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XCharts/Runtime/API/BaseChart_API.cs
2021-05-20 21:51:52 +08:00

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/************************************************/
/* */
/* Copyright (c) 2018 - 2021 monitor1394 */
/* https://github.com/monitor1394 */
/* */
/************************************************/
using UnityEngine;
using System.Collections.Generic;
using System;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Text;
namespace XCharts
{
/// <summary>
/// The base class of all charts.
/// 所有Chart的基类。
/// </summary>
public partial class BaseChart
{
/// <summary>
/// The name of chart.
/// </summary>
public string chartName
{
get { return m_ChartName; }
set
{
if (!string.IsNullOrEmpty(value) && XChartsMgr.Instance.ContainsChart(value))
{
Debug.LogError("chartName repeated:" + value);
}
else
{
m_ChartName = value;
}
}
}
/// <summary>
/// The theme.
/// </summary>
public ChartTheme theme { get { return m_Theme; } set { m_Theme = value; } }
/// <summary>
/// The title setting of chart.
/// 标题组件
/// </summary>
public Title title { get { return m_Titles.Count > 0 ? m_Titles[0] : null; } }
public List<Title> titles { get { return m_Titles; } }
/// <summary>
/// The legend setting of chart.
/// 图例组件
/// </summary>
public Legend legend { get { return m_Legends.Count > 0 ? m_Legends[0] : null; } }
public List<Legend> legends { get { return m_Legends; } }
/// <summary>
/// The tooltip setting of chart.
/// 提示框组件
/// </summary>
public Tooltip tooltip { get { return m_Tooltips.Count > 0 ? m_Tooltips[0] : null; } }
/// <summary>
/// The series setting of chart.
/// 系列列表
/// </summary>
public Series series { get { return m_Series; } }
/// <summary>
/// Global parameter setting component.
/// 全局设置组件。
/// </summary>
public Settings settings { get { return m_Settings; } }
/// <summary>
/// dataZoom component.
/// 区域缩放组件。
/// </summary>
public DataZoom dataZoom { get { return m_DataZooms.Count > 0 ? m_DataZooms[0] : null; } }
public List<DataZoom> dataZooms { get { return m_DataZooms; } }
/// <summary>
/// visualMap component.
/// 视觉映射组件。
/// </summary>
public VisualMap visualMap { get { return m_VisualMaps.Count > 0 ? m_VisualMaps[0] : null; } }
public List<VisualMap> visualMaps { get { return m_VisualMaps; } }
/// <summary>
/// The x of chart.
/// 图表的X
/// </summary>
public float chartX { get { return m_ChartX; } }
/// <summary>
/// The y of chart.
/// 图表的Y
/// </summary>
public float chartY { get { return m_ChartY; } }
/// <summary>
/// The width of chart.
/// 图表的宽
/// </summary>
public float chartWidth { get { return m_ChartWidth; } }
/// <summary>
/// The height of chart.
/// 图表的高
/// </summary>
public float chartHeight { get { return m_ChartHeight; } }
public Vector2 chartMinAnchor { get { return m_ChartMinAnchor; } }
public Vector2 chartMaxAnchor { get { return m_ChartMaxAnchor; } }
public Vector2 chartPivot { get { return m_ChartPivot; } }
public Vector2 chartSizeDelta { get { return m_ChartSizeDelta; } }
/// <summary>
/// The position of chart.
/// 图表的左下角起始坐标。
/// </summary>
public Vector3 chartPosition { get { return m_ChartPosition; } }
public Rect chartRect { get { return m_ChartRect; } }
/// <summary>
/// 自定义绘制回调。在绘制Serie前调用。
/// </summary>
public Action<VertexHelper> onCustomDraw { set { m_OnCustomDrawBaseCallback = value; } }
/// <summary>
/// 自定义Serie绘制回调。在每个Serie绘制完前调用。
/// </summary>
public Action<VertexHelper, Serie> onCustomDrawBeforeSerie { set { m_OnCustomDrawSerieBeforeCallback = value; } }
/// <summary>
/// 自定义Serie绘制回调。在每个Serie绘制完后调用。
/// </summary>
public Action<VertexHelper, Serie> onCustomDrawAfterSerie { set { m_OnCustomDrawSerieAfterCallback = value; } }
/// <summary>
/// 自定义Top绘制回调。在绘制Tooltip前调用。
/// </summary>
public Action<VertexHelper> onCustomDrawTop { set { m_OnCustomDrawTopCallback = value; } }
/// <summary>
/// the callback function of click pie area.
/// 点击饼图区域回调。参数PointerEventDataSerieIndexSerieDataIndex
/// </summary>
public Action<PointerEventData, int, int> onPointerClickPie { set { m_OnPointerClickPie = value; m_ForceOpenRaycastTarget = true; } get { return m_OnPointerClickPie; } }
/// <summary>
/// Redraw chart in next frame.
/// 在下一帧刷新图表。
/// </summary>
public void RefreshChart()
{
m_RefreshChart = true;
if (m_Painter) m_Painter.Refresh();
}
/// <summary>
/// Remove all series and legend data.
/// It just emptying all of serie's data without emptying the list of series.
/// 清除所有数据,系列中只是移除数据,列表会保留。
/// </summary>
public virtual void ClearData()
{
m_Series.ClearData();
foreach (var legend in m_Legends) legend.ClearData();
tooltip.ClearValue();
m_CheckAnimation = false;
m_ReinitLabel = true;
RefreshChart();
}
/// <summary>
/// Remove all data from series and legend.
/// The series list is also cleared.
/// 清除所有系列和图例数据,系列的列表也会被清除。
/// </summary>
public virtual void RemoveData()
{
foreach (var legend in m_Legends) legend.ClearData();
foreach (var radar in m_Radars) radar.indicatorList.Clear();
m_Series.RemoveAll();
tooltip.ClearValue();
m_CheckAnimation = false;
m_ReinitLabel = true;
m_SerieLabelRoot = null;
RefreshChart();
}
/// <summary>
/// Remove legend and serie by name.
/// 清除指定系列名称的数据。
/// </summary>
/// <param name="serieName">the name of serie</param>
public virtual void RemoveData(string serieName)
{
m_Series.Remove(serieName);
foreach (var legend in m_Legends) legend.RemoveData(serieName);
m_SerieLabelRoot = null;
RefreshChart();
}
/// <summary>
/// Add a serie to serie list.
/// 添加一个系列到系列列表中。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <param name="type">the type of serie</param>
/// <param name="show">whether to show this serie</param>
/// <returns>the added serie</returns>
public virtual Serie AddSerie(SerieType type, string serieName = null, bool show = true, bool addToHead = false)
{
return m_Series.AddSerie(type, serieName, addToHead);
}
/// <summary>
/// Add a serie to serie list.
/// 通过字符串类型的serieType添加一个系列到系列列表中。如果serieType不是已定义的SerieType类型则设置为Custom类型。
/// </summary>
/// <param name="serieType"></param>
/// <param name="serieName"></param>
/// <param name="show"></param>
/// <returns></returns>
public virtual Serie AddSerie(string serieType, string serieName = null, bool show = true, bool addToHead = false)
{
var type = SerieType.Custom;
var list = Enum.GetNames(typeof(SerieType));
foreach (var t in list)
{
if (t.Equals(serieType)) type = (SerieType)Enum.Parse(typeof(SerieType), t);
}
return AddSerie(type, serieName, show, addToHead);
}
/// <summary>
/// Add a data to serie.
/// If serieName doesn't exist in legend,will be add to legend.
/// 添加一个数据到指定的系列中。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <param name="data">the data to add</param>
/// <param name="dataName">the name of data</param>
/// <returns>Returns True on success</returns>
public virtual SerieData AddData(string serieName, float data, string dataName = null)
{
var serieData = m_Series.AddData(serieName, data, dataName);
if (serieData != null)
{
var serie = m_Series.GetSerie(serieName);
if (SerieHelper.GetSerieLabel(serie, serieData).show)
{
RefreshLabel();
}
RefreshPainter(serie);
}
return serieData;
}
/// <summary>
/// Add a data to serie.
/// 添加一个数据到指定的系列中。
/// </summary>
/// <param name="serieIndex">the index of serie</param>
/// <param name="data">the data to add</param>
/// <param name="dataName">the name of data</param>
/// <returns>Returns True on success</returns>
public virtual SerieData AddData(int serieIndex, float data, string dataName = null)
{
var serieData = m_Series.AddData(serieIndex, data, dataName);
if (serieData != null)
{
var serie = m_Series.GetSerie(serieIndex);
if (SerieHelper.GetSerieLabel(serie, serieData).show)
{
RefreshLabel();
}
RefreshPainter(serie);
}
return serieData;
}
/// <summary>
/// Add an arbitray dimension data to serie,such as (x,y,z,...).
/// 添加多维数据x,y,z...)到指定的系列中。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <param name="multidimensionalData">the (x,y,z,...) data</param>
/// <param name="dataName">the name of data</param>
/// <returns>Returns True on success</returns>
public virtual SerieData AddData(string serieName, List<float> multidimensionalData, string dataName = null)
{
var serieData = m_Series.AddData(serieName, multidimensionalData, dataName);
if (serieData != null)
{
var serie = m_Series.GetSerie(serieName);
if (SerieHelper.GetSerieLabel(serie, serieData).show)
{
RefreshLabel();
}
RefreshPainter(serie);
}
return serieData;
}
/// <summary>
/// Add an arbitray dimension data to serie,such as (x,y,z,...).
/// 添加多维数据x,y,z...)到指定的系列中。
/// </summary>
/// <param name="serieIndex">the index of serie,index starts at 0</param>
/// <param name="multidimensionalData">the (x,y,z,...) data</param>
/// <param name="dataName">the name of data</param>
/// <returns>Returns True on success</returns>
public virtual SerieData AddData(int serieIndex, List<float> multidimensionalData, string dataName = null)
{
var serieData = m_Series.AddData(serieIndex, multidimensionalData, dataName);
if (serieData != null)
{
var serie = m_Series.GetSerie(serieIndex);
if (SerieHelper.GetSerieLabel(serie, serieData).show)
{
RefreshLabel();
}
RefreshPainter(serie);
}
return serieData;
}
/// <summary>
/// Add a (x,y) data to serie.
/// 添加x,y数据到指定系列中。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <param name="xValue">x data</param>
/// <param name="yValue">y data</param>
/// <param name="dataName">the name of data</param>
/// <returns>Returns True on success</returns>
public virtual SerieData AddData(string serieName, float xValue, float yValue, string dataName = null)
{
var serieData = m_Series.AddXYData(serieName, xValue, yValue, dataName);
if (serieData != null)
{
var serie = m_Series.GetSerie(serieName);
if (SerieHelper.GetSerieLabel(serie, serieData).show)
{
RefreshLabel();
}
RefreshPainter(serie);
}
return serieData;
}
/// <summary>
/// Add a (x,y) data to serie.
/// 添加x,y数据到指定系列中。
/// </summary>
/// <param name="serieIndex">the index of serie</param>
/// <param name="xValue">x data</param>
/// <param name="yValue">y data</param>
/// <param name="dataName">the name of data</param>
/// <returns>Returns True on success</returns>
public virtual SerieData AddData(int serieIndex, float xValue, float yValue, string dataName = null)
{
var serieData = m_Series.AddXYData(serieIndex, xValue, yValue, dataName);
if (serieData != null)
{
var serie = m_Series.GetSerie(serieIndex);
if (SerieHelper.GetSerieLabel(serie, serieData).show)
{
RefreshLabel();
}
RefreshPainter(serie);
}
return serieData;
}
public virtual SerieData AddData(int serieIndex, float open, float close, float lowest, float heighest, string dataName = null)
{
var serieData = m_Series.AddData(serieIndex, open, close, lowest, heighest, dataName);
if (serieData != null)
{
var serie = m_Series.GetSerie(serieIndex);
if (SerieHelper.GetSerieLabel(serie, serieData).show)
{
RefreshLabel();
}
RefreshPainter(serie);
}
return serieData;
}
/// <summary>
/// Update serie data by serie name.
/// 更新指定系列中的指定索引数据。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <param name="dataIndex">the index of data</param>
/// <param name="value">the data will be update</param>
public virtual bool UpdateData(string serieName, int dataIndex, float value)
{
if (m_Series.UpdateData(serieName, dataIndex, value))
{
RefreshPainter(m_Series.GetSerie(serieName));
return true;
}
return false;
}
/// <summary>
/// Update serie data by serie index.
/// 更新指定系列中的指定索引数据。
/// </summary>
/// <param name="serieIndex">the index of serie</param>
/// <param name="dataIndex">the index of data</param>
/// <param name="value">the data will be update</param>
public virtual bool UpdateData(int serieIndex, int dataIndex, float value)
{
if (m_Series.UpdateData(serieIndex, dataIndex, value))
{
RefreshPainter(m_Series.GetSerie(serieIndex));
return true;
}
return false;
}
/// <summary>
/// 更新指定系列指定索引的数据项的多维数据。
/// </summary>
/// <param name="serieName"></param>
/// <param name="dataIndex"></param>
/// <param name="multidimensionalData">一个数据项的多维数据列表,而不是多个数据项的数据</param>
public virtual bool UpdateData(string serieName, int dataIndex, List<float> multidimensionalData)
{
if (m_Series.UpdateData(serieName, dataIndex, multidimensionalData))
{
RefreshPainter(m_Series.GetSerie(serieName));
return true;
}
return false;
}
/// <summary>
/// 更新指定系列指定索引的数据项的多维数据。
/// </summary>
/// <param name="serieIndex"></param>
/// <param name="dataIndex"></param>
/// <param name="multidimensionalData">一个数据项的多维数据列表,而不是多个数据项的数据</param>
public virtual bool UpdateData(int serieIndex, int dataIndex, List<float> multidimensionalData)
{
if (m_Series.UpdateData(serieIndex, dataIndex, multidimensionalData))
{
RefreshPainter(m_Series.GetSerie(serieIndex));
return true;
}
return false;
}
/// <summary>
/// 更新指定系列指定索引指定维数的数据。维数从0开始。
/// </summary>
/// <param name="serieName"></param>
/// <param name="dataIndex"></param>
/// <param name="dimension">指定维数从0开始</param>
/// <param name="value"></param>
public virtual bool UpdateData(string serieName, int dataIndex, int dimension, float value)
{
if (m_Series.UpdateData(serieName, dataIndex, dimension, value))
{
RefreshPainter(m_Series.GetSerie(serieName));
return true;
}
return false;
}
/// <summary>
/// 更新指定系列指定索引指定维数的数据。维数从0开始。
/// </summary>
/// <param name="serieIndex"></param>
/// <param name="dataIndex"></param>
/// <param name="dimension">指定维数从0开始</param>
/// <param name="value"></param>
public virtual bool UpdateData(int serieIndex, int dataIndex, int dimension, float value)
{
if (m_Series.UpdateData(serieIndex, dataIndex, dimension, value))
{
RefreshPainter(m_Series.GetSerie(serieIndex));
return true;
}
return false;
}
/// <summary>
/// Update serie data name.
/// 更新指定系列中的指定索引数据名称。
/// </summary>
/// <param name="serieName"></param>
/// <param name="dataIndex"></param>
/// <param name="dataName"></param>
public virtual bool UpdateDataName(string serieName, int dataIndex, string dataName)
{
return m_Series.UpdateDataName(serieName, dataIndex, dataName);
}
/// <summary>
/// Update serie data name.
/// 更新指定系列中的指定索引数据名称。
/// </summary>
/// <param name="serieIndex"></param>
/// <param name="dataName"></param>
/// <param name="dataIndex"></param>
public virtual bool UpdateDataName(int serieIndex, int dataIndex, string dataName)
{
return m_Series.UpdateDataName(serieIndex, dataIndex, dataName);
}
/// <summary>
/// Whether to show serie.
/// 设置指定系列是否显示。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <param name="active">Active or not</param>
public virtual void SetActive(string serieName, bool active)
{
var serie = m_Series.GetSerie(serieName);
if (serie != null)
{
SetActive(serie.index, active);
}
}
/// <summary>
/// Whether to show serie.
/// 设置指定系列是否显示。
/// </summary>
/// <param name="serieIndex">the index of serie</param>
/// <param name="active">Active or not</param>
public virtual void SetActive(int serieIndex, bool active)
{
m_Series.SetActive(serieIndex, active);
var serie = m_Series.GetSerie(serieIndex);
if (serie != null && !string.IsNullOrEmpty(serie.name))
{
UpdateLegendColor(serie.name, active);
}
}
internal virtual void UpdateLegendColor(string legendName, bool active)
{
var legendIndex = m_LegendRealShowName.IndexOf(legendName);
if (legendIndex >= 0)
{
foreach (var legend in m_Legends)
{
var iconColor = LegendHelper.GetIconColor(legend, legendIndex, m_Theme, m_Series, legendName, active);
var contentColor = LegendHelper.GetContentColor(legend, m_Theme, active);
legend.UpdateButtonColor(legendName, iconColor);
legend.UpdateContentColor(legendName, contentColor);
}
}
}
/// <summary>
/// Whether serie is activated.
/// 获取指定系列是否显示。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <returns>True when activated</returns>
public virtual bool IsActive(string serieName)
{
return m_Series.IsActive(serieName);
}
/// <summary>
/// Whether serie is activated.
/// 获取指定系列是否显示。
/// </summary>
/// <param name="serieIndex">the index of serie</param>
/// <returns>True when activated</returns>
public virtual bool IsActive(int serieIndex)
{
return m_Series.IsActive(serieIndex);
}
/// <summary>
/// Whether serie is activated.
/// 获得指定图例名字的系列是否显示。
/// </summary>
/// <param name="legendName"></param>
/// <returns></returns>
public virtual bool IsActiveByLegend(string legendName)
{
foreach (var serie in m_Series.list)
{
if (serie.show && legendName.Equals(serie.name))
{
return true;
}
else
{
foreach (var serieData in serie.data)
{
if (serieData.show && legendName.Equals(serieData.name))
{
return true;
}
}
}
}
return false;
}
/// <summary>
/// 刷新文本标签Label重新初始化当有改动Label参数时手动调用改接口
/// </summary>
public void RefreshLabel()
{
m_ReinitLabel = true;
m_SerieLabelRoot = null;
}
/// <summary>
/// 刷新Tooltip组件。
/// </summary>
public void RefreshTooltip()
{
InitTooltip();
}
/// <summary>
/// Update chart theme.
/// 切换内置主题。
/// </summary>
/// <param name="theme">theme</param>
public bool UpdateTheme(Theme theme)
{
if (theme == Theme.Custom)
{
Debug.LogError("UpdateTheme: not support switch to Custom theme.");
return false;
}
m_Theme.theme = theme;
return true;
}
/// <summary>
/// Update chart theme info.
/// 切换图表主题。
/// </summary>
/// <param name="theme">theme</param>
public void UpdateTheme(ChartTheme theme)
{
m_Theme.CopyTheme(theme);
}
/// <summary>
/// Whether series animation enabel.
/// 启用或关闭起始动画。
/// </summary>
/// <param name="flag"></param>
public void AnimationEnable(bool flag)
{
m_Series.AnimationEnable(flag);
}
/// <summary>
/// fadeIn animation.
/// 开始渐入动画。
/// </summary>
public void AnimationFadeIn()
{
m_Series.AnimationFadeIn();
RefreshChart();
}
/// <summary>
/// fadeIn animation.
/// 开始渐出动画。
/// </summary>
public void AnimationFadeOut()
{
m_Series.AnimationFadeOut();
RefreshChart();
}
/// <summary>
/// Pause animation.
/// 暂停动画。
/// </summary>
public void AnimationPause()
{
m_Series.AnimationPause();
RefreshChart();
}
/// <summary>
/// Stop play animation.
/// 继续动画。
/// </summary>
public void AnimationResume()
{
m_Series.AnimationResume();
RefreshChart();
}
/// <summary>
/// Reset animation.
/// 重置动画。
/// </summary>
public void AnimationReset()
{
m_Series.AnimationReset();
RefreshChart();
}
/// <summary>
/// 点击图例按钮
/// </summary>
/// <param name="legendIndex">图例按钮索引</param>
/// <param name="legendName">图例按钮名称</param>
/// <param name="show">显示还是隐藏</param>
public void ClickLegendButton(int legendIndex, string legendName, bool show)
{
OnLegendButtonClick(legendIndex, legendName, show);
RefreshChart();
}
/// <summary>
/// 坐标是否在图表范围内
/// </summary>
/// <param name="local"></param>
/// <returns></returns>
public bool IsInChart(Vector2 local)
{
return IsInChart(local.x, local.y);
}
public bool IsInChart(float x, float y)
{
if (x < m_ChartX || x > m_ChartX + m_ChartWidth ||
y < m_ChartY || y > m_ChartY + m_ChartHeight)
{
return false;
}
return true;
}
public void ClampInChart(ref Vector3 pos)
{
if (!IsInChart(pos.x, pos.y))
{
if (pos.x < m_ChartX) pos.x = m_ChartX;
if (pos.x > m_ChartX + m_ChartWidth) pos.x = m_ChartX + m_ChartWidth;
if (pos.y < m_ChartY) pos.y = m_ChartY;
if (pos.y > m_ChartY + m_ChartHeight) pos.y = m_ChartY + m_ChartHeight;
}
}
public Vector3 GetTitlePosition(Title title)
{
return chartPosition + title.location.GetPosition(chartWidth, chartHeight);
}
public bool ContainsSerie(SerieType serieType)
{
return SeriesHelper.ContainsSerie(m_Series, serieType);
}
public virtual bool AddDefaultCustomSerie(string serieName, int dataCount = 5)
{
return false;
}
public virtual string[] GetCustomSerieInspectorShowFileds()
{
return null;
}
public virtual string[][] GetCustomSerieInspectorCustomFileds()
{
return null;
}
public virtual string[] GetCustomChartInspectorShowFileds()
{
return null;
}
public virtual string GetCustomSerieTypeName()
{
return null;
}
public int GetLegendRealShowNameIndex(string name)
{
return m_LegendRealShowName.IndexOf(name);
}
public virtual void InitCustomSerieTooltip(ref StringBuilder stringBuilder, Serie serie, int index)
{
}
/// <summary>
/// 设置Base Painter的材质球
/// </summary>
/// <param name="material"></param>
public void SetBasePainterMaterial(Material material)
{
settings.basePainterMaterial = material;
if (m_Painter != null)
{
m_Painter.material = material;
}
}
/// <summary>
/// 设置Serie Painter的材质球
/// </summary>
/// <param name="material"></param>
public void SetSeriePainterMaterial(Material material)
{
settings.basePainterMaterial = material;
if (m_PainterList != null)
{
foreach (var painter in m_PainterList)
painter.material = material;
}
}
/// <summary>
/// 设置Top Painter的材质球
/// </summary>
/// <param name="material"></param>
public void SetTopPainterMaterial(Material material)
{
settings.topPainterMaterial = material;
if (m_PainterTop != null)
{
m_PainterTop.material = material;
}
}
}
}