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); } } }