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XCharts/Runtime/Component/Main/Tooltip.cs

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using System.Linq;
using System.Collections.ObjectModel;
/******************************************/
/* */
/* Copyright (c) 2018 monitor1394 */
/* https://github.com/monitor1394 */
/* */
/******************************************/
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
using UnityEngine.EventSystems;
namespace XCharts
{
/// <summary>
/// Tooltip component.
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/// 提示框组件。
/// </summary>
[System.Serializable]
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public class Tooltip : MainComponent
{
/// <summary>
/// Indicator type.
/// 指示器类型。
/// </summary>
public enum Type
{
/// <summary>
/// line indicator.
/// 直线指示器
/// </summary>
Line,
/// <summary>
/// shadow crosshair indicator.
/// 阴影指示器
/// </summary>
Shadow,
/// <summary>
/// no indicator displayed.
/// 无指示器
/// </summary>
None,
/// <summary>
/// crosshair indicator, which is actually the shortcut of enable two axisPointers of two orthometric axes.
/// 十字准星指示器。坐标轴显示Label和交叉线。
/// </summary>
Corss
}
[SerializeField] private bool m_Show;
[SerializeField] private Type m_Type;
[SerializeField] private string m_Formatter;
[SerializeField] private string m_ItemFormatter;
[SerializeField] private string m_TitleFormatter;
[SerializeField] private float m_FixedWidth = 0;
[SerializeField] private float m_FixedHeight = 0;
[SerializeField] private float m_MinWidth = 0;
[SerializeField] private float m_MinHeight = 0;
[SerializeField] private string m_NumericFormatter = "";
[SerializeField] private float m_PaddingLeftRight = 5f;
[SerializeField] private float m_PaddingTopBottom = 5f;
[SerializeField] private string m_IgnoreDataDefaultContent = "-";
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[SerializeField] private bool m_AlwayShow = false;
[SerializeField] private Vector2 m_Offset = new Vector2(18f, -25f);
[SerializeField] private Sprite m_BackgroundImage;
[SerializeField] private TextStyle m_TextStyle = new TextStyle(18, FontStyle.Normal);
[SerializeField] private LineStyle m_LineStyle = new LineStyle(LineStyle.Type.Solid, 0.7f);
private GameObject m_GameObject;
private GameObject m_Content;
private Text m_ContentText;
private Image m_ContentImage;
private RectTransform m_ContentRect;
private RectTransform m_ContentTextRect;
private List<int> lastDataIndex { get; set; }
/// <summary>
/// Whether to show the tooltip component.
/// 是否显示提示框组件。
/// </summary>
public bool show
{
get { return m_Show; }
set { if (PropertyUtility.SetStruct(ref m_Show, value)) { SetAllDirty(); SetActive(value); } }
}
/// <summary>
/// Indicator type.
/// 提示框指示器类型。
/// </summary>
public Type type
{
get { return m_Type; }
set { if (PropertyUtility.SetStruct(ref m_Type, value)) SetAllDirty(); }
}
/// <summary>
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/// A string template formatter for the total content of the prompt box. Support for wrapping lines with \n.
/// When formatter is not null, use formatter first, otherwise use itemFormatter.
/// Template variables are {.}, {a}, {b}, {c}, {d}.
/// {.} is the dot of the corresponding color of a Serie that is currently indicated or whose index is 0.
/// {a} is the series name of the serie that is currently indicated or whose index is 0.
/// {b} is the name of the data item serieData that is currently indicated or whose index is 0, or a category value (such as the X-axis of a line chart).
/// {c} is the value of a Y-dimension (dimesion is 1) from a Serie that is currently indicated or whose index is 0.
/// {d} is the percentage value of Y-dimensions (dimesion is 1) from serie that is currently indicated or whose index is 0, with no % sign.
/// {.1} represents a dot from serie corresponding color that specifies index as 1.
/// 1 in {a1}, {b1}, {c1} represents a serie that specifies an index of 1.
/// {c1:2} represents the third data from serie's current indication data item indexed to 1 (a data item has multiple data, index 2 represents the third data).
/// {c1:2-2} represents the third data item from serie's third data item indexed to 1 (i.e., which data item must be specified to specify).
/// {d1:2: F2} indicates that a formatted string with a value specified separately is F2 (numericFormatter is used when numericFormatter is not specified).
/// {d:0.##} indicates that a formatted string with a value specified separately is 0.## (used for percentage, reserved 2 valid digits while avoiding the situation similar to "100.00%" when using f2 ).
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/// Example: "{a}, {c}", "{a1}, {c1: f1}", "{a1}, {c1:0: f1}", "{a1} : {c1:1-1: f1}"
/// 提示框总内容的字符串模版格式器。支持用 \n 换行。当formatter不为空时优先使用formatter否则使用itemFormatter。
/// 模板变量有{.}、{a}、{b}、{c}、{d}。
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/// {.}为当前所指示或index为0的serie的对应颜色的圆点。
/// {a}为当前所指示或index为0的serie的系列名name。
/// {b}为当前所指示或index为0的serie的数据项serieData的name或者类目值如折线图的X轴
/// {c}为当前所指示或index为0的serie的y维dimesion为1的数值。
/// {d}为当前所指示或index为0的serie的y维dimesion为1百分比值注意不带%号。
/// {.1}表示指定index为1的serie对应颜色的圆点。
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/// {a1}、{b1}、{c1}中的1表示指定index为1的serie。
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/// {c1:2}表示索引为1的serie的当前指示数据项的第3个数据一个数据项有多个数据index为2表示第3个数据
/// {c1:2-2}表示索引为1的serie的第3个数据项的第3个数据也就是要指定第几个数据项时必须要指定第几个数据
/// {d1:2:f2}表示单独指定了数值的格式化字符串为f2不指定时用numericFormatter
/// {d:0.##} 表示单独指定了数值的格式化字符串为 0.## 用于百分比保留2位有效数同时又能避免使用 f2 而出现的类似于"100.00%"的情况 )。
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/// 示例:"{a}:{c}"、"{a1}:{c1:f1}"、"{a1}:{c1:0:f1}"、"{a1}:{c1:1-1:f1}"
/// </summary>
public string formatter { get { return m_Formatter; } set { m_Formatter = value; } }
/// <summary>
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/// The string template formatter for the tooltip title content. Support for wrapping lines with \n.
/// This is only valid if the itemFormatter is in effect.
/// The placeholder {I} can be set separately to indicate that the title is ignored and not displayed.
/// 提示框标题内容的字符串模版格式器。支持用 \n 换行。仅当itemFormatter生效时才有效。可以单独设置占位符{i}表示忽略不显示title。
/// </summary>
public string titleFormatter { get { return m_TitleFormatter; } set { m_TitleFormatter = value; } }
/// <summary>
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/// a string template formatter for a single Serie or data item content. Support for wrapping lines with \n.
/// When formatter is not null, use formatter first, otherwise use itemFormatter.
/// 提示框单个serie或数据项内容的字符串模版格式器。支持用 \n 换行。当formatter不为空时优先使用formatter否则使用itemFormatter。
/// </summary>
public string itemFormatter { get { return m_ItemFormatter; } set { m_ItemFormatter = value; } }
/// <summary>
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/// Fixed width. Higher priority than minWidth.
/// 固定宽度。比 minWidth 优先。
/// </summary>
public float fixedWidth { get { return m_FixedWidth; } set { m_FixedWidth = value; } }
/// <summary>
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/// Fixed height. Higher priority than minHeight.
/// 固定高度。比 minHeight 优先。
/// </summary>
public float fixedHeight { get { return m_FixedHeight; } set { m_FixedHeight = value; } }
/// <summary>
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/// Minimum width. If fixedWidth has a value, get fixedWidth first.
/// 最小宽度。如若 fixedWidth 设有值,优先取 fixedWidth。
/// </summary>
public float minWidth { get { return m_MinWidth; } set { m_MinWidth = value; } }
/// <summary>
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/// Minimum height. If fixedHeight has a value, take priority over fixedHeight.
/// 最小高度。如若 fixedHeight 设有值,优先取 fixedHeight。
/// </summary>
public float minHeight { get { return m_MinHeight; } set { m_MinHeight = value; } }
[Obsolete("Use Tooltip.textStyle.fontSize instead.", true)]
public int fontSize { get; set; }
[Obsolete("Use Tooltip.textStyle.fontStyle instead.", true)]
public FontStyle fontStyle { get; set; }
/// <summary>
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/// Standard numeric format string. Used to format numeric values to display as strings.
/// Using 'Axx' form: 'A' is the single character of the format specifier, supporting 'C' currency,
/// 'D' decimal, 'E' exponent, 'F' number of vertices, 'G' regular, 'N' digits, 'P' percentage,
/// 'R' round tripping, 'X' hex etc. 'XX' is the precision specification, from '0' - '99'.
/// 标准数字格式字符串。用于将数值格式化显示为字符串。
/// 使用Axx的形式A是格式说明符的单字符支持C货币、D十进制、E指数、F定点数、G常规、N数字、P百分比、R往返、X十六进制的。xx是精度说明从0-99。
/// 参考https://docs.microsoft.com/zh-cn/dotnet/standard/base-types/standard-numeric-format-strings
/// </summary>
/// <value></value>
public string numericFormatter
{
get { return m_NumericFormatter; }
set { if (PropertyUtility.SetClass(ref m_NumericFormatter, value)) SetComponentDirty(); }
}
/// <summary>
/// the text padding of left and right. defaut:5.
/// 左右边距。
/// </summary>
public float paddingLeftRight { get { return m_PaddingLeftRight; } set { m_PaddingLeftRight = value; } }
/// <summary>
/// the text padding of top and bottom. defaut:5.
/// 上下边距。
/// </summary>
public float paddingTopBottom { get { return m_PaddingTopBottom; } set { m_PaddingTopBottom = value; } }
/// <summary>
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/// The default display character information for ignored data.
/// 被忽略数据的默认显示字符信息。
/// </summary>
public string ignoreDataDefaultContent { get { return m_IgnoreDataDefaultContent; } set { m_IgnoreDataDefaultContent = value; } }
/// <summary>
/// The image of icon.
/// 图标的图片。
/// </summary>
public Sprite backgroundImage { get { return m_BackgroundImage; } set { m_BackgroundImage = value; SetBackground(m_BackgroundImage); } }
/// <summary>
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/// Whether to trigger after always display.
/// 是否触发后一直显示。
/// </summary>
public bool alwayShow { get { return m_AlwayShow; } set { m_AlwayShow = value; } }
/// <summary>
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/// The position offset of tooltip relative to the mouse position.
/// 提示框相对于鼠标位置的偏移。
/// </summary>
public Vector2 offset { get { return m_Offset; } set { m_Offset = value; } }
/// <summary>
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/// the text style of content.
/// 提示框内容文本样式。
/// </summary>
public TextStyle textStyle
{
get { return m_TextStyle; }
set { if (value != null) { m_TextStyle = value; SetComponentDirty(); } }
}
/// <summary>
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/// the line style of indicator line.
/// 指示线样式。
/// </summary>
public LineStyle lineStyle
{
get { return m_LineStyle; }
set { if (value != null) m_LineStyle = value; SetComponentDirty(); }
}
/// <summary>
/// 组件是否需要刷新
/// </summary>
public override bool componentDirty
{
get { return m_ComponentDirty || lineStyle.componentDirty || textStyle.componentDirty; }
}
internal override void ClearComponentDirty()
{
base.ClearComponentDirty();
lineStyle.ClearComponentDirty();
textStyle.ClearComponentDirty();
}
/// <summary>
/// 当前提示框所指示的Serie索引目前只对散点图有效
/// </summary>
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public Dictionary<int, List<int>> runtimeSerieIndex { get; internal set; }
/// <summary>
/// The data index currently indicated by Tooltip.
/// 当前提示框所指示的数据项索引。
/// </summary>
public List<int> runtimeDataIndex { get; internal set; }
/// <summary>
/// the value for x indicator label.
/// 指示器X轴上要显示的值。
/// </summary>
public float[] runtimeXValues { get; internal set; }
/// <summary>
/// the value for y indicator label.
/// 指示器Y轴上要显示的值。
/// </summary>
public float[] runtimeYValues { get; internal set; }
/// <summary>
/// the current pointer position.
/// 当前鼠标位置。
/// </summary>
public Vector2 runtimePointerPos { get; internal set; }
/// <summary>
/// the width of tooltip.
/// 提示框宽。
/// </summary>
public float runtimeWidth { get { return m_ContentRect.sizeDelta.x; } }
/// <summary>
/// the height of tooltip.
/// 提示框高。
/// </summary>
public float runtimeHeight { get { return m_ContentRect.sizeDelta.y; } }
/// <summary>
/// Whether the tooltip has been initialized.
/// 提示框是否已初始化。
/// </summary>
public bool runtimeInited { get { return m_GameObject != null; } }
/// <summary>
/// the gameObject of tooltip.
/// 提示框的gameObject。
/// </summary>
public GameObject runtimeGameObject { get { return m_GameObject; } }
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/// <summary>
/// 当前指示的角度。
/// </summary>
public float runtimeAngle { get; internal set; }
public static Tooltip defaultTooltip
{
get
{
var tooltip = new Tooltip
{
m_Show = true,
runtimeXValues = new float[2] { -1, -1 },
runtimeYValues = new float[2] { -1, -1 },
runtimeDataIndex = new List<int>() { -1, -1 },
lastDataIndex = new List<int>() { -1, -1 },
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runtimeSerieIndex = new Dictionary<int, List<int>>()
};
return tooltip;
}
}
/// <summary>
/// 绑定提示框gameObject
/// </summary>
/// <param name="obj"></param>
public void SetObj(GameObject obj)
{
m_GameObject = obj;
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m_GameObject.SetActive(false);
}
/// <summary>
/// 绑定提示框的文本框gameObject
/// </summary>
/// <param name="content"></param>
public void SetContentObj(GameObject content)
{
m_Content = content;
m_ContentRect = m_Content.GetComponent<RectTransform>();
m_ContentImage = m_Content.GetComponent<Image>();
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m_ContentImage.raycastTarget = false;
m_ContentText = m_Content.GetComponentInChildren<Text>();
if (m_ContentText != null)
{
m_ContentTextRect = m_ContentText.gameObject.GetComponentInChildren<RectTransform>();
}
SetBackground(backgroundImage);
}
/// <summary>
/// Keep Tooltiop displayed at the top.
/// 保持Tooltiop显示在最顶上
/// </summary>
public void UpdateToTop()
{
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int count = m_GameObject.transform.parent.childCount;
m_GameObject.GetComponent<RectTransform>().SetSiblingIndex(count - 1);
}
/// <summary>
/// 设置提示框文本背景色
/// </summary>
/// <param name="color"></param>
public void SetContentBackgroundColor(Color color)
{
if (m_ContentImage != null)
m_ContentImage.color = color;
}
/// <summary>
/// 设置提示框文本背景图片
/// </summary>
/// <param name="sprite"></param>
public void SetBackground(Sprite sprite)
{
if (m_ContentImage != null)
{
m_ContentImage.type = Image.Type.Sliced;
m_ContentImage.sprite = sprite;
}
}
/// <summary>
/// 设置提示框文本字体颜色
/// </summary>
/// <param name="color"></param>
public void SetContentTextColor(Color color)
{
if (m_ContentText)
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{
m_ContentText.color = color;
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}
}
/// <summary>
/// 设置提示框文本内容
/// </summary>
/// <param name="txt"></param>
public void UpdateContentText(string txt)
{
if (m_ContentText)
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{
m_ContentText.text = txt;
float wid, hig;
if (m_FixedWidth > 0) wid = m_FixedWidth;
else if (m_MinWidth > 0 && m_ContentText.preferredWidth < m_MinWidth) wid = m_MinWidth;
else wid = m_ContentText.preferredWidth + m_PaddingLeftRight * 2;
if (m_FixedHeight > 0) hig = m_FixedHeight;
else if (m_MinHeight > 0 && m_ContentText.preferredHeight < m_MinHeight) hig = m_MinHeight;
else hig = m_ContentText.preferredHeight + m_PaddingTopBottom * 2;
if (m_ContentRect != null) m_ContentRect.sizeDelta = new Vector2(wid, hig);
if (m_ContentTextRect != null)
{
m_ContentTextRect.anchoredPosition = new Vector3(m_PaddingLeftRight, -m_PaddingTopBottom);
}
}
}
/// <summary>
/// 清除提示框指示数据
/// </summary>
internal void ClearValue()
{
for (int i = 0; i < runtimeDataIndex.Count; i++) runtimeDataIndex[i] = -1;
for (int i = 0; i < runtimeXValues.Length; i++) runtimeXValues[i] = -1;
for (int i = 0; i < runtimeYValues.Length; i++) runtimeYValues[i] = -1;
}
/// <summary>
/// 提示框是否显示
/// </summary>
/// <returns></returns>
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public bool IsActive()
{
return m_GameObject != null && m_GameObject.activeInHierarchy;
}
/// <summary>
/// 设置提示框是否显示
/// </summary>
/// <param name="flag"></param>
public void SetActive(bool flag)
{
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if (!flag && m_AlwayShow) return;
lastDataIndex[0] = lastDataIndex[1] = -1;
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if (m_GameObject && m_GameObject.activeInHierarchy != flag)
m_GameObject.SetActive(flag);
}
/// <summary>
/// 更新文本框位置
/// </summary>
/// <param name="pos"></param>
public void UpdateContentPos(Vector2 pos)
{
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if (m_Content)
m_Content.transform.localPosition = pos;
}
/// <summary>
/// 获得当前提示框的位置
/// </summary>
/// <returns></returns>
public Vector3 GetContentPos()
{
if (m_Content)
return m_Content.transform.localPosition;
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else
return Vector3.zero;
}
/// <summary>
/// Whether the data item indicated by tooltip has changed.
/// 提示框所指示的数据项是否发生变化。
/// </summary>
/// <returns></returns>
public bool IsDataIndexChanged()
{
return runtimeDataIndex[0] != lastDataIndex[0] ||
runtimeDataIndex[1] != lastDataIndex[1];
}
/// <summary>
/// 当前索引缓存
/// </summary>
internal void UpdateLastDataIndex()
{
lastDataIndex[0] = runtimeDataIndex[0];
lastDataIndex[1] = runtimeDataIndex[1];
}
/// <summary>
/// 当前提示框是否选中数据项
/// </summary>
/// <returns></returns>
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public bool IsSelected()
{
return runtimeDataIndex[0] >= 0 || runtimeDataIndex[1] >= 0;
}
/// <summary>
/// 指定索引的数据项是否被提示框选中
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public bool IsSelected(int index)
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{
return runtimeDataIndex[0] == index || runtimeDataIndex[1] == index;
}
public void ClearSerieDataIndex()
{
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foreach (var kv in runtimeSerieIndex)
{
kv.Value.Clear();
}
}
public void AddSerieDataIndex(int serieIndex, int dataIndex)
{
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if (!runtimeSerieIndex.ContainsKey(serieIndex))
{
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runtimeSerieIndex[serieIndex] = new List<int>();
}
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runtimeSerieIndex[serieIndex].Add(dataIndex);
}
public bool isAnySerieDataIndex()
{
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foreach (var kv in runtimeSerieIndex)
{
if (kv.Value.Count > 0) return true;
}
return false;
}
}
}