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;
}
}
}