UI update 02

This commit is contained in:
2026-06-30 21:21:30 +08:00
parent b2a1e307a4
commit f62f643cfc
1666 changed files with 211081 additions and 22799 deletions
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using System;
using System.Collections.Generic;
using UnityEngine;
using XUGL;
namespace XCharts.Runtime
{
/// <summary>
/// Grid component.
/// ||Drawing grid in rectangular coordinate. Line chart, bar chart, and scatter chart can be drawn in grid.
/// ||网格组件。
/// 直角坐标系内绘图网格。可以在网格上绘制折线图,柱状图,散点图。
/// </summary>
[Serializable]
[ComponentHandler(typeof(GridCoordHandler), true)]
public class GridCoord : CoordSystem, IUpdateRuntimeData, ISerieContainer
{
[SerializeField] private bool m_Show = true;
[SerializeField][Since("v3.8.0")] private int m_LayoutIndex = -1;
[SerializeField] private float m_Left = 0.11f;
[SerializeField] private float m_Right = 0.08f;
[SerializeField] private float m_Top = 0.22f;
[SerializeField] private float m_Bottom = 0.14f;
[SerializeField] private Color32 m_BackgroundColor;
[SerializeField] private bool m_ShowBorder = false;
[SerializeField] private float m_BorderWidth = 0f;
[SerializeField] private Color32 m_BorderColor;
public GridCoordContext context = new GridCoordContext();
/// <summary>
/// Whether to show the grid in rectangular coordinate.
/// ||是否显示直角坐标系网格。
/// </summary>
public bool show
{
get { return m_Show; }
set { if (PropertyUtil.SetStruct(ref m_Show, value)) SetVerticesDirty(); }
}
/// <summary>
/// The index of the grid layout component to which the grid belongs.
/// The default is -1, which means that it does not belong to any grid layout component.
/// When this value is set, the left, right, top, and bottom properties will be invalid.
/// ||网格所属的网格布局组件的索引。默认为-1,表示不属于任何网格布局组件。当设置了该值时,left、right、top、bottom属性将失效。
/// </summary>
public int layoutIndex
{
get { return m_LayoutIndex; }
set { if (PropertyUtil.SetStruct(ref m_LayoutIndex, value)) SetVerticesDirty(); }
}
/// <summary>
/// Distance between grid component and the left side of the container.
/// ||grid 组件离容器左侧的距离。
/// </summary>
public float left
{
get { return m_Left; }
set { if (PropertyUtil.SetStruct(ref m_Left, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the right side of the container.
/// ||grid 组件离容器右侧的距离。
/// </summary>
public float right
{
get { return m_Right; }
set { if (PropertyUtil.SetStruct(ref m_Right, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the top side of the container.
/// ||grid 组件离容器上侧的距离。
/// </summary>
public float top
{
get { return m_Top; }
set { if (PropertyUtil.SetStruct(ref m_Top, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the bottom side of the container.
/// ||grid 组件离容器下侧的距离。
/// </summary>
public float bottom
{
get { return m_Bottom; }
set { if (PropertyUtil.SetStruct(ref m_Bottom, value)) SetAllDirty(); }
}
/// <summary>
/// Background color of grid, which is transparent by default.
/// ||网格背景色,默认透明。
/// </summary>
public Color32 backgroundColor
{
get { return m_BackgroundColor; }
set { if (PropertyUtil.SetColor(ref m_BackgroundColor, value)) SetVerticesDirty(); }
}
/// <summary>
/// Whether to show the grid border.
/// ||是否显示网格边框。
/// </summary>
public bool showBorder
{
get { return m_ShowBorder; }
set { if (PropertyUtil.SetStruct(ref m_ShowBorder, value)) SetVerticesDirty(); }
}
/// <summary>
/// Border width of grid.
/// ||网格边框宽。
/// </summary>
public float borderWidth
{
get { return m_BorderWidth; }
set { if (PropertyUtil.SetStruct(ref m_BorderWidth, value)) SetVerticesDirty(); }
}
/// <summary>
/// The color of grid border.
/// ||网格边框颜色。
/// </summary>
public Color32 borderColor
{
get { return m_BorderColor; }
set { if (PropertyUtil.SetColor(ref m_BorderColor, value)) SetVerticesDirty(); }
}
public void UpdateRuntimeData(BaseChart chart)
{
var chartX = chart.chartX;
var chartY = chart.chartY;
var chartWidth = chart.chartWidth;
var chartHeight = chart.chartHeight;
if (layoutIndex >= 0)
{
var layout = chart.GetChartComponent<GridLayout>(layoutIndex);
if (layout != null)
{
layout.UpdateRuntimeData(chart);
layout.UpdateGridContext(index, ref chartX, ref chartY, ref chartWidth, ref chartHeight);
}
}
var actualLeft = left <= 1 ? left * chartWidth : left;
var actualBottom = bottom <= 1 ? bottom * chartHeight : bottom;
var actualTop = top <= 1 ? top * chartHeight : top;
var actualRight = right <= 1 ? right * chartWidth : right;
context.x = chartX + actualLeft;
context.y = chartY + actualBottom;
context.width = chartWidth - actualLeft - actualRight;
context.height = chartHeight - actualTop - actualBottom;
context.position = new Vector3(context.x, context.y);
context.center = new Vector3(context.x + context.width / 2, context.y + context.height / 2);
}
/// <summary>
/// Whether the pointer is in the grid.
/// ||指针是否在网格内。
/// </summary>
/// <returns></returns>
public bool IsPointerEnter()
{
return context.isPointerEnter;
}
/// <summary>
/// Whether the given position is in the grid.
/// ||给定的位置是否在网格内。
/// </summary>
/// <param name="pos"></param>
/// <returns></returns>
public bool Contains(Vector3 pos)
{
return Contains(pos.x, pos.y);
}
/// <summary>
/// Whether the given position is in the grid.
/// ||给定的位置是否在网格内。
/// </summary>
/// <param name="pos"></param>
/// <param name="isYAxis"></param>
/// <returns></returns>
[Since("v3.7.0")]
public bool Contains(Vector3 pos, bool isYAxis)
{
return isYAxis ? ContainsY(pos.y) : ContainsX(pos.x);
}
/// <summary>
/// Whether the given position is in the grid.
/// ||给定的位置是否在网格内。
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <returns></returns>
public bool Contains(float x, float y)
{
return ContainsX(x) && ContainsY(y);
}
/// <summary>
/// Whether the given x is in the grid.
/// ||给定的x是否在网格内。
/// </summary>
/// <param name="x"></param>
/// <returns></returns>
[Since("v3.7.0")]
public bool ContainsX(float x)
{
return x >= context.x - 0.01f && x <= context.x + context.width + 0.01f;
}
/// <summary>
/// Whether the given y is in the grid.
/// ||给定的y是否在网格内。
/// </summary>
/// <param name="y"></param>
/// <returns></returns>
[Since("v3.7.0")]
public bool ContainsY(float y)
{
return y >= context.y - 0.01f && y <= context.y + context.height + 0.01f;
}
/// <summary>
/// Clamp the position of pos to the grid.
/// ||将位置限制在网格内。
/// </summary>
/// <param name="pos"></param>
[Since("v3.7.0")]
public void Clamp(ref Vector3 pos)
{
ClampX(ref pos);
ClampY(ref pos);
}
/// <summary>
/// Clamp the x position of pos to the grid.
/// ||将位置的X限制在网格内。
/// </summary>
/// <param name="pos"></param>
[Since("v3.7.0")]
public void ClampX(ref Vector3 pos)
{
if (pos.x < context.x) pos.x = context.x;
else if (pos.x > context.x + context.width) pos.x = context.x + context.width;
}
/// <summary>
/// Clamp the y position of pos to the grid.
/// ||将位置的Y限制在网格内。
/// </summary>
/// <param name="pos"></param>
[Since("v3.7.0")]
public void ClampY(ref Vector3 pos)
{
if (pos.y < context.y) pos.y = context.y;
else if (pos.y > context.y + context.height) pos.y = context.y + context.height;
}
/// <summary>
/// Determines whether a given line segment will not intersect the Grid boundary at all.
/// ||判断给定的线段是否与Grid边界是否完全不会相交。
/// </summary>
/// <param name="sp"></param>
/// <param name="ep"></param>
/// <returns></returns>
[Since("v3.10.0")]
public bool NotAnyIntersect(Vector3 sp, Vector3 ep)
{
if (sp.x < context.x && ep.x < context.x)
return true;
if (sp.x > context.x + context.width && ep.x > context.x + context.width)
return true;
if (sp.y < context.y && ep.y < context.y)
return true;
if (sp.y > context.y + context.height && ep.y > context.y + context.height)
return true;
return false;
}
/// <summary>
/// 给定的线段和Grid边界的交点
/// </summary>
/// <param name="sp"></param>
/// <param name="ep"></param>
/// <returns></returns>
public bool BoundaryPoint(Vector3 sp, Vector3 ep, ref Vector3 point)
{
if (Contains(sp) && Contains(ep))
return false;
if (sp.x < context.x && ep.x < context.x)
return false;
if (sp.x > context.x + context.width && ep.x > context.x + context.width)
return false;
if (sp.y < context.y && ep.y < context.y)
return false;
if (sp.y > context.y + context.height && ep.y > context.y + context.height)
return false;
var lb = new Vector3(context.x, context.y);
var lt = new Vector3(context.x, context.y + context.height);
var rt = new Vector3(context.x + context.width, context.y + context.height);
var rb = new Vector3(context.x + context.width, context.y);
if (UGLHelper.GetIntersection(sp, ep, rb, rt, ref point))
return true;
if (UGLHelper.GetIntersection(sp, ep, lt, rt, ref point))
return true;
if (UGLHelper.GetIntersection(sp, ep, lb, rb, ref point))
return true;
if (UGLHelper.GetIntersection(sp, ep, lb, lt, ref point))
return true;
return false;
}
/// <summary>
/// 给定的线段和Grid边界的交点
/// </summary>
/// <param name="sp"></param>
/// <param name="ep"></param>
/// <returns></returns>
public bool BoundaryPoint(Vector3 sp, Vector3 ep, ref List<Vector3> point)
{
if (Contains(sp) && Contains(ep))
return false;
var lb = new Vector3(context.x, context.y);
var lt = new Vector3(context.x, context.y + context.height);
var rt = new Vector3(context.x + context.width, context.y + context.height);
var rb = new Vector3(context.x + context.width, context.y);
var flag = false;
if (UGLHelper.GetIntersection(sp, ep, lb, lt, ref point))
flag = true;
if (UGLHelper.GetIntersection(sp, ep, lt, rt, ref point))
flag = true;
if (UGLHelper.GetIntersection(sp, ep, lb, rb, ref point))
flag = true;
if (UGLHelper.GetIntersection(sp, ep, rb, rt, ref point))
flag = true;
return flag;
}
}
}
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using System.Collections.Generic;
using UnityEngine;
namespace XCharts.Runtime
{
public class GridCoordContext : MainComponentContext
{
public float x;
public float y;
public float width;
public float height;
public Vector3 position;
public Vector3 center;
public bool isPointerEnter;
public List<ChartLabel> endLabelList = new List<ChartLabel>();
}
}
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@@ -0,0 +1,95 @@
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using XUGL;
namespace XCharts.Runtime
{
[UnityEngine.Scripting.Preserve]
internal sealed class GridCoordHandler : MainComponentHandler<GridCoord>
{
public override void InitComponent()
{
var grid = component;
grid.painter = chart.painter;
grid.refreshComponent = delegate ()
{
grid.UpdateRuntimeData(chart);
chart.OnCoordinateChanged();
};
grid.refreshComponent();
}
public override void CheckComponent(StringBuilder sb)
{
var grid = component;
if (grid.left >= chart.chartWidth)
sb.Append("warning:grid->left > chartWidth\n");
if (grid.right >= chart.chartWidth)
sb.Append("warning:grid->right > chartWidth\n");
if (grid.top >= chart.chartHeight)
sb.Append("warning:grid->top > chartHeight\n");
if (grid.bottom >= chart.chartHeight)
sb.Append("warning:grid->bottom > chartHeight\n");
if (grid.left + grid.right >= chart.chartWidth)
sb.Append("warning:grid.left + grid.right > chartWidth\n");
if (grid.top + grid.bottom >= chart.chartHeight)
sb.Append("warning:grid.top + grid.bottom > chartHeight\n");
}
public override void Update()
{
if (chart.isPointerInChart)
{
component.context.isPointerEnter = component.Contains(chart.pointerPos);
}
else
{
component.context.isPointerEnter = false;
}
}
public override void DrawBase(VertexHelper vh)
{
DrawBackground(vh, component);
if (!SeriesHelper.IsAnyClipSerie(chart.series))
{
DrawCoord(vh, component);
}
}
public override void DrawUpper(VertexHelper vh)
{
if (SeriesHelper.IsAnyClipSerie(chart.series))
{
DrawCoord(vh, component);
}
}
private void DrawBackground(VertexHelper vh, GridCoord grid)
{
if (!grid.show) return;
if (!ChartHelper.IsClearColor(grid.backgroundColor))
{
var p1 = new Vector2(grid.context.x, grid.context.y);
var p2 = new Vector2(grid.context.x, grid.context.y + grid.context.height);
var p3 = new Vector2(grid.context.x + grid.context.width, grid.context.y + grid.context.height);
var p4 = new Vector2(grid.context.x + grid.context.width, grid.context.y);
UGL.DrawQuadrilateral(vh, p1, p2, p3, p4, grid.backgroundColor);
}
}
private void DrawCoord(VertexHelper vh, GridCoord grid)
{
if (!grid.show) return;
if (grid.showBorder)
{
var borderWidth = grid.borderWidth == 0 ? chart.theme.axis.lineWidth * 2 : grid.borderWidth;
var borderColor = ChartHelper.IsClearColor(grid.borderColor) ?
chart.theme.axis.lineColor :
grid.borderColor;
UGL.DrawBorder(vh, grid.context.center, grid.context.width - borderWidth,
grid.context.height - borderWidth, borderWidth, borderColor);
}
}
}
}
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namespace XCharts.Runtime
{
public class GridLayoutContext : MainComponentContext
{
public float x;
public float y;
public float width;
public float height;
public float eachWidth;
public float eachHeight;
}
}
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namespace XCharts.Runtime
{
[UnityEngine.Scripting.Preserve]
internal sealed class GridLayoutHandler : MainComponentHandler<GridLayout>
{
}
}
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using System;
using UnityEngine;
namespace XCharts.Runtime
{
/// <summary>
/// Grid layout component. Used to manage the layout of multiple `GridCoord`, and the number of rows and columns of the grid can be controlled by `row` and `column`.
/// ||网格布局组件。用于管理多个`GridCoord`的布局,可以通过`row`和`column`来控制网格的行列数。
/// </summary>
[Since("v3.8.0")]
[Serializable]
[ComponentHandler(typeof(GridLayoutHandler), true)]
public class GridLayout : MainComponent, IUpdateRuntimeData
{
[SerializeField] private bool m_Show = true;
[SerializeField] private float m_Left = 0.1f;
[SerializeField] private float m_Right = 0.08f;
[SerializeField] private float m_Top = 0.22f;
[SerializeField] private float m_Bottom = 0.12f;
[SerializeField] private int m_Row = 2;
[SerializeField] private int m_Column = 2;
[SerializeField] private Vector2 m_Spacing = Vector2.zero;
[SerializeField] protected bool m_Inverse = false;
public GridLayoutContext context = new GridLayoutContext();
/// <summary>
/// Whether to show the grid in rectangular coordinate.
/// ||是否显示直角坐标系网格。
/// </summary>
public bool show
{
get { return m_Show; }
set { if (PropertyUtil.SetStruct(ref m_Show, value)) SetVerticesDirty(); }
}
/// <summary>
/// Distance between grid component and the left side of the container.
/// ||grid 组件离容器左侧的距离。
/// </summary>
public float left
{
get { return m_Left; }
set { if (PropertyUtil.SetStruct(ref m_Left, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the right side of the container.
/// ||grid 组件离容器右侧的距离。
/// </summary>
public float right
{
get { return m_Right; }
set { if (PropertyUtil.SetStruct(ref m_Right, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the top side of the container.
/// ||grid 组件离容器上侧的距离。
/// </summary>
public float top
{
get { return m_Top; }
set { if (PropertyUtil.SetStruct(ref m_Top, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the bottom side of the container.
/// ||grid 组件离容器下侧的距离。
/// </summary>
public float bottom
{
get { return m_Bottom; }
set { if (PropertyUtil.SetStruct(ref m_Bottom, value)) SetAllDirty(); }
}
/// <summary>
/// the row count of grid layout.
/// ||网格布局的行数。
/// </summary>
public int row
{
get { return m_Row; }
set { if (PropertyUtil.SetStruct(ref m_Row, value)) SetAllDirty(); }
}
/// <summary>
/// the column count of grid layout.
/// ||网格布局的列数。
/// </summary>
public int column
{
get { return m_Column; }
set { if (PropertyUtil.SetStruct(ref m_Column, value)) SetAllDirty(); }
}
/// <summary>
/// the spacing of grid layout.
/// ||网格布局的间距。
/// </summary>
public Vector2 spacing
{
get { return m_Spacing; }
set { if (PropertyUtil.SetStruct(ref m_Spacing, value)) SetAllDirty(); }
}
/// <summary>
/// Whether to inverse the grid layout.
/// ||是否反转网格布局。
/// </summary>
public bool inverse
{
get { return m_Inverse; }
set { if (PropertyUtil.SetStruct(ref m_Inverse, value)) SetAllDirty(); }
}
public void UpdateRuntimeData(BaseChart chart)
{
var chartX = chart.chartX;
var chartY = chart.chartY;
var chartWidth = chart.chartWidth;
var chartHeight = chart.chartHeight;
var actualLeft = left <= 1 ? left * chartWidth : left;
var actualBottom = bottom <= 1 ? bottom * chartHeight : bottom;
var actualTop = top <= 1 ? top * chartHeight : top;
var actualRight = right <= 1 ? right * chartWidth : right;
context.x = chartX + actualLeft;
context.y = chartY + actualBottom;
context.width = chartWidth - actualLeft - actualRight;
context.height = chartHeight - actualTop - actualBottom;
context.eachWidth = (context.width - spacing.x * (column - 1)) / column;
context.eachHeight = (context.height - spacing.y * (row - 1)) / row;
}
internal void UpdateGridContext(int index, ref float x, ref float y, ref float width, ref float height)
{
var row = index / m_Column;
var column = index % m_Column;
x = context.x + column * (context.eachWidth + spacing.x);
if(m_Inverse)
y = context.y + row * (context.eachHeight + spacing.y);
else
y = context.y + context.height - (row + 1) * context.eachHeight - row * spacing.y;
width = context.eachWidth;
height = context.eachHeight;
}
internal void UpdateGridContext(int index, ref Vector3 position, ref float width, ref float height)
{
float x = 0, y = 0;
UpdateGridContext(index, ref x, ref y, ref width, ref height);
position = new Vector3(x, y);
}
}
}
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