542 lines
19 KiB
C#
542 lines
19 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace XCharts.Runtime
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{
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/// <summary>
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/// The base class of all charts.
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/// |所有Chart的基类。
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/// </summary>
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public partial class BaseChart
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{
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/// <summary>
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/// The name of chart.
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/// |</summary>
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public string chartName
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{
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get { return m_ChartName; }
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set
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{
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if (!string.IsNullOrEmpty(value) && XChartsMgr.ContainsChart(value))
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{
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Debug.LogError("chartName repeated:" + value);
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}
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else
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{
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m_ChartName = value;
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}
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}
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}
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/// <summary>
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/// The theme.
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/// |</summary>
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public ThemeStyle theme { get { return m_Theme; } set { m_Theme = value; } }
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/// <summary>
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/// Global parameter setting component.
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/// |全局设置组件。
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/// </summary>
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public Settings settings { get { return m_Settings; } }
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/// <summary>
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/// The x of chart.
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/// |图表的X
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/// </summary>
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public float chartX { get { return m_ChartX; } }
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/// <summary>
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/// The y of chart.
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/// |图表的Y
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/// </summary>
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public float chartY { get { return m_ChartY; } }
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/// <summary>
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/// The width of chart.
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/// |图表的宽
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/// </summary>
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public float chartWidth { get { return m_ChartWidth; } }
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/// <summary>
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/// The height of chart.
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/// |图表的高
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/// </summary>
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public float chartHeight { get { return m_ChartHeight; } }
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public Vector2 chartMinAnchor { get { return m_ChartMinAnchor; } }
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public Vector2 chartMaxAnchor { get { return m_ChartMaxAnchor; } }
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public Vector2 chartPivot { get { return m_ChartPivot; } }
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public Vector2 chartSizeDelta { get { return m_ChartSizeDelta; } }
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/// <summary>
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/// The position of chart.
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/// |图表的左下角起始坐标。
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/// </summary>
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public Vector3 chartPosition { get { return m_ChartPosition; } }
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public Rect chartRect { get { return m_ChartRect; } }
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public Action onInit { set { m_OnInit = value; } }
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public Action onUpdate { set { m_OnUpdate = value; } }
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/// <summary>
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/// 自定义绘制回调。在绘制Serie前调用。
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/// </summary>
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public Action<VertexHelper> onDraw { set { m_OnDrawBase = value; } }
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/// <summary>
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/// 自定义Serie绘制回调。在每个Serie绘制完前调用。
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/// </summary>
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public Action<VertexHelper, Serie> onDrawBeforeSerie { set { m_OnDrawSerieBefore = value; } }
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/// <summary>
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/// 自定义Serie绘制回调。在每个Serie绘制完后调用。
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/// </summary>
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public Action<VertexHelper, Serie> onDrawAfterSerie { set { m_OnDrawSerieAfter = value; } }
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/// <summary>
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/// 自定义Top绘制回调。在绘制Tooltip前调用。
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/// </summary>
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public Action<VertexHelper> onDrawTop { set { m_OnDrawTop = value; } }
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/// <summary>
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/// 自定义仪表盘指针绘制委托。
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/// </summary>
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public CustomDrawGaugePointerFunction customDrawGaugePointerFunction { set { m_CustomDrawGaugePointerFunction = value; } get { return m_CustomDrawGaugePointerFunction; } }
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/// <summary>
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/// the callback function of click pie area.
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/// |点击饼图区域回调。参数:PointerEventData,SerieIndex,SerieDataIndex
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/// </summary>
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public Action<PointerEventData, int, int> onPointerClickPie { set { m_OnPointerClickPie = value; m_ForceOpenRaycastTarget = true; } get { return m_OnPointerClickPie; } }
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/// <summary>
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/// the callback function of click bar.
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/// |点击柱形图柱条回调。参数:eventData, dataIndex
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/// </summary>
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public Action<PointerEventData, int> onPointerClickBar { set { m_OnPointerClickBar = value; m_ForceOpenRaycastTarget = true; } get { return m_OnPointerClickBar; } }
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/// <summary>
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/// 坐标轴变更数据索引时回调。参数:axis, dataIndex/dataValue
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/// </summary>
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public Action<Axis, double> onAxisPointerValueChanged { set { m_OnAxisPointerValueChanged = value; } get { return m_OnAxisPointerValueChanged; } }
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/// <summary>
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/// the callback function of click legend.
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/// |点击图例按钮回调。参数:legendIndex, legendName, show
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/// </summary>
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public Action<Legend, int, string, bool> onLegendClick { set { m_OnLegendClick = value; } internal get { return m_OnLegendClick; } }
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/// <summary>
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/// the callback function of enter legend.
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/// |鼠标进入图例回调。参数:legendIndex, legendName
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/// </summary>
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public Action<Legend, int, string> onLegendEnter { set { m_OnLegendEnter = value; } internal get { return m_OnLegendEnter; } }
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/// <summary>
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/// the callback function of exit legend.
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/// |鼠标退出图例回调。参数:legendIndex, legendName
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/// </summary>
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public Action<Legend, int, string> onLegendExit { set { m_OnLegendExit = value; } internal get { return m_OnLegendExit; } }
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public void Init(bool defaultChart = true)
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{
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if (defaultChart)
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{
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OnInit();
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DefaultChart();
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}
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else
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{
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OnBeforeSerialize();
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}
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}
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/// <summary>
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/// Redraw chart in next frame.
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/// |在下一帧刷新整个图表。
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/// </summary>
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public void RefreshChart()
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{
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foreach (var serie in m_Series)
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serie.ResetInteract();
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m_RefreshChart = true;
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if (m_Painter) m_Painter.Refresh();
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foreach (var painter in m_PainterList) painter.Refresh();
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if (m_PainterTop) m_PainterTop.Refresh();
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}
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/// <summary>
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/// Redraw chart serie in next frame.
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/// |在下一帧刷新图表的指定serie。
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/// </summary>
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public void RefreshChart(int serieIndex)
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{
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RefreshPainter(GetSerie(serieIndex));
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}
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/// <summary>
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/// Redraw chart serie in next frame.
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/// |在下一帧刷新图表的指定serie。
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/// </summary>
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public void RefreshChart(Serie serie)
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{
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if (serie == null) return;
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serie.ResetInteract();
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RefreshPainter(serie);
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}
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/// <summary>
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/// Remove all series and legend data.
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/// |It just emptying all of serie's data without emptying the list of series.
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/// |清除所有数据,系列中只是移除数据,列表会保留。
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/// </summary>
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public virtual void ClearData()
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{
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foreach (var serie in m_Series)
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serie.ClearData();
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foreach (var component in m_Components)
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component.ClearData();
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m_CheckAnimation = false;
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RefreshChart();
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}
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/// <summary>
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/// Remove all data from series and legend.
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/// |The series list is also cleared.
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/// |清除所有系列和图例数据,系列的列表也会被清除。
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/// </summary>
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public virtual void RemoveData()
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{
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foreach (var component in m_Components)
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component.ClearData();
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m_Series.Clear();
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m_SerieHandlers.Clear();
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m_CheckAnimation = false;
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RefreshChart();
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}
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/// <summary>
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/// Remove legend and serie by name.
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/// |清除指定系列名称的数据。
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/// </summary>
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/// <param name="serieName">the name of serie</param>
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public virtual void RemoveData(string serieName)
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{
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RemoveSerie(serieName);
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foreach (var component in m_Components)
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{
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if (component is Legend)
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{
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var legend = component as Legend;
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legend.RemoveData(serieName);
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}
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}
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RefreshChart();
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}
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public virtual void UpdateLegendColor(string legendName, bool active)
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{
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var legendIndex = m_LegendRealShowName.IndexOf(legendName);
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if (legendIndex >= 0)
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{
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foreach (var component in m_Components)
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{
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if (component is Legend)
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{
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var legend = component as Legend;
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var iconColor = LegendHelper.GetIconColor(this, legend, legendIndex, legendName, active);
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var contentColor = LegendHelper.GetContentColor(this, legendIndex, legendName, legend, m_Theme, active);
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legend.UpdateButtonColor(legendName, iconColor);
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legend.UpdateContentColor(legendName, contentColor);
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}
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}
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}
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}
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/// <summary>
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/// Whether serie is activated.
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/// |获得指定图例名字的系列是否显示。
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/// </summary>
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/// <param name="legendName"></param>
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/// <returns></returns>
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public virtual bool IsActiveByLegend(string legendName)
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{
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foreach (var serie in m_Series)
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{
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if (serie.show && legendName.Equals(serie.serieName))
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{
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return true;
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}
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else
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{
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foreach (var serieData in serie.data)
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{
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if (serieData.show && legendName.Equals(serieData.name))
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{
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return true;
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}
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}
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}
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}
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return false;
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}
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/// <summary>
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/// Update chart theme.
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/// |切换内置主题。
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/// </summary>
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/// <param name="theme">theme</param>
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public bool UpdateTheme(ThemeType theme)
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{
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if (theme == ThemeType.Custom)
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{
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Debug.LogError("UpdateTheme: not support switch to Custom theme.");
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return false;
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}
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if (m_Theme.sharedTheme == null)
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m_Theme.sharedTheme = XCThemeMgr.GetTheme(ThemeType.Default);
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m_Theme.sharedTheme.CopyTheme(theme);
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return true;
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}
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/// <summary>
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/// Update chart theme info.
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/// |切换图表主题。
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/// </summary>
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/// <param name="theme">theme</param>
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public void UpdateTheme(Theme theme)
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{
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m_Theme.sharedTheme = theme;
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SetAllComponentDirty();
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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/// <summary>
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/// Whether series animation enabel.
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/// |启用或关闭起始动画。
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/// </summary>
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/// <param name="flag"></param>
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public void AnimationEnable(bool flag)
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{
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foreach (var serie in m_Series) serie.AnimationEnable(flag);
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}
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/// <summary>
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/// fadeIn animation.
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/// |开始渐入动画。
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/// </summary>
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public void AnimationFadeIn()
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{
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foreach (var serie in m_Series) serie.AnimationFadeIn();
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}
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/// <summary>
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/// fadeIn animation.
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/// |开始渐出动画。
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/// </summary>
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public void AnimationFadeOut()
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{
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foreach (var serie in m_Series) serie.AnimationFadeOut();
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}
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/// <summary>
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/// Pause animation.
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/// |暂停动画。
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/// </summary>
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public void AnimationPause()
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{
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foreach (var serie in m_Series) serie.AnimationPause();
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}
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/// <summary>
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/// Stop play animation.
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/// |继续动画。
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/// </summary>
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public void AnimationResume()
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{
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foreach (var serie in m_Series) serie.AnimationResume();
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}
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/// <summary>
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/// Reset animation.
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/// |重置动画。
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/// </summary>
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public void AnimationReset()
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{
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foreach (var serie in m_Series) serie.AnimationReset();
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}
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/// <summary>
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/// 点击图例按钮
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/// </summary>
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/// <param name="legendIndex">图例按钮索引</param>
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/// <param name="legendName">图例按钮名称</param>
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/// <param name="show">显示还是隐藏</param>
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public void ClickLegendButton(int legendIndex, string legendName, bool show)
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{
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OnLegendButtonClick(legendIndex, legendName, show);
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RefreshChart();
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}
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/// <summary>
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/// 坐标是否在图表范围内
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/// </summary>
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/// <param name="local"></param>
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/// <returns></returns>
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public bool IsInChart(Vector2 local)
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{
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return IsInChart(local.x, local.y);
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}
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public bool IsInChart(float x, float y)
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{
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if (x < m_ChartX || x > m_ChartX + m_ChartWidth ||
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y < m_ChartY || y > m_ChartY + m_ChartHeight)
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{
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return false;
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}
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return true;
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}
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public void ClampInChart(ref Vector3 pos)
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{
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if (!IsInChart(pos.x, pos.y))
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{
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if (pos.x < m_ChartX) pos.x = m_ChartX;
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if (pos.x > m_ChartX + m_ChartWidth) pos.x = m_ChartX + m_ChartWidth;
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if (pos.y < m_ChartY) pos.y = m_ChartY;
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if (pos.y > m_ChartY + m_ChartHeight) pos.y = m_ChartY + m_ChartHeight;
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}
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}
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public Vector3 ClampInGrid(GridCoord grid, Vector3 pos)
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{
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if (grid.Contains(pos)) return pos;
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else
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{
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// var pos = new Vector3(pos.x, pos.y);
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if (pos.x < grid.context.x) pos.x = grid.context.x;
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if (pos.x > grid.context.x + grid.context.width) pos.x = grid.context.x + grid.context.width;
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if (pos.y < grid.context.y) pos.y = grid.context.y;
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if (pos.y > grid.context.y + grid.context.height) pos.y = grid.context.y + grid.context.height;
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return pos;
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}
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}
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/// <summary>
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/// 转换X轴和Y轴的配置
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/// </summary>
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/// <param name="index">坐标轴索引,0或1</param>
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public void CovertXYAxis(int index)
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{
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List<MainComponent> m_XAxes;
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List<MainComponent> m_YAxes;
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m_ComponentMaps.TryGetValue(typeof(XAxis), out m_XAxes);
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m_ComponentMaps.TryGetValue(typeof(YAxis), out m_YAxes);
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if (index >= 0 && index <= 1)
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{
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var xAxis = m_XAxes[index] as XAxis;
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var yAxis = m_YAxes[index] as YAxis;
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var tempX = xAxis.Clone();
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xAxis.Copy(yAxis);
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yAxis.Copy(tempX);
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xAxis.context.offset = 0;
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yAxis.context.offset = 0;
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xAxis.context.minValue = 0;
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xAxis.context.maxValue = 0;
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yAxis.context.minValue = 0;
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yAxis.context.maxValue = 0;
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RefreshChart();
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}
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}
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/// <summary>
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/// 在下一帧刷新DataZoom
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/// </summary>
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public void RefreshDataZoom()
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{
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foreach (var handler in m_ComponentHandlers)
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{
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if (handler is DataZoomHandler)
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{
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(handler as DataZoomHandler).RefreshDataZoomLabel();
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}
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}
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}
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/// <summary>
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/// 设置可缓存的最大数据量。当数据量超过该值时,会自动删除第一个值再加入最新值。
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/// </summary>
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public void SetMaxCache(int maxCache)
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{
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foreach (var serie in m_Series)
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serie.maxCache = maxCache;
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foreach (var component in m_Components)
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{
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if (component is Axis)
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{
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(component as Axis).maxCache = maxCache;
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}
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}
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}
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public Vector3 GetTitlePosition(Title title)
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{
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return chartPosition + title.location.GetPosition(chartWidth, chartHeight);
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}
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public int GetLegendRealShowNameIndex(string name)
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{
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return m_LegendRealShowName.IndexOf(name);
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}
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public Color32 GetLegendRealShowNameColor(string name)
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{
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var index = GetLegendRealShowNameIndex(name);
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return theme.GetColor(index);
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}
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/// <summary>
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/// 设置Base Painter的材质球
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/// </summary>
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/// <param name="material"></param>
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public void SetBasePainterMaterial(Material material)
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{
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settings.basePainterMaterial = material;
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if (m_Painter != null)
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{
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m_Painter.material = material;
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}
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}
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/// <summary>
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/// 设置Serie Painter的材质球
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/// </summary>
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/// <param name="material"></param>
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public void SetSeriePainterMaterial(Material material)
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{
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settings.basePainterMaterial = material;
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if (m_PainterList != null)
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{
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foreach (var painter in m_PainterList)
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painter.material = material;
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}
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}
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/// <summary>
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/// 设置Top Painter的材质球
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/// </summary>
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/// <param name="material"></param>
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public void SetTopPainterMaterial(Material material)
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{
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settings.topPainterMaterial = material;
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if (m_PainterTop != null)
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{
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m_PainterTop.material = material;
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}
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}
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public Color32 GetChartBackgroundColor()
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||
{
|
||
var background = GetChartComponent<Background>();
|
||
return theme.GetBackgroundColor(background);
|
||
}
|
||
|
||
public Color32 GetItemColor(Serie serie, SerieData serieData, bool highlight = false)
|
||
{
|
||
var colorIndex = serieData == null || !serie.useDataNameForColor ?
|
||
GetLegendRealShowNameIndex(serie.legendName) :
|
||
GetLegendRealShowNameIndex(serieData.legendName);
|
||
return SerieHelper.GetItemColor(serie, serieData, m_Theme, colorIndex, highlight);
|
||
}
|
||
|
||
public Color32 GetItemColor(Serie serie, bool highlight = false)
|
||
{
|
||
return SerieHelper.GetItemColor(serie, null, m_Theme, serie.context.colorIndex, highlight);
|
||
}
|
||
}
|
||
} |