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