Files
XCharts/Scripts/UI/Component/Tooltip.cs

390 lines
14 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEngine.UI;
namespace XCharts
{
/// <summary>
/// Tooltip component.
/// 提示框组件
/// </summary>
[System.Serializable]
public class Tooltip
{
/// <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 float m_FixedWidth = 0;
[SerializeField] private float m_FixedHeight = 0;
[SerializeField] private float m_MinWidth = 0;
[SerializeField] private float m_MinHeight = 0;
[SerializeField] private int m_FontSize = 18;
[SerializeField] private FontStyle m_FontStyle = FontStyle.Normal;
private GameObject m_GameObject;
private GameObject m_Content;
private Text m_ContentText;
private RectTransform m_ContentRect;
private List<int> lastDataIndex { get; set; }
/// <summary>
/// Whether to show the tooltip component.
/// 是否显示提示框组件。
/// </summary>
/// <returns></returns>
public bool show { get { return m_Show; } set { m_Show = value; SetActive(value); } }
/// <summary>
/// Indicator type.
/// 提示框指示器类型。
/// </summary>
public Type type { get { return m_Type; } set { m_Type = value; } }
/// <summary>
/// 提示框内容字符串模版格式器。支持用 \n 或 "<br/>" 换行。
/// 模板变量有 {a}, {b}{c}{d}{e},分别表示系列名,数据名,数据值等。
/// 其中变量{a}, {b}, {c}, {d}在不同图表类型下代表数据含义为:
/// <list type="bullet">
/// <item><description>折线区域图、柱状条形图、K线图 : {a}(系列名称),{b}(类目值),{c}(数值), {d}(无)。</description></item>
/// <item><description>散点图(气泡)图 : {a}(系列名称),{b}(数据名称),{c}(数值数组), {d}(无)。</description></item>
/// <item><description>地图 : {a}(系列名称),{b}(区域名称),{c}(合并数值), {d}(无)。</description></item>
/// <item><description>饼图、仪表盘、漏斗图: {a}(系列名称),{b}(数据项名称),{c}(数值), {d}(百分比)。</description></item>
/// </list>
/// </summary>
/// <example>
/// 示例:“{a}:{c}”
/// </example>
public string formatter { get { return m_Formatter; } set { m_Formatter = value; } }
/// <summary>
/// 固定宽度。比 minWidth 优先。
/// </summary>
public float fixedWidth { get { return m_FixedWidth; } set { m_FixedWidth = value; } }
/// <summary>
/// 固定高度。比 minHeight 优先。
/// </summary>
public float fixedHeight { get { return m_FixedHeight; } set { m_FixedHeight = value; } }
/// <summary>
/// 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>
/// 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; } }
/// <summary>
/// font size.
/// 文字的字体大小。
/// </summary>
public int fontSize { get { return m_FontSize; } set { m_FontSize = value; } }
/// <summary>
/// font style.
/// 文字的字体风格。
/// </summary>
public FontStyle fontStyle { get { return m_FontStyle; } set { m_FontStyle = value; } }
/// <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> dataIndex { get; set; }
/// <summary>
/// the value for x indicator label.
/// 指示器X轴上要显示的值。
/// </summary>
public float[] xValues { get; set; }
/// <summary>
/// the value for y indicator label.
/// 指示器Y轴上要显示的值。
/// </summary>
public float[] yValues { get; set; }
/// <summary>
/// the current pointer position.
/// 当前鼠标位置。
/// </summary>
public Vector2 pointerPos { get; set; }
/// <summary>
/// the width of tooltip.
/// 提示框宽。
/// </summary>
public float width { get { return m_ContentRect.sizeDelta.x; } }
/// <summary>
/// the height of tooltip.
/// 提示框高。
/// </summary>
public float height { 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 inited { get { return m_GameObject != null; } }
/// <summary>
/// the gameObject of tooltip.
/// 提示框的gameObject。
/// </summary>
public GameObject gameObject { get { return m_GameObject; } }
public static Tooltip defaultTooltip
{
get
{
var tooltip = new Tooltip
{
m_Show = true,
xValues = new float[2],
yValues = new float[2],
dataIndex = new List<int>() { -1, -1 },
lastDataIndex = new List<int>() { -1, -1 }
};
return tooltip;
}
}
/// <summary>
/// 绑定提示框gameObject
/// </summary>
/// <param name="obj"></param>
public void SetObj(GameObject obj)
{
m_GameObject = obj;
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_ContentText = m_Content.GetComponentInChildren<Text>();
}
/// <summary>
/// Keep Tooltiop displayed at the top.
/// 保持Tooltiop显示在最顶上
/// </summary>
public void UpdateToTop()
{
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)
{
m_Content.GetComponent<Image>().color = color;
}
/// <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)
{
m_ContentText.color = color;
}
}
/// <summary>
/// 设置提示框文本内容
/// </summary>
/// <param name="txt"></param>
public void UpdateContentText(string txt)
{
if (m_ContentText)
{
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 + 8;
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 + 8;
m_ContentRect.sizeDelta = new Vector2(wid, hig);
}
}
/// <summary>
/// 清除提示框指示数据
/// </summary>
public void ClearValue()
{
dataIndex[0] = dataIndex[1] = -1;
xValues[0] = xValues[1] = -1;
yValues[0] = yValues[1] = -1;
}
/// <summary>
/// 提示框是否显示
/// </summary>
/// <returns></returns>
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)
{
lastDataIndex[0] = lastDataIndex[1] = -1;
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)
{
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;
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 dataIndex[0] != lastDataIndex[0] ||
dataIndex[1] != lastDataIndex[1];
}
/// <summary>
/// 当前索引缓存
/// </summary>
public void UpdateLastDataIndex()
{
lastDataIndex[0] = dataIndex[0];
lastDataIndex[1] = dataIndex[1];
}
/// <summary>
/// 当前提示框是否选中数据项
/// </summary>
/// <returns></returns>
public bool IsSelected()
{
return dataIndex[0] >= 0 || dataIndex[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)
{
return dataIndex[0] == index || dataIndex[1] == index;
}
public string GetFormatterContent(int dataIndex, Series series, string category, DataZoom dataZoom = null)
{
if (string.IsNullOrEmpty(m_Formatter))
{
return "";
}
else
{
string content = m_Formatter;
for (int i = 0; i < series.Count; i++)
{
var serie = series.GetSerie(i);
if (serie.show)
{
var needCategory = serie.type == SerieType.Line || serie.type == SerieType.Bar;
var serieData = serie.GetSerieData(dataIndex, dataZoom);
if (i == 0)
{
content = content.Replace("{a}", serie.name);
content = content.Replace("{b}", needCategory ? category : serieData.name);
content = content.Replace("{c}", ChartCached.FloatToStr(serieData.GetData(1)));
//if (serie.type == SerieType.Pie)
{
var percent = serieData.GetData(1) / serie.yTotal * 100;
content = content.Replace("{d}", ChartCached.FloatToStr(percent, 1));
}
}
content = content.Replace("{a" + i + "}", serie.name);
content = content.Replace("{b" + i + "}", needCategory ? category : serieData.name);
content = content.Replace("{c" + i + "}", ChartCached.FloatToStr(serieData.GetData(1)));
//if (serie.type == SerieType.Pie)
{
var percent = serieData.GetData(1) / serie.yTotal * 100;
content = content.Replace("{d" + i + "}", ChartCached.FloatToStr(percent, 1));
}
}
}
content = content.Replace("\\n", "\n");
content = content.Replace("<br/>", "\n");
return content;
}
}
public string GetFormatterContent(string serieName, string dataName, float dataValue)
{
if (string.IsNullOrEmpty(m_Formatter))
return ChartCached.FloatToStr(dataValue);
else
{
var content = m_Formatter.Replace("{a}", serieName);
content = content.Replace("{b}", dataName);
content = content.Replace("{c}", ChartCached.FloatToStr(dataValue));
content = content.Replace("\\n", "\n");
content = content.Replace("<br/>", "\n");
return content;
}
}
}
}