/************************************************/
/* */
/* Copyright (c) 2018 - 2021 monitor1394 */
/* https://github.com/monitor1394 */
/* */
/************************************************/
using System.Collections.Generic;
using UnityEngine;
namespace XCharts
{
///
/// A data item of serie.
/// 系列中的一个数据项。可存储数据名和1-n维的数据。
///
[System.Serializable]
public class SerieData : SubComponent
{
[SerializeField] private string m_Name;
[SerializeField] private bool m_Selected;
[SerializeField] private bool m_Ignore = false;
[SerializeField] private float m_Radius;
[SerializeField] private IconStyle m_IconStyle = new IconStyle();
[SerializeField] private bool m_EnableLabel = false;
[SerializeField] private SerieLabel m_Label = new SerieLabel();
[SerializeField] private bool m_EnableItemStyle = false;
[SerializeField] private ItemStyle m_ItemStyle = new ItemStyle();
[SerializeField] private bool m_EnableEmphasis = false;
[SerializeField] private Emphasis m_Emphasis = new Emphasis();
[SerializeField] private bool m_EnableSymbol = false;
[SerializeField] private SerieSymbol m_Symbol = new SerieSymbol();
[SerializeField] private List m_Data = new List();
public ChartLabel labelObject { get; set; }
private bool m_Show = true;
private float m_RtPieOutsideRadius;
public int index { get; set; }
///
/// the name of data item.
/// 数据项名称。
///
public string name { get { return m_Name; } set { m_Name = value; } }
///
/// 数据项图例名称。当数据项名称不为空时,图例名称即为系列名称;反之则为索引index。
///
///
public string legendName { get { return string.IsNullOrEmpty(name) ? ChartCached.IntToStr(index) : name; } }
///
/// 自定义半径。可用在饼图中自定义某个数据项的半径。
///
public float radius { get { return m_Radius; } set { m_Radius = value; } }
///
/// Whether the data item is selected.
/// 该数据项是否被选中。
///
public bool selected { get { return m_Selected; } set { m_Selected = value; } }
///
/// the icon of data.
/// 数据项图标样式。
///
public IconStyle iconStyle { get { return m_IconStyle; } set { m_IconStyle = value; } }
///
/// 是否启用单个数据项的标签设置。
///
public bool enableLabel { get { return m_EnableLabel; } set { m_EnableLabel = value; } }
///
/// 单个数据项的标签设置。
///
public SerieLabel label { get { return m_Label; } set { m_Label = value; } }
///
/// 是否启用单个数据项的样式。
///
public bool enableItemStyle { get { return m_EnableItemStyle; } set { m_EnableItemStyle = value; } }
///
/// 单个数据项的样式设置。
///
public ItemStyle itemStyle { get { return m_ItemStyle; } set { m_ItemStyle = value; } }
///
/// 是否启用单个数据项的高亮样式。
///
public bool enableEmphasis { get { return m_EnableEmphasis; } set { m_EnableEmphasis = value; } }
///
/// 单个数据项的高亮样式设置。
///
public Emphasis emphasis { get { return m_Emphasis; } set { m_Emphasis = value; } }
///
/// 是否启用单个数据项的标记设置。
///
public bool enableSymbol { get { return m_EnableSymbol; } set { m_EnableSymbol = value; } }
///
/// 单个数据项的标记设置。
///
public SerieSymbol symbol { get { return m_Symbol; } set { m_Symbol = value; } }
///
/// 是否忽略数据。当为 true 时,数据不进行绘制。
///
public bool ignore
{
get { return m_Ignore; }
set { if (PropertyUtil.SetStruct(ref m_Ignore, value)) SetVerticesDirty(); }
}
///
/// An arbitrary dimension data list of data item.
/// 可指定任意维数的数值列表。
///
public List data { get { return m_Data; } set { m_Data = value; } }
///
/// [default:true] Whether the data item is showed.
/// 该数据项是否要显示。
///
public bool show { get { return m_Show; } set { m_Show = value; } }
///
/// Whether the data item is highlighted.
/// 该数据项是否被高亮,一般由鼠标悬停或图例悬停触发高亮。
///
public bool highlighted { get; set; }
public Vector3 labelPosition { get; set; }
private bool m_CanShowLabel = true;
///
/// 是否可以显示Label
///
public bool canShowLabel { get { return m_CanShowLabel; } set { m_CanShowLabel = value; } }
///
/// 饼图数据项的开始角度(运行时自动计算)
///
public float runtimePieStartAngle { get; internal set; }
///
/// 饼图数据项的结束角度(运行时自动计算)
///
public float runtimePieToAngle { get; internal set; }
///
/// 饼图数据项的一半时的角度(运行时自动计算)
///
public float runtimePieHalfAngle { get; internal set; }
///
/// 饼图数据项的当前角度(运行时自动计算)
///
public float runtimePieCurrAngle { get; internal set; }
///
/// 饼图数据项的内半径
///
public float runtimePieInsideRadius { get; internal set; }
///
/// 饼图数据项的外半径
///
public float runtimePieOutsideRadius
{
get
{
if (radius > 0) return radius;
else return m_RtPieOutsideRadius;
}
internal set
{
m_RtPieOutsideRadius = value;
}
}
///
/// 饼图数据项的偏移半径
///
public float runtimePieOffsetRadius { get; internal set; }
public Vector3 runtimePosition { get; set; }
///
/// 绘制区域。
///
public Rect runtimeRect { get; set; }
public float runtimeAngle { get; set; }
public Vector3 runtiemPieOffsetCenter { get; set; }
public float runtimeStackHig { get; set; }
private List m_PreviousData = new List();
private List m_DataUpdateTime = new List();
private List m_DataUpdateFlag = new List();
private List m_PolygonPoints = new List();
public void Reset()
{
index = 0;
labelObject = null;
highlighted = false;
m_Name = string.Empty;
m_Show = true;
m_Selected = false;
m_CanShowLabel = true;
m_EnableSymbol = false;
m_EnableLabel = false;
m_EnableEmphasis = false;
m_EnableItemStyle = false;
m_Radius = 0;
m_Data.Clear();
m_PreviousData.Clear();
m_DataUpdateTime.Clear();
m_DataUpdateFlag.Clear();
m_IconStyle.Reset();
m_Label.Reset();
m_ItemStyle.Reset();
m_Emphasis.Reset();
}
public float GetData(int index, bool inverse = false)
{
if (index >= 0 && index < m_Data.Count)
{
return inverse ? -m_Data[index] : m_Data[index];
}
else return 0;
}
public float GetData(int index, float min, float max)
{
if (index >= 0 && index < m_Data.Count)
{
var value = m_Data[index];
if (value < min) return min;
else if (value > max) return max;
else return value;
}
else return 0;
}
public float GetPreviousData(int index, bool inverse = false)
{
if (index >= 0 && index < m_PreviousData.Count)
{
return inverse ? -m_PreviousData[index] : m_PreviousData[index];
}
else return 0;
}
public float GetFirstData(float animationDuration = 500f)
{
if (m_Data.Count > 0) return GetCurrData(0, animationDuration);
return 0;
}
public float GetLastData()
{
if (m_Data.Count > 0) return m_Data[m_Data.Count - 1];
return 0;
}
public float GetCurrData(int index, float animationDuration = 500f, bool inverse = false)
{
return GetCurrData(index, animationDuration, inverse, 0, 0);
}
public float GetCurrData(int index, float animationDuration, bool inverse, float min, float max)
{
if (index < m_DataUpdateFlag.Count && m_DataUpdateFlag[index] && animationDuration > 0)
{
var time = Time.time - m_DataUpdateTime[index];
var total = animationDuration / 1000;
var rate = time / total;
if (rate > 1) rate = 1;
if (rate < 1)
{
CheckLastData();
var curr = Mathf.Lerp(GetPreviousData(index), GetData(index), rate);
if (min != 0 || max != 0)
{
if (inverse)
{
var temp = min;
min = -max;
max = -temp;
}
var pre = m_PreviousData[index];
if (pre < min)
{
m_PreviousData[index] = min;
curr = min;
}
else if (pre > max)
{
m_PreviousData[index] = max;
curr = max;
}
}
curr = inverse ? -curr : curr;
return curr;
}
else
{
m_DataUpdateFlag[index] = false;
return GetData(index, inverse);
}
}
else
{
return GetData(index, inverse);
}
}
///
/// the maxinum value.
/// 最大值。
///
public float GetMaxData(bool inverse = false)
{
if (m_Data.Count == 0) return 0;
float temp = float.MinValue;
for (int i = 0; i < m_Data.Count; i++)
{
var value = GetData(i, inverse);
if (value > temp) temp = value;
}
return temp;
}
///
/// the mininum value.
/// 最小值。
///
public float GetMinData(bool inverse = false)
{
if (m_Data.Count == 0) return 0;
float temp = float.MaxValue;
for (int i = 0; i < m_Data.Count; i++)
{
var value = GetData(i, inverse);
if (value < temp) temp = value;
}
return temp;
}
public bool UpdateData(int dimension, float value, bool updateAnimation, float animationDuration = 500f)
{
if (dimension >= 0 && dimension < data.Count)
{
CheckLastData();
m_PreviousData[dimension] = GetCurrData(dimension, animationDuration);
//m_PreviousData[dimension] = data[dimension];;
m_DataUpdateTime[dimension] = Time.time;
m_DataUpdateFlag[dimension] = updateAnimation;
data[dimension] = value;
return true;
}
return false;
}
private void CheckLastData()
{
if (m_PreviousData.Count != m_Data.Count)
{
m_PreviousData.Clear();
m_DataUpdateTime.Clear();
m_DataUpdateFlag.Clear();
for (int i = 0; i < m_Data.Count; i++)
{
m_PreviousData.Add(m_Data[i]);
m_DataUpdateTime.Add(Time.time);
m_DataUpdateFlag.Add(false);
}
}
}
public bool IsDataChanged()
{
foreach (var b in m_DataUpdateFlag)
if (b) return true;
return false;
}
public float GetLabelWidth()
{
if (labelObject != null) return labelObject.GetLabelWidth();
else return 0;
}
public float GetLabelHeight()
{
if (labelObject != null) return labelObject.GetLabelHeight();
return 0;
}
public void SetLabelActive(bool flag)
{
if (labelObject != null) labelObject.SetLabelActive(flag);
}
public void SetPolygon(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4)
{
m_PolygonPoints.Clear();
m_PolygonPoints.Add(p1);
m_PolygonPoints.Add(p2);
m_PolygonPoints.Add(p3);
m_PolygonPoints.Add(p4);
}
public bool IsInPolygon(Vector2 p)
{
if (m_PolygonPoints.Count == 0) return false;
var inside = false;
var j = m_PolygonPoints.Count - 1;
for (int i = 0; i < m_PolygonPoints.Count; j = i++)
{
var pi = m_PolygonPoints[i];
var pj = m_PolygonPoints[j];
if (((pi.y <= p.y && p.y < pj.y) || (pj.y <= p.y && p.y < pi.y)) &&
(p.x < (pj.x - pi.x) * (p.y - pi.y) / (pj.y - pi.y) + pi.x))
inside = !inside;
}
return inside;
}
}
}