mirror of
https://github.com/XCharts-Team/XCharts.git
synced 2026-05-16 05:10:12 +00:00
484 lines
18 KiB
C#
484 lines
18 KiB
C#
using System.Linq;
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using System.Collections.ObjectModel;
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/******************************************/
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/* */
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/* Copyright (c) 2018 monitor1394 */
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/* https://github.com/monitor1394 */
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/* */
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/******************************************/
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System;
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using UnityEngine.EventSystems;
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namespace XCharts
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{
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/// <summary>
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/// Tooltip component.
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/// 提示框组件
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/// </summary>
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[System.Serializable]
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public class Tooltip : MainComponent
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{
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/// <summary>
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/// Indicator type.
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/// 指示器类型。
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/// </summary>
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public enum Type
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{
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/// <summary>
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/// line indicator.
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/// 直线指示器
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/// </summary>
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Line,
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/// <summary>
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/// shadow crosshair indicator.
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/// 阴影指示器
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/// </summary>
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Shadow,
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/// <summary>
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/// no indicator displayed.
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/// 无指示器
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/// </summary>
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None,
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/// <summary>
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/// crosshair indicator, which is actually the shortcut of enable two axisPointers of two orthometric axes.
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/// 十字准星指示器。坐标轴显示Label和交叉线。
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/// </summary>
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Corss
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}
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[SerializeField] private bool m_Show;
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[SerializeField] private Type m_Type;
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[SerializeField] private string m_Formatter;
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[SerializeField] private string m_ItemFormatter;
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[SerializeField] private string m_TitleFormatter;
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[SerializeField] private float m_FixedWidth = 0;
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[SerializeField] private float m_FixedHeight = 0;
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[SerializeField] private float m_MinWidth = 0;
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[SerializeField] private float m_MinHeight = 0;
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[SerializeField] private string m_NumericFormatter = "";
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[SerializeField] private float m_PaddingLeftRight = 5f;
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[SerializeField] private float m_PaddingTopBottom = 5f;
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[SerializeField] private string m_IgnoreDataDefaultContent = "-";
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[SerializeField] private bool m_AlwayShow = false;
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[SerializeField] private Sprite m_BackgroundImage;
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[SerializeField] private TextStyle m_TextStyle = new TextStyle(18, FontStyle.Normal);
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[SerializeField] private LineStyle m_LineStyle = new LineStyle(LineStyle.Type.Solid, 0.7f);
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private GameObject m_GameObject;
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private GameObject m_Content;
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private Text m_ContentText;
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private Image m_ContentImage;
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private RectTransform m_ContentRect;
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private RectTransform m_ContentTextRect;
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private List<int> lastDataIndex { get; set; }
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/// <summary>
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/// Whether to show the tooltip component.
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/// 是否显示提示框组件。
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/// </summary>
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public bool show
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{
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get { return m_Show; }
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set { if (PropertyUtility.SetStruct(ref m_Show, value)) { SetAllDirty(); SetActive(value); } }
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}
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/// <summary>
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/// Indicator type.
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/// 提示框指示器类型。
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/// </summary>
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public Type type
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{
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get { return m_Type; }
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set { if (PropertyUtility.SetStruct(ref m_Type, value)) SetAllDirty(); }
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}
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/// <summary>
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/// 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。
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/// 模板变量有{.}、{a}、{b}、{c}、{d}。
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/// {.}表示带动态颜色的圆点。
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/// {a}为系列名serie的name。
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/// {b}为数据项名serieData的name,或者类目值(如折线图的X轴)。
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/// {c}为数值。
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/// {d}为百分比值,注意不带%号。
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/// {.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,{a}默认index为0的serie。
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/// {c1:2}表示索引为1的serie的数据项的第3个数据(index为2)。
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/// {c1:2-2}表示索引为1的serie的第3个数据项的第3个数据(一个数据项有多个数据)。
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/// {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)。
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/// 示例:"{a}:{c}"、"{a1}:{c1:f1}"、"{a1}:{c1:1f1}"
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/// </summary>
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public string formatter { get { return m_Formatter; } set { m_Formatter = value; } }
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/// <summary>
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/// 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。
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/// </summary>
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public string titleFormatter { get { return m_TitleFormatter; } set { m_TitleFormatter = value; } }
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/// <summary>
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/// 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。
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/// </summary>
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public string itemFormatter { get { return m_ItemFormatter; } set { m_ItemFormatter = value; } }
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/// <summary>
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/// 固定宽度。比 minWidth 优先。
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/// </summary>
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public float fixedWidth { get { return m_FixedWidth; } set { m_FixedWidth = value; } }
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/// <summary>
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/// 固定高度。比 minHeight 优先。
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/// </summary>
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public float fixedHeight { get { return m_FixedHeight; } set { m_FixedHeight = value; } }
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/// <summary>
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/// 最小宽度。如若 fixedWidth 设有值,优先取 fixedWidth。
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/// </summary>
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public float minWidth { get { return m_MinWidth; } set { m_MinWidth = value; } }
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/// <summary>
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/// 最小高度。如若 fixedHeight 设有值,优先取 fixedHeight。
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/// </summary>
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public float minHeight { get { return m_MinHeight; } set { m_MinHeight = value; } }
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[Obsolete("Use Tooltip.textStyle.fontSize instead.", true)]
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public int fontSize { get; set; }
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[Obsolete("Use Tooltip.textStyle.fontStyle instead.", true)]
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public FontStyle fontStyle { get; set; }
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/// <summary>
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/// Standard numeric format strings.
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/// 标准数字格式字符串。用于将数值格式化显示为字符串。
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/// 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。
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/// 参考:https://docs.microsoft.com/zh-cn/dotnet/standard/base-types/standard-numeric-format-strings
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/// </summary>
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/// <value></value>
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public string numericFormatter
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{
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get { return m_NumericFormatter; }
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set { if (PropertyUtility.SetClass(ref m_NumericFormatter, value)) SetComponentDirty(); }
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}
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/// <summary>
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/// the text padding of left and right. defaut:5.
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/// 左右边距。
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/// </summary>
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public float paddingLeftRight { get { return m_PaddingLeftRight; } set { m_PaddingLeftRight = value; } }
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/// <summary>
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/// the text padding of top and bottom. defaut:5.
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/// 上下边距。
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/// </summary>
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public float paddingTopBottom { get { return m_PaddingTopBottom; } set { m_PaddingTopBottom = value; } }
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/// <summary>
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/// 被忽略数据的默认显示字符信息。
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/// </summary>
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public string ignoreDataDefaultContent { get { return m_IgnoreDataDefaultContent; } set { m_IgnoreDataDefaultContent = value; } }
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/// <summary>
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/// The image of icon.
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/// 图标的图片。
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/// </summary>
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public Sprite backgroundImage { get { return m_BackgroundImage; } set { m_BackgroundImage = value; SetBackground(m_BackgroundImage); } }
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/// <summary>
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/// 是否触发后一直显示。
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/// </summary>
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public bool alwayShow { get { return m_AlwayShow; } set { m_AlwayShow = value; } }
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/// <summary>
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/// 提示框内容文本样式。
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/// </summary>
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public TextStyle textStyle
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{
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get { return m_TextStyle; }
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set { if (value != null) { m_TextStyle = value; SetComponentDirty(); } }
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}
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/// <summary>
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/// 指示线样式。
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/// </summary>
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public LineStyle lineStyle
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{
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get { return m_LineStyle; }
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set { if (value != null) m_LineStyle = value; SetComponentDirty(); }
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}
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/// <summary>
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/// 组件是否需要刷新
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/// </summary>
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public override bool componentDirty
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{
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get { return m_ComponentDirty || lineStyle.componentDirty || textStyle.componentDirty; }
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}
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internal override void ClearComponentDirty()
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{
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base.ClearComponentDirty();
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lineStyle.ClearComponentDirty();
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textStyle.ClearComponentDirty();
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}
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/// <summary>
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/// 当前提示框所指示的Serie索引(目前只对散点图有效)。
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/// </summary>
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public Dictionary<int, List<int>> runtimeSerieDataIndex { get; internal set; }
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/// <summary>
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/// The data index currently indicated by Tooltip.
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/// 当前提示框所指示的数据项索引。
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/// </summary>
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public List<int> runtimeDataIndex { get; internal set; }
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/// <summary>
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/// the value for x indicator label.
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/// 指示器X轴上要显示的值。
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/// </summary>
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public float[] runtimeXValues { get; internal set; }
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/// <summary>
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/// the value for y indicator label.
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/// 指示器Y轴上要显示的值。
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/// </summary>
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public float[] runtimeYValues { get; internal set; }
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/// <summary>
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/// the current pointer position.
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/// 当前鼠标位置。
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/// </summary>
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public Vector2 runtimePointerPos { get; internal set; }
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/// <summary>
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/// the width of tooltip.
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/// 提示框宽。
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/// </summary>
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public float runtimeWidth { get { return m_ContentRect.sizeDelta.x; } }
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/// <summary>
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/// the height of tooltip.
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/// 提示框高。
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/// </summary>
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public float runtimeHeight { get { return m_ContentRect.sizeDelta.y; } }
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/// <summary>
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/// Whether the tooltip has been initialized.
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/// 提示框是否已初始化。
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/// </summary>
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public bool runtimeInited { get { return m_GameObject != null; } }
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/// <summary>
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/// the gameObject of tooltip.
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/// 提示框的gameObject。
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/// </summary>
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public GameObject runtimeGameObject { get { return m_GameObject; } }
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public static Tooltip defaultTooltip
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{
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get
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{
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var tooltip = new Tooltip
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{
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m_Show = true,
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runtimeXValues = new float[2] { -1, -1 },
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runtimeYValues = new float[2] { -1, -1 },
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runtimeDataIndex = new List<int>() { -1, -1 },
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lastDataIndex = new List<int>() { -1, -1 },
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runtimeSerieDataIndex = new Dictionary<int, List<int>>()
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};
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return tooltip;
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}
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}
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/// <summary>
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/// 绑定提示框gameObject
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/// </summary>
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/// <param name="obj"></param>
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public void SetObj(GameObject obj)
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{
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m_GameObject = obj;
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m_GameObject.SetActive(false);
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}
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/// <summary>
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/// 绑定提示框的文本框gameObject
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/// </summary>
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/// <param name="content"></param>
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public void SetContentObj(GameObject content)
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{
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m_Content = content;
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m_ContentRect = m_Content.GetComponent<RectTransform>();
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m_ContentImage = m_Content.GetComponent<Image>();
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m_ContentText = m_Content.GetComponentInChildren<Text>();
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if (m_ContentText != null)
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{
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m_ContentTextRect = m_ContentText.gameObject.GetComponentInChildren<RectTransform>();
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}
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SetBackground(backgroundImage);
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}
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/// <summary>
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/// Keep Tooltiop displayed at the top.
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/// 保持Tooltiop显示在最顶上
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/// </summary>
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public void UpdateToTop()
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{
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int count = m_GameObject.transform.parent.childCount;
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m_GameObject.GetComponent<RectTransform>().SetSiblingIndex(count - 1);
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}
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/// <summary>
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/// 设置提示框文本背景色
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/// </summary>
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/// <param name="color"></param>
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public void SetContentBackgroundColor(Color color)
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{
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if (m_ContentImage != null)
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m_ContentImage.color = color;
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}
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/// <summary>
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/// 设置提示框文本背景图片
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/// </summary>
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/// <param name="sprite"></param>
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public void SetBackground(Sprite sprite)
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{
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if (m_ContentImage != null)
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{
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m_ContentImage.type = Image.Type.Sliced;
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m_ContentImage.sprite = sprite;
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}
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}
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/// <summary>
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/// 设置提示框文本字体颜色
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/// </summary>
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/// <param name="color"></param>
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public void SetContentTextColor(Color color)
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{
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if (m_ContentText)
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{
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m_ContentText.color = color;
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}
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}
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/// <summary>
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/// 设置提示框文本内容
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/// </summary>
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/// <param name="txt"></param>
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public void UpdateContentText(string txt)
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{
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if (m_ContentText)
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{
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m_ContentText.text = txt;
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float wid, hig;
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if (m_FixedWidth > 0) wid = m_FixedWidth;
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else if (m_MinWidth > 0 && m_ContentText.preferredWidth < m_MinWidth) wid = m_MinWidth;
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else wid = m_ContentText.preferredWidth + m_PaddingLeftRight * 2;
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if (m_FixedHeight > 0) hig = m_FixedHeight;
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else if (m_MinHeight > 0 && m_ContentText.preferredHeight < m_MinHeight) hig = m_MinHeight;
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else hig = m_ContentText.preferredHeight + m_PaddingTopBottom * 2;
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if (m_ContentRect != null) m_ContentRect.sizeDelta = new Vector2(wid, hig);
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if (m_ContentTextRect != null)
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{
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m_ContentTextRect.anchoredPosition = new Vector3(m_PaddingLeftRight, -m_PaddingTopBottom);
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}
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}
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}
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/// <summary>
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/// 清除提示框指示数据
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/// </summary>
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internal void ClearValue()
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{
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for (int i = 0; i < runtimeDataIndex.Count; i++) runtimeDataIndex[i] = -1;
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for (int i = 0; i < runtimeXValues.Length; i++) runtimeXValues[i] = -1;
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for (int i = 0; i < runtimeYValues.Length; i++) runtimeYValues[i] = -1;
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}
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/// <summary>
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/// 提示框是否显示
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/// </summary>
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/// <returns></returns>
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public bool IsActive()
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{
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return m_GameObject != null && m_GameObject.activeInHierarchy;
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}
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/// <summary>
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/// 设置提示框是否显示
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/// </summary>
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/// <param name="flag"></param>
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public void SetActive(bool flag)
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{
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if(!flag && m_AlwayShow) return;
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lastDataIndex[0] = lastDataIndex[1] = -1;
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if (m_GameObject && m_GameObject.activeInHierarchy != flag)
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m_GameObject.SetActive(flag);
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}
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/// <summary>
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/// 更新文本框位置
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/// </summary>
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/// <param name="pos"></param>
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public void UpdateContentPos(Vector2 pos)
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{
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if (m_Content)
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m_Content.transform.localPosition = pos;
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}
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/// <summary>
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/// 获得当前提示框的位置
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/// </summary>
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/// <returns></returns>
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public Vector3 GetContentPos()
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{
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if (m_Content)
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return m_Content.transform.localPosition;
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else
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return Vector3.zero;
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}
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/// <summary>
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/// Whether the data item indicated by tooltip has changed.
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/// 提示框所指示的数据项是否发生变化。
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/// </summary>
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/// <returns></returns>
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public bool IsDataIndexChanged()
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{
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return runtimeDataIndex[0] != lastDataIndex[0] ||
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runtimeDataIndex[1] != lastDataIndex[1];
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}
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/// <summary>
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/// 当前索引缓存
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/// </summary>
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internal void UpdateLastDataIndex()
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{
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lastDataIndex[0] = runtimeDataIndex[0];
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lastDataIndex[1] = runtimeDataIndex[1];
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}
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/// <summary>
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/// 当前提示框是否选中数据项
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/// </summary>
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/// <returns></returns>
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public bool IsSelected()
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{
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return runtimeDataIndex[0] >= 0 || runtimeDataIndex[1] >= 0;
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}
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/// <summary>
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/// 指定索引的数据项是否被提示框选中
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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public bool IsSelected(int index)
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{
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return runtimeDataIndex[0] == index || runtimeDataIndex[1] == index;
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}
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public void ClearSerieDataIndex()
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{
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foreach (var kv in runtimeSerieDataIndex)
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{
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kv.Value.Clear();
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}
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}
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public void AddSerieDataIndex(int serieIndex, int dataIndex)
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{
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if (!runtimeSerieDataIndex.ContainsKey(serieIndex))
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{
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runtimeSerieDataIndex[serieIndex] = new List<int>();
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}
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runtimeSerieDataIndex[serieIndex].Add(dataIndex);
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}
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public bool isAnySerieDataIndex()
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{
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foreach (var kv in runtimeSerieDataIndex)
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{
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if (kv.Value.Count > 0) return true;
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}
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||
return false;
|
||
}
|
||
}
|
||
} |