using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using XUGL;
namespace XCharts.Runtime
{
///
/// UI帮助类。
///
public static class UIHelper
{
internal static void DrawBackground(VertexHelper vh, UIComponent component)
{
if (component.background.show == false ||
(component.background.sprite == null && ChartHelper.IsClearColor(component.background.color)))
{
var p1 = new Vector3(component.graphX, component.graphY);
var p2 = new Vector3(component.graphX + component.graphWidth, component.graphY);
var p3 = new Vector3(component.graphX + component.graphWidth, component.graphY + component.graphHeight);
var p4 = new Vector3(component.graphX, component.graphY + component.graphHeight);
UGL.DrawQuadrilateral(vh, p1, p2, p3, p4, GetBackgroundColor(component));
}
}
internal static void InitBackground(UIComponent table)
{
if (table.background.show == false ||
(table.background.sprite == null && ChartHelper.IsClearColor(table.background.color)))
{
ChartHelper.DestoryGameObject(table.transform, "Background");
return;
}
var sizeDelta = table.background.width > 0 && table.background.height > 0 ?
new Vector2(table.background.width, table.background.height) :
table.graphSizeDelta;
var backgroundObj = ChartHelper.AddObject("Background", table.transform, table.graphMinAnchor,
table.graphMaxAnchor, table.graphPivot, sizeDelta);
backgroundObj.hideFlags = table.chartHideFlags;
var backgroundImage = ChartHelper.EnsureComponent(backgroundObj);
ChartHelper.UpdateRectTransform(backgroundObj, table.graphMinAnchor,
table.graphMaxAnchor, table.graphPivot, sizeDelta);
ChartHelper.SetBackground(backgroundImage, table.background);
backgroundObj.transform.SetSiblingIndex(0);
}
public static Color32 GetBackgroundColor(UIComponent component)
{
if (component.background.show && !ChartHelper.IsClearColor(component.background.color))
return component.background.color;
else
return component.theme.backgroundColor;
}
}
}