && Contains(ep))
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return false;
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if (sp.x < context.x && ep.x < context.x)
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return false;
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if (sp.x > context.x + context.width && ep.x > context.x + context.width)
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return false;
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if (sp.y < context.y && ep.y < context.y)
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return false;
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if (sp.y > context.y + context.height && ep.y > context.y + context.height)
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return false;
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var lb = new Vector3(context.x, context.y);
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var lt = new Vector3(context.x, context.y + context.height);
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var rt = new Vector3(context.x + context.width, context.y + context.height);
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var rb = new Vector3(context.x + context.width, context.y);
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if (UGLHelper.GetIntersection(sp, ep, rb, rt, ref point))
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return true;
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if (UGLHelper.GetIntersection(sp, ep, lt, rt, ref point))
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return true;
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if (UGLHelper.GetIntersection(sp, ep, lb, rb, ref point))
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return true;
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if (UGLHelper.GetIntersection(sp, ep, lb, lt, ref point))
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return true;
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return false;
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}
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/// <summary>
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/// 给定的线段和Grid边界的交点
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="ep"></param>
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/// <returns></returns>
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public bool BoundaryPoint(Vector3 sp, Vector3 ep, ref List<Vector3> point)
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{
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if (Contains(sp) && Contains(ep))
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return false;
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var lb = new Vector3(context.x, context.y);
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var lt = new Vector3(context.x, context.y + context.height);
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var rt = new Vector3(context.x + context.width, context.y + context.height);
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var rb = new Vector3(context.x + context.width, context.y);
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var flag = false;
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if (UGLHelper.GetIntersection(sp, ep, lb, lt, ref point))
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flag = true;
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if (UGLHelper.GetIntersection(sp, ep, lt, rt, ref point))
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flag = true;
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if (UGLHelper.GetIntersection(sp, ep, lb, rb, ref point))
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flag = true;
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if (UGLHelper.GetIntersection(sp, ep, rb, rt, ref point))
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flag = true;
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return flag;
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}
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}
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} |