using System;
using UnityEngine;
namespace XCharts.Runtime
{
///
/// Grid layout component. Used to manage the layout of multiple `GridCoord`, and the number of rows and columns of the grid can be controlled by `row` and `column`.
/// ||网格布局组件。用于管理多个`GridCoord`的布局,可以通过`row`和`column`来控制网格的行列数。
///
[Since("v3.8.0")]
[Serializable]
[ComponentHandler(typeof(GridLayoutHandler), true)]
public class GridLayout : MainComponent, IUpdateRuntimeData
{
[SerializeField] private bool m_Show = true;
[SerializeField] private float m_Left = 0.1f;
[SerializeField] private float m_Right = 0.08f;
[SerializeField] private float m_Top = 0.22f;
[SerializeField] private float m_Bottom = 0.12f;
[SerializeField] private int m_Row = 2;
[SerializeField] private int m_Column = 2;
[SerializeField] private Vector2 m_Spacing = Vector2.zero;
[SerializeField] protected bool m_Inverse = false;
public GridLayoutContext context = new GridLayoutContext();
///
/// 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(); }
}
///
/// 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(); }
}
///
/// the row count of grid layout.
/// ||网格布局的行数。
///
public int row
{
get { return m_Row; }
set { if (PropertyUtil.SetStruct(ref m_Row, value)) SetAllDirty(); }
}
///
/// the column count of grid layout.
/// ||网格布局的列数。
///
public int column
{
get { return m_Column; }
set { if (PropertyUtil.SetStruct(ref m_Column, value)) SetAllDirty(); }
}
///
/// the spacing of grid layout.
/// ||网格布局的间距。
///
public Vector2 spacing
{
get { return m_Spacing; }
set { if (PropertyUtil.SetStruct(ref m_Spacing, value)) SetAllDirty(); }
}
///
/// Whether to inverse the grid layout.
/// ||是否反转网格布局。
///
public bool inverse
{
get { return m_Inverse; }
set { if (PropertyUtil.SetStruct(ref m_Inverse, value)) SetAllDirty(); }
}
public void UpdateRuntimeData(BaseChart chart)
{
var chartX = chart.chartX;
var chartY = chart.chartY;
var chartWidth = chart.chartWidth;
var chartHeight = chart.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.eachWidth = (context.width - spacing.x * (column - 1)) / column;
context.eachHeight = (context.height - spacing.y * (row - 1)) / row;
}
internal void UpdateGridContext(int index, ref float x, ref float y, ref float width, ref float height)
{
var row = index / m_Column;
var column = index % m_Column;
x = context.x + column * (context.eachWidth + spacing.x);
if(m_Inverse)
y = context.y + row * (context.eachHeight + spacing.y);
else
y = context.y + context.height - (row + 1) * context.eachHeight - row * spacing.y;
width = context.eachWidth;
height = context.eachHeight;
}
internal void UpdateGridContext(int index, ref Vector3 position, ref float width, ref float height)
{
float x = 0, y = 0;
UpdateGridContext(index, ref x, ref y, ref width, ref height);
position = new Vector3(x, y);
}
}
}