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XCharts/Runtime/API/CoordinateChart_API.cs
2020-04-18 23:38:42 +08:00

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/******************************************/
/* */
/* Copyright (c) 2018 monitor1394 */
/* https://github.com/monitor1394 */
/* */
/******************************************/
using System;
using System.Collections.Generic;
using UnityEngine;
namespace XCharts
{
/// <summary>
/// The basic class of rectangular coordinate chartsuch as LineChart,BarChart and ScatterChart.
/// 直角坐标系类型图表的基类如折线图LineChart柱状图BarChart散点图ScatterChart都属于这类型的图表。
/// 不可用直接将CoordinateChart绑定到GameObject上。
/// </summary>
public partial class CoordinateChart
{
/// <summary>
/// The lower left position x of coordinate system.
/// 坐标系的左下角坐标X。
/// </summary>
public float coordinateX { get { return m_Grid.left; } }
/// <summary>
/// The lower left position y of coordinate system.
/// 坐标系的左下角坐标Y。
/// </summary>
public float coordinateY { get { return m_Grid.bottom; } }
[Obsolete("Use CoordinateChart.coordinateWidth instead.", true)]
public float coordinateWid { get { return coordinateWidth; } }
[Obsolete("Use CoordinateChart.coordinateHeight instead.", true)]
public float coordinateHig { get { return coordinateHeight; } }
/// <summary>
/// the width of coordinate system。
/// 坐标系的宽。
/// </summary>
public float coordinateWidth { get { return chartWidth - m_Grid.left - m_Grid.right; } }
/// <summary>
/// the height of coordinate system。
/// 坐标系的高。
/// </summary>
public float coordinateHeight { get { return chartHeight - m_Grid.top - m_Grid.bottom; } }
/// <summary>
/// grid component.
/// 网格组件。
/// </summary>
public Grid grid { get { return m_Grid; } }
/// <summary>
/// the x axisesxAxises[0] is the first x axis, xAxises[1] is the second x axis.
/// 两个x轴。
/// </summary>
public List<XAxis> xAxises { get { return m_XAxises; } }
/// <summary>
/// the y axises, yAxises[0] is the first y axis, yAxises[1] is the second y axis.
/// 两个y轴。
/// </summary>
public List<YAxis> yAxises { get { return m_YAxises; } }
/// <summary>
/// dataZoom component.
/// 区域缩放组件。
/// </summary>
public DataZoom dataZoom { get { return m_DataZoom; } }
/// <summary>
/// visualMap component.
/// 视觉映射组件。
/// </summary>
public VisualMap visualMap { get { return m_VisualMap; } }
/// <summary>
/// X轴
/// </summary>
public XAxis xAxis0 { get { return m_XAxises[0]; } }
/// <summary>
/// X轴
/// </summary>
public XAxis xAxis1 { get { return m_XAxises[1]; } }
/// <summary>
/// Y轴
/// </summary>
public YAxis yAxis0 { get { return m_YAxises[0]; } }
/// <summary>
/// Y轴
/// </summary>
public YAxis yAxis1 { get { return m_YAxises[1]; } }
/// <summary>
/// Remove all data from series,legend and axis.
/// It just emptying all of serie's data without emptying the list of series.
/// 清空所有图例,系列和坐标轴类目数据。系列中指示清空系列中的数据,会保留系列列表。
/// </summary>
public override void ClearData()
{
base.ClearData();
ClearAxisData();
}
/// <summary>
/// Remove all data from series,legend and axis.
/// The series list is also cleared.
/// 清空所有图例,系列和坐标轴类目数据。系列的列表也会被清空。
/// </summary>
public override void RemoveData()
{
base.RemoveData();
ClearAxisData();
}
/// <summary>
/// Remove all data of axises.
/// 清除所有x轴和y轴的类目数据。
/// </summary>
public void ClearAxisData()
{
foreach (var item in m_XAxises) item.data.Clear();
foreach (var item in m_YAxises) item.data.Clear();
}
/// <summary>
/// Add a category data to xAxis.
/// 添加一个类目数据到指定的x轴。
/// </summary>
/// <param name="category">the category data</param>
/// <param name="xAxisIndex">which xAxis should category add to</param>
public void AddXAxisData(string category, int xAxisIndex = 0)
{
m_XAxises[xAxisIndex].AddData(category);
}
/// <summary>
/// Add a category data to yAxis.
/// 添加一个类目数据到指定的y轴。
/// </summary>
/// <param name="category">the category data</param>
/// <param name="yAxisIndex">which yAxis should category add to</param>
public void AddYAxisData(string category, int yAxisIndex = 0)
{
m_YAxises[yAxisIndex].AddData(category);
}
/// <summary>
/// reutrn true when all the show axis is `Value` type.
/// 纯数值坐标轴(数值轴或对数轴)。
/// </summary>
/// <returns></returns>
public bool IsValue()
{
foreach (var axis in m_XAxises)
{
if (axis.show && !axis.IsValue() && !axis.IsLog()) return false;
}
foreach (var axis in m_YAxises)
{
if (axis.show && !axis.IsValue() && !axis.IsLog()) return false;
}
return true;
}
public bool IsCategory()
{
foreach (var axis in m_XAxises)
{
if (axis.show && !axis.IsCategory()) return false;
}
foreach (var axis in m_YAxises)
{
if (axis.show && !axis.IsCategory()) return false;
}
return true;
}
public bool IsInCooridate(Vector2 local)
{
if (local.x < coordinateX - 1 || local.x > coordinateX + coordinateWidth + 1 ||
local.y < coordinateY - 1 || local.y > coordinateY + coordinateHeight + 1)
{
return false;
}
return true;
}
/// <summary>
/// 在下一帧刷新DataZoom
/// </summary>
public void RefreshDataZoom()
{
RefreshDataZoomLabel();
}
/// <summary>
/// 立即刷新数值坐标轴的最大最小值
/// </summary>
public void RefreshAxisMinMaxValue()
{
CheckMinMaxValue();
}
public Vector3 ClampInCoordinate(Vector3 pos)
{
if (IsInCooridate(pos)) return pos;
else
{
var np = new Vector3(pos.x, pos.y);
if (np.x < coordinateX) np.x = coordinateX;
if (np.x > coordinateX + coordinateWidth) np.x = coordinateX + coordinateWidth;
if (np.y < coordinateY) np.y = coordinateY;
if (np.y > coordinateY + coordinateHeight) np.y = coordinateY + coordinateHeight;
return np;
}
}
/// <summary>
/// 转换X轴和Y轴的配置
/// </summary>
/// <param name="index">坐标轴索引0或1</param>
public void CovertXYAxis(int index)
{
if (index >= 0 && index <= 1)
{
var xAxis = m_XAxises[index];
var yAxis = m_YAxises[index];
var tempX = m_XAxises[index].Clone();
xAxis.Copy(m_YAxises[index]);
yAxis.Copy(tempX);
xAxis.runtimeZeroXOffset = 0;
xAxis.runtimeZeroYOffset = 0;
yAxis.runtimeZeroXOffset = 0;
yAxis.runtimeZeroYOffset = 0;
xAxis.runtimeMinValue = 0;
xAxis.runtimeMaxValue = 0;
yAxis.runtimeMinValue = 0;
yAxis.runtimeMaxValue = 0;
}
}
}
}