@visactor/vtable 0.11.0 → 0.11.1-alpha.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/PivotTable.js +9 -5
- package/cjs/PivotTable.js.map +1 -1
- package/cjs/core/BaseTable.d.ts +1 -1
- package/cjs/core/BaseTable.js +1 -1
- package/cjs/core/BaseTable.js.map +1 -1
- package/cjs/event/listener/table-group.js +31 -19
- package/cjs/event/listener/table-group.js.map +1 -1
- package/cjs/index.d.ts +2 -1
- package/cjs/index.js +5 -2
- package/cjs/index.js.map +1 -1
- package/cjs/layout/chart-helper/get-chart-spec.js +5 -2
- package/cjs/layout/chart-helper/get-chart-spec.js.map +1 -1
- package/cjs/render/jsx/index.d.ts +7 -0
- package/cjs/render/jsx/index.js +83 -0
- package/cjs/render/jsx/index.js.map +1 -0
- package/cjs/scenegraph/component/custom.js +3 -1
- package/cjs/scenegraph/component/custom.js.map +1 -1
- package/cjs/scenegraph/graphic/chart.js.map +1 -1
- package/cjs/scenegraph/group-creater/cell-helper.js +1 -1
- package/cjs/scenegraph/group-creater/cell-helper.js.map +1 -1
- package/cjs/scenegraph/group-creater/cell-type/text-cell.js +3 -3
- package/cjs/scenegraph/group-creater/cell-type/text-cell.js.map +1 -1
- package/cjs/scenegraph/layout/compute-col-width.d.ts +0 -8
- package/cjs/scenegraph/layout/compute-col-width.js +24 -23
- package/cjs/scenegraph/layout/compute-col-width.js.map +1 -1
- package/cjs/scenegraph/layout/compute-row-height.js +41 -26
- package/cjs/scenegraph/layout/compute-row-height.js.map +1 -1
- package/cjs/scenegraph/layout/update-height.js +14 -8
- package/cjs/scenegraph/layout/update-height.js.map +1 -1
- package/cjs/scenegraph/layout/update-width.js +29 -14
- package/cjs/scenegraph/layout/update-width.js.map +1 -1
- package/cjs/scenegraph/scenegraph.js +2 -1
- package/cjs/scenegraph/scenegraph.js.map +1 -1
- package/cjs/state/spark-line/index.js.map +1 -1
- package/cjs/themes/DARK.js +2 -1
- package/cjs/themes/SIMPLIFY.js +1 -2
- package/cjs/ts-types/base-table.d.ts +1 -1
- package/cjs/ts-types/base-table.js.map +1 -1
- package/cjs/ts-types/events.d.ts +2 -1
- package/cjs/ts-types/events.js.map +1 -1
- package/dist/vtable.js +3668 -3270
- package/dist/vtable.min.js +3 -3
- package/es/PivotTable.js +9 -5
- package/es/PivotTable.js.map +1 -1
- package/es/core/BaseTable.d.ts +1 -1
- package/es/core/BaseTable.js +1 -1
- package/es/core/BaseTable.js.map +1 -1
- package/es/event/listener/table-group.js +31 -19
- package/es/event/listener/table-group.js.map +1 -1
- package/es/index.d.ts +2 -1
- package/es/index.js +3 -1
- package/es/index.js.map +1 -1
- package/es/layout/chart-helper/get-chart-spec.js +5 -2
- package/es/layout/chart-helper/get-chart-spec.js.map +1 -1
- package/es/render/jsx/index.d.ts +7 -0
- package/es/render/jsx/index.js +8 -0
- package/es/render/jsx/index.js.map +1 -0
- package/es/scenegraph/component/custom.js +4 -2
- package/es/scenegraph/component/custom.js.map +1 -1
- package/es/scenegraph/graphic/chart.js.map +1 -1
- package/es/scenegraph/group-creater/cell-helper.js +1 -1
- package/es/scenegraph/group-creater/cell-helper.js.map +1 -1
- package/es/scenegraph/group-creater/cell-type/text-cell.js +3 -3
- package/es/scenegraph/group-creater/cell-type/text-cell.js.map +1 -1
- package/es/scenegraph/layout/compute-col-width.d.ts +0 -8
- package/es/scenegraph/layout/compute-col-width.js +24 -20
- package/es/scenegraph/layout/compute-col-width.js.map +1 -1
- package/es/scenegraph/layout/compute-row-height.js +40 -27
- package/es/scenegraph/layout/compute-row-height.js.map +1 -1
- package/es/scenegraph/layout/update-height.js +13 -7
- package/es/scenegraph/layout/update-height.js.map +1 -1
- package/es/scenegraph/layout/update-width.js +31 -12
- package/es/scenegraph/layout/update-width.js.map +1 -1
- package/es/scenegraph/scenegraph.js +2 -1
- package/es/scenegraph/scenegraph.js.map +1 -1
- package/es/state/spark-line/index.js.map +1 -1
- package/es/themes/DARK.js +2 -1
- package/es/themes/SIMPLIFY.js +1 -2
- package/es/ts-types/base-table.d.ts +1 -1
- package/es/ts-types/base-table.js.map +1 -1
- package/es/ts-types/events.d.ts +2 -1
- package/es/ts-types/events.js.map +1 -1
- package/package.json +4 -4
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type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport type { Group } from '../graphic/group';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentHeight } from '../utils/text-icon-layout';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { getStyleTheme } from '../../core/tableHelper';\n\nexport function updateRowHeight(scene: Scenegraph, row: number, detaY: number) {\n for (let col = 0; col < scene.table.colCount; col++) {\n const cell = scene.getCell(col, row);\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.col !== col) {\n continue;\n }\n const height = cell.attribute.height;\n // cell.setAttribute('height', height);\n // (cell.firstChild as Rect).setAttribute('height', cell.attribute.height);\n updateCellHeightForRow(scene, cell, col, row, height, detaY, scene.table.isHeader(col, row));\n\n scene.updateCellContentWhileResize(col, row);\n }\n\n let rowStart = 0;\n let rowEnd = 0;\n // 更新header 高度\n if (row < scene.table.columnHeaderLevelCount) {\n scene.colHeaderGroup.setAttribute('height', scene.colHeaderGroup.attribute.height + detaY);\n scene.rowHeaderGroup.setAttribute('y', scene.colHeaderGroup.attribute.y + detaY);\n scene.bodyGroup.setAttribute('y', scene.bodyGroup.attribute.y + detaY);\n\n rowStart = row + 1;\n rowEnd = scene.table.columnHeaderLevelCount - 1;\n } else {\n rowStart = row + 1;\n // rowEnd = scene.table.rowCount - 1;\n rowEnd = scene.bodyRowEnd - scene.table.bottomFrozenRowCount;\n }\n\n // 更新以下行位置\n for (let rowIndex = rowStart; rowIndex <= rowEnd; rowIndex++) {\n // if (rowIndex === 2) debugger;\n for (let colIndex = 0; colIndex < scene.table.colCount; colIndex++) {\n const cellGroup = scene.getCell(colIndex, rowIndex);\n const mergeInfo = getCellMergeInfo(scene.table, colIndex, rowIndex);\n if (mergeInfo && (mergeInfo.start.col !== colIndex || mergeInfo.start.row !== rowIndex)) {\n continue;\n }\n\n cellGroup.setAttribute('y', cellGroup.attribute.y + detaY);\n }\n }\n\n // 更新table行高存储\n scene.table.setRowHeight(row, scene.table.getRowHeight(row) + detaY, true);\n}\n\n/**\n * @description: 更新单个单元格高度\n * @return {*}\n */\nexport function updateCellHeightForRow(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n height: number,\n detaY: number,\n isHeader: boolean\n // autoRowHeight: boolean\n) {\n let cellGroup;\n let distHeight;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // TO BE FIXED 这里使用横向和纵向来判断单元格merge情况,目前没有横纵都merge的情况,\n // 如果有这里的逻辑要修改\n if (mergeInfo && mergeInfo.end.col - mergeInfo.start.col && mergeInfo.start.col === col) {\n // 更新横向merge cell height,只更新一次\n const mergeCell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n const mergeCellheight = mergeCell.attribute.height;\n mergeCell.setAttribute('height', mergeCellheight + detaY);\n\n cellGroup = mergeCell;\n distHeight = mergeCell.attribute.height;\n } else if (mergeInfo) {\n // 更新纵向merge cell width\n cell.setAttribute('height', height + detaY);\n\n cellGroup = cell;\n distHeight = height + detaY;\n } else if (!mergeInfo) {\n cell.setAttribute('height', height + detaY);\n cellGroup = cell;\n distHeight = height + detaY;\n // cell.setTheme({\n // rect: {\n // height: cell.attribute.height,\n // },\n // });\n }\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return;\n }\n\n updateCellHeight(scene, cellGroup, col, row, distHeight, detaY, isHeader);\n}\n\nexport function updateCellHeightForColumn(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n height: number,\n detaY: number,\n isHeader: boolean\n) {\n let cellGroup;\n // let distHeight;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n cell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n if (row === mergeInfo.start.row) {\n // 初始化高度\n (cell as any)._tempHeight = height;\n return;\n } else if (row === mergeInfo.end.row) {\n cell.setAttribute('height', (cell as any)._tempHeight + height);\n cellGroup = cell;\n height = cell.attribute.height;\n // updateCellHeight(scene, cellGroup, col, row, cell.attribute.height, 0, isHeader);\n } else {\n // 累加高度\n (cell as any)._tempHeight += height;\n return;\n }\n } else if (mergeInfo) {\n cell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n cell.setAttribute('height', height);\n cellGroup = cell;\n\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('height', cell.attribute.height);\n } else {\n cell.setAttribute('height', height);\n cellGroup = cell;\n }\n updateCellHeight(scene, cellGroup, col, row, height, 0, isHeader);\n}\n\nexport function updateCellHeight(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n distHeight: number,\n detaY: number,\n isHeader: boolean\n) {\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cell.attribute.width,\n // cell.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cell.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cell.insertBefore(newBarCell, oldBarCell);\n cell.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cell.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cell,\n cell.parent,\n cell.attribute.x,\n cell.attribute.y,\n col,\n row,\n cell.attribute.width,\n cell.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n updateImageCellContentWhileResize(cell, col, row, scene.table);\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n updateCellContentHeight(\n cell,\n distHeight,\n detaY,\n // scene.table.internalProps.autoRowHeight,\n scene.table.heightMode === 'autoHeight',\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline\n );\n\n // 处理自定义渲染\n const customContainer = cell.getChildByName('custom-container') as Group;\n if (customContainer) {\n customContainer.clear();\n cell.removeChild(customContainer);\n\n let customRender;\n let customLayout;\n const cellLocation = scene.table.getCellLocation(col, row);\n if (cellLocation !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = define?.headerCustomRender;\n customLayout = define?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = define?.customRender || scene.table.customRender;\n customLayout = define?.customLayout;\n }\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n cell.attribute.width,\n cell.attribute.height,\n false,\n false,\n scene.table\n );\n if (cell.childrenCount > 0) {\n cell.insertBefore(customResult.elementsGroup, cell.firstChild);\n } else {\n cell.appendChild(customResult.elementsGroup);\n }\n }\n }\n}\n"]}
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+
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type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport type { Group } from '../graphic/group';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentHeight } from '../utils/text-icon-layout';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { getStyleTheme } from '../../core/tableHelper';\n\nexport function updateRowHeight(scene: Scenegraph, row: number, detaY: number) {\n // 更新table行高存储\n scene.table.setRowHeight(row, scene.table.getRowHeight(row) + detaY, true);\n\n for (let col = 0; col < scene.table.colCount; col++) {\n const cell = scene.getCell(col, row);\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.col !== col) {\n continue;\n }\n const height = cell.attribute.height;\n // cell.setAttribute('height', height);\n // (cell.firstChild as Rect).setAttribute('height', cell.attribute.height);\n updateCellHeightForRow(scene, cell, col, row, height, detaY, scene.table.isHeader(col, row));\n\n scene.updateCellContentWhileResize(col, row);\n }\n\n let rowStart = 0;\n let rowEnd = 0;\n // 更新header 高度\n if (row < scene.table.columnHeaderLevelCount) {\n scene.colHeaderGroup.setAttribute('height', scene.colHeaderGroup.attribute.height + detaY);\n scene.rowHeaderGroup.setAttribute('y', scene.colHeaderGroup.attribute.y + detaY);\n scene.bodyGroup.setAttribute('y', scene.bodyGroup.attribute.y + detaY);\n\n rowStart = row + 1;\n rowEnd = scene.table.columnHeaderLevelCount - 1;\n } else {\n rowStart = row + 1;\n // rowEnd = scene.table.rowCount - 1;\n rowEnd = scene.bodyRowEnd - scene.table.bottomFrozenRowCount;\n }\n\n // 更新以下行位置\n for (let rowIndex = rowStart; rowIndex <= rowEnd; rowIndex++) {\n // if (rowIndex === 2) debugger;\n for (let colIndex = 0; colIndex < scene.table.colCount; colIndex++) {\n const cellGroup = scene.getCell(colIndex, rowIndex);\n const mergeInfo = getCellMergeInfo(scene.table, colIndex, rowIndex);\n if (mergeInfo && (mergeInfo.start.col !== colIndex || mergeInfo.start.row !== rowIndex)) {\n continue;\n }\n\n cellGroup.setAttribute('y', cellGroup.attribute.y + detaY);\n }\n }\n}\n\n/**\n * @description: 更新单个单元格高度\n * @return {*}\n */\nexport function updateCellHeightForRow(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n height: number,\n detaY: number,\n isHeader: boolean\n // autoRowHeight: boolean\n) {\n let cellGroup;\n let distHeight;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // TO BE FIXED 这里使用横向和纵向来判断单元格merge情况,目前没有横纵都merge的情况,\n // 如果有这里的逻辑要修改\n if (mergeInfo && mergeInfo.end.col - mergeInfo.start.col && mergeInfo.start.col === col) {\n // 更新横向merge cell height,只更新一次\n const mergeCell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n const mergeCellheight = mergeCell.attribute.height;\n mergeCell.setAttribute('height', mergeCellheight + detaY);\n\n cellGroup = mergeCell;\n distHeight = mergeCell.attribute.height;\n } else if (mergeInfo) {\n // 更新纵向merge cell width\n cell.setAttribute('height', height + detaY);\n\n cellGroup = cell;\n distHeight = height + detaY;\n } else if (!mergeInfo) {\n cell.setAttribute('height', height + detaY);\n cellGroup = cell;\n distHeight = height + detaY;\n // cell.setTheme({\n // rect: {\n // height: cell.attribute.height,\n // },\n // });\n }\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return;\n }\n\n updateCellHeight(scene, cellGroup, col, row, distHeight, detaY, isHeader);\n}\n\nexport function updateCellHeightForColumn(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n height: number,\n detaY: number,\n isHeader: boolean\n) {\n let cellGroup;\n // let distHeight;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n cell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n if (row === mergeInfo.start.row) {\n // 初始化高度\n (cell as any)._tempHeight = height;\n return;\n } else if (row === mergeInfo.end.row) {\n cell.setAttribute('height', (cell as any)._tempHeight + height);\n cellGroup = cell;\n height = cell.attribute.height;\n // updateCellHeight(scene, cellGroup, col, row, cell.attribute.height, 0, isHeader);\n } else {\n // 累加高度\n (cell as any)._tempHeight += height;\n return;\n }\n } else if (mergeInfo) {\n cell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n cell.setAttribute('height', height);\n cellGroup = cell;\n\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('height', cell.attribute.height);\n } else {\n cell.setAttribute('height', height);\n cellGroup = cell;\n }\n updateCellHeight(scene, cellGroup, col, row, height, 0, isHeader);\n}\n\nexport function updateCellHeight(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n distHeight: number,\n detaY: number,\n isHeader: boolean\n) {\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cell.attribute.width,\n // cell.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cell.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cell.insertBefore(newBarCell, oldBarCell);\n cell.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cell.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cell,\n cell.parent,\n cell.attribute.x,\n cell.attribute.y,\n col,\n row,\n cell.attribute.width,\n cell.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n updateImageCellContentWhileResize(cell, col, row, scene.table);\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n let renderDefault = true;\n const customContainer = cell.getChildByName('custom-container') as Group;\n if (customContainer) {\n let customElementsGroup;\n customContainer.removeAllChild();\n cell.removeChild(customContainer);\n\n let customRender;\n let customLayout;\n const cellLocation = scene.table.getCellLocation(col, row);\n if (cellLocation !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = define?.headerCustomRender;\n customLayout = define?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = define?.customRender || scene.table.customRender;\n customLayout = define?.customLayout;\n }\n\n if (customLayout || customRender) {\n // const { autoRowHeight } = table.internalProps;\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n cell.attribute.width,\n cell.attribute.height,\n false,\n scene.table.heightMode === 'autoHeight',\n scene.table\n );\n customElementsGroup = customResult.elementsGroup;\n renderDefault = customResult.renderDefault;\n }\n\n if (cell.childrenCount > 0) {\n cell.insertBefore(customElementsGroup, cell.firstChild);\n } else {\n cell.appendChild(customElementsGroup);\n }\n }\n\n if (renderDefault) {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n updateCellContentHeight(\n cell,\n distHeight,\n detaY,\n // scene.table.internalProps.autoRowHeight,\n scene.table.heightMode === 'autoHeight',\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline\n );\n }\n\n // // 处理自定义渲染\n // const customContainer = cell.getChildByName('custom-container') as Group;\n // if (customContainer) {\n // customContainer.removeAllChild();\n // cell.removeChild(customContainer);\n\n // let customRender;\n // let customLayout;\n // const cellType = scene.table.getCellLocation(col, row);\n // if (cellType !== 'body') {\n // const define = scene.table.getHeaderDefine(col, row);\n // customRender = define?.headerCustomRender;\n // customLayout = define?.headerCustomLayout;\n // } else {\n // const define = scene.table.getBodyColumnDefine(col, row);\n // customRender = define?.customRender || scene.table.customRender;\n // customLayout = define?.customLayout;\n // }\n // const customResult = dealWithCustom(\n // customLayout,\n // customRender,\n // col,\n // row,\n // cell.attribute.width,\n // cell.attribute.height,\n // false,\n // false,\n // scene.table\n // );\n // if (cell.childrenCount > 0) {\n // cell.insertBefore(customResult.elementsGroup, cell.firstChild);\n // } else {\n // cell.appendChild(customResult.elementsGroup);\n // }\n // }\n }\n}\n"]}
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@@ -4,9 +4,10 @@ Object.defineProperty(exports, "__esModule", {
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value: !0
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}), exports.updateColWidth = void 0;
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const axis_1 = require("../../components/axis/axis"), tableHelper_1 = require("../../core/tableHelper"), image_cell_1 = require("../group-creater/cell-type/image-cell"), progress_bar_cell_1 = require("../group-creater/cell-type/progress-bar-cell"), spark_line_cell_1 = require("../group-creater/cell-type/spark-line-cell"), get_cell_merge_1 = require("../utils/get-cell-merge"), get_prop_1 = require("../utils/get-prop"), padding_1 = require("../utils/padding"), text_icon_layout_1 = require("../utils/text-icon-layout"), update_height_1 = require("./update-height");
|
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7
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+
const axis_1 = require("../../components/axis/axis"), tableHelper_1 = require("../../core/tableHelper"), custom_1 = require("../component/custom"), image_cell_1 = require("../group-creater/cell-type/image-cell"), progress_bar_cell_1 = require("../group-creater/cell-type/progress-bar-cell"), spark_line_cell_1 = require("../group-creater/cell-type/spark-line-cell"), get_cell_merge_1 = require("../utils/get-cell-merge"), get_prop_1 = require("../utils/get-prop"), padding_1 = require("../utils/padding"), text_icon_layout_1 = require("../utils/text-icon-layout"), compute_row_height_1 = require("./compute-row-height"), update_height_1 = require("./update-height");
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function updateColWidth(scene, col, detaX) {
|
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+
scene.table.setColWidth(col, scene.table.getColWidth(col) + detaX, !0);
|
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11
|
const autoRowHeight = "autoHeight" === scene.table.heightMode, colOrCornerHeaderColumn = scene.getColGroup(col, !0);
|
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12
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colOrCornerHeaderColumn && updateColunmWidth(colOrCornerHeaderColumn, detaX, autoRowHeight, "col-corner", scene);
|
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13
|
const rowHeaderOrBodyColumn = scene.getColGroup(col);
|
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@@ -31,7 +32,7 @@ function updateColWidth(scene, col, detaX) {
|
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31
32
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column.col > col && column.setAttribute("x", column.attribute.x + detaX);
|
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33
|
})), rightBottomColumn && scene.rightBottomCornerGroup.forEachChildrenSkipChild(((column, index) => {
|
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34
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column.col > col && column.setAttribute("x", column.attribute.x + detaX);
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-
}))
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}));
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}
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function updateColunmWidth(columnGroup, detaX, autoRowHeight, mode, scene) {
|
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@@ -96,23 +97,37 @@ function updateCellWidth(scene, cell, col, row, width, detaX, isHeader, autoRowH
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96
97
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cellGroup.clear(), cellGroup.appendChild(axis.component), axis.overlap();
|
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}
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99
|
} else if ("axis" === (null === (_b = cell.firstChild) || void 0 === _b ? void 0 : _b.name)) null === (_c = cell.firstChild) || void 0 === _c || _c.originAxis.resize(cell.attribute.width, cell.attribute.height); else {
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let renderDefault = !0;
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const customContainer = cell.getChildByName("custom-container");
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if (customContainer) {
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let customElementsGroup, customRender, customLayout;
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customContainer.removeAllChild(), cell.removeChild(customContainer);
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if ("body" !== scene.table.getCellLocation(col, row)) {
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const define = scene.table.getHeaderDefine(col, row);
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customRender = null == define ? void 0 : define.headerCustomRender, customLayout = null == define ? void 0 : define.headerCustomLayout;
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} else {
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+
const define = scene.table.getBodyColumnDefine(col, row);
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customRender = (null == define ? void 0 : define.customRender) || scene.table.customRender,
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+
customLayout = null == define ? void 0 : define.customLayout;
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+
}
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if (customLayout || customRender) {
|
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+
const customResult = (0, custom_1.dealWithCustom)(customLayout, customRender, col, row, cellGroup.attribute.width, cellGroup.attribute.height, !1, "autoHeight" === scene.table.heightMode, scene.table);
|
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+
customElementsGroup = customResult.elementsGroup, renderDefault = customResult.renderDefault,
|
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+
isHeightChange = !0;
|
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|
+
}
|
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|
+
cell.childrenCount > 0 ? cell.insertBefore(customElementsGroup, cell.firstChild) : cell.appendChild(customElementsGroup);
|
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|
+
}
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|
+
if (renderDefault) {
|
|
121
|
+
const style = scene.table._getCellStyle(col, row);
|
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|
+
isHeightChange = (0, text_icon_layout_1.updateCellContentWidth)(cellGroup, distWidth, detaX, autoRowHeight, (0,
|
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|
+
padding_1.getQuadProps)(style.padding), style.textAlign, style.textBaseline, scene);
|
|
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|
+
}
|
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125
|
}
|
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126
|
return isHeightChange;
|
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127
|
}
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128
|
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|
106
129
|
function resetRowHeight(scene, row) {
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|
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|
-
for (let col = 0; col < scene.table.colCount; col++) {
|
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109
|
-
const cell = scene.highPerformanceGetCell(col, row);
|
|
110
|
-
if ("empty" === cell.role) return;
|
|
111
|
-
let cellHeight = getCleanCellHeight(cell, scene);
|
|
112
|
-
const mergeInfo = (0, get_cell_merge_1.getCellMergeInfo)(scene.table, col, row);
|
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113
|
-
mergeInfo && mergeInfo.end.row - mergeInfo.start.row && (cellHeight /= mergeInfo.end.row - mergeInfo.start.row + 1),
|
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|
-
maxHeight = Math.max(maxHeight, cellHeight);
|
|
115
|
-
}
|
|
130
|
+
const maxHeight = (0, compute_row_height_1.computeRowHeight)(row, 0, scene.table.colCount - 1, scene.table);
|
|
116
131
|
for (let col = 0; col < scene.table.colCount; col++) {
|
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132
|
let distHeight = maxHeight;
|
|
118
133
|
const cell = scene.highPerformanceGetCell(col, row);
|
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@@ -1 +1 @@
|
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1
|
-
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type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport { CartesianAxis } from '../../components/axis/axis';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport type { Group } from '../graphic/group';\nimport type { Icon } from '../graphic/icon';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\nimport { updateCellHeightForRow } from './update-height';\n// import { updateAutoRowHeight } from './auto-height';\n\n/**\n * @description: 更新指定列列宽,在拖拽调整列宽中使用\n * @param {Scenegraph} scene\n * @param {number} col\n * @param {number} detaX\n * @return {*}\n */\nexport function updateColWidth(scene: Scenegraph, col: number, detaX: number) {\n const autoRowHeight = scene.table.heightMode === 'autoHeight';\n // deal with corner header or column header\n const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n if (colOrCornerHeaderColumn) {\n updateColunmWidth(colOrCornerHeaderColumn, detaX, autoRowHeight, 'col-corner', scene);\n }\n // deal with row header or body or right frozen cells\n const rowHeaderOrBodyColumn = scene.getColGroup(col) as Group;\n if (rowHeaderOrBodyColumn) {\n updateColunmWidth(rowHeaderOrBodyColumn, detaX, autoRowHeight, 'row-body', scene);\n }\n\n const leftBottomColumn = scene.getColGroupInLeftBottomCorner(col);\n // deal with left bottom frozen cells\n if (leftBottomColumn) {\n updateColunmWidth(leftBottomColumn, detaX, autoRowHeight, 'left-bottom', scene);\n }\n // deal with bottom frozen cells\n const bottomColumn = scene.getColGroupInBottom(col);\n if (bottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'bottom', scene);\n }\n // deal with right bottom frozen cells\n const rightBottomColumn = scene.getColGroupInRightBottomCorner(col);\n if (rightBottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'right-bottom', scene);\n }\n\n // 更新剩余列位置\n if (col < scene.frozenColCount) {\n scene.cornerHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.rowHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n } else {\n scene.colHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.bodyGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n if (leftBottomColumn) {\n scene.leftBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (bottomColumn) {\n scene.bottomFrozenGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (rightBottomColumn) {\n scene.rightBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n scene.table.setColWidth(col, rowHeaderOrBodyColumn.attribute.width, true);\n}\n\nfunction updateColunmWidth(\n columnGroup: Group,\n detaX: number,\n autoRowHeight: boolean,\n mode: 'col-corner' | 'row-body' | 'bottom' | 'left-bottom' | 'right-bottom',\n scene: Scenegraph\n) {\n let needRerangeRow = false;\n // const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const oldColumnWidth = columnGroup?.attribute.width ?? 0;\n columnGroup?.setAttribute('width', oldColumnWidth + detaX);\n // 更新单元格宽度\n columnGroup?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n cell.col,\n cell.row,\n oldColumnWidth,\n detaX,\n mode === 'row-body' ? cell.col < scene.table.rowHeaderLevelCount : true,\n autoRowHeight\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n let colGroup;\n let oldContainerHeight;\n let row;\n for (let col = 0; col < scene.table.colCount; col++) {\n // const colGroup = scene.getColGroup(col, true);\n if (mode === 'col-corner') {\n row = 0;\n colGroup = scene.getColGroup(col, true);\n oldContainerHeight = scene.colHeaderGroup.attribute.height ?? 0;\n } else if (mode === 'row-body') {\n row = scene.table.frozenRowCount;\n colGroup = scene.getColGroup(col, false);\n oldContainerHeight = scene.bodyGroup.attribute.height ?? 0;\n } else if (mode === 'bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInBottom(col);\n oldContainerHeight = scene.bottomFrozenGroup.attribute.height ?? 0;\n } else if (mode === 'left-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInLeftBottomCorner(col);\n oldContainerHeight = scene.leftBottomCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInRightBottomCorner(col);\n oldContainerHeight = scene.rightBottomCornerGroup.attribute.height ?? 0;\n }\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.role !== 'cell') {\n // cellGroup.setAttribute('y', y);\n // y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n // return;\n // }\n // y += cellGroup.attribute.height ?? 0;\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(row, newTotalHeight - oldContainerHeight);\n }\n}\n\n/**\n * @description: 更新单个单元格宽度\n * @return {*}\n */\nfunction updateCellWidth(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n width: number, // old width, not dist\n detaX: number,\n isHeader: boolean,\n // autoColWidth: boolean,\n autoRowHeight: boolean\n): boolean {\n let cellGroup;\n let distWidth;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // TO BE FIXED 这里使用横向和纵向来判断单元格merge情况,目前没有横纵都merge的情况,\n // 如果有这里的逻辑要修改\n if (mergeInfo && mergeInfo.end.col - mergeInfo.start.col) {\n // 更新横向merge cell width\n const mergeCell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n const mergeCellWidth = mergeCell.attribute.width;\n mergeCell.setAttribute('width', mergeCellWidth + detaX);\n\n cellGroup = mergeCell;\n distWidth = mergeCell.attribute.width;\n col = cellGroup.col;\n row = cellGroup.row;\n } else if (mergeInfo && mergeInfo.start.row === row) {\n // 更新纵向merge cell width,只更新一次\n cell.setAttribute('width', width + detaX);\n\n cellGroup = cell;\n distWidth = width + detaX;\n col = cellGroup.col;\n row = cellGroup.row;\n } else if (!mergeInfo) {\n cell.setAttribute('width', width + detaX);\n cellGroup = cell;\n distWidth = width + detaX;\n }\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return false;\n }\n\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n let isHeightChange = false;\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cellGroup.attribute.width,\n // cellGroup.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cellGroup.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cellGroup.insertBefore(newBarCell, oldBarCell);\n cellGroup.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cellGroup.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cellGroup,\n cellGroup.parent,\n cellGroup.attribute.x,\n cellGroup.attribute.y,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n updateImageCellContentWhileResize(cellGroup, col, row, scene.table);\n } else if (cellGroup.firstChild?.name === 'axis') {\n // recreate axis component\n const axisConfig = scene.table.internalProps.layoutMap.getAxisConfigInPivotChart(col, row);\n if (axisConfig) {\n const axis = new CartesianAxis(axisConfig, cellGroup.attribute.width, cellGroup.attribute.height, scene.table);\n cellGroup.clear();\n cellGroup.appendChild(axis.component);\n axis.overlap();\n }\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n isHeightChange = updateCellContentWidth(\n cellGroup,\n distWidth,\n detaX,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline,\n scene\n );\n }\n\n return isHeightChange;\n}\n\n/**\n * @description: 重置指定行行高\n * @param {Scenegraph} scene\n * @param {number} row\n * @return {*}\n */\nfunction resetRowHeight(scene: Scenegraph, row: number) {\n let maxHeight = 0;\n // 获取高度\n for (let col = 0; col < scene.table.colCount; col++) {\n const cell = scene.highPerformanceGetCell(col, row);\n if (cell.role === 'empty') {\n return;\n }\n let cellHeight = getCleanCellHeight(cell, scene);\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n cellHeight = cellHeight / (mergeInfo.end.row - mergeInfo.start.row + 1);\n }\n maxHeight = Math.max(maxHeight, cellHeight);\n }\n\n // 更新高度\n for (let col = 0; col < scene.table.colCount; col++) {\n let distHeight = maxHeight;\n const cell = scene.highPerformanceGetCell(col, row);\n if (cell.role === 'empty') {\n return;\n }\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let rowIndex = mergeInfo.start.row; rowIndex <= mergeInfo.end.row; rowIndex++) {\n if (rowIndex !== row) {\n distHeight += scene.table.getRowHeight(rowIndex);\n }\n }\n }\n updateCellHeightForRow(scene, cell, col, row, distHeight, 0, scene.table.isHeader(col, row));\n }\n\n // 更新table行高存储\n scene.table.setRowHeight(row, maxHeight, true);\n}\n\nfunction getCleanCellHeight(cell: Group, scene: Scenegraph) {\n let maxHeight = 0;\n cell.forEachChildren((child: Icon) => {\n if (\n child.role === 'icon-left' ||\n child.role === 'icon-right' ||\n child.name === 'text' ||\n child.name === 'content'\n ) {\n maxHeight = Math.max(maxHeight, child.AABBBounds.height());\n }\n });\n\n const padding = getQuadProps(scene.table._getCellStyle(cell.col, cell.row).padding as number);\n return maxHeight + padding[0] + padding[2];\n}\n"]}
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1
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+
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type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport { CartesianAxis } from '../../components/axis/axis';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport type { Group } from '../graphic/group';\nimport type { Icon } from '../graphic/icon';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\nimport { computeRowHeight, computeRowsHeight } from './compute-row-height';\nimport { updateCellHeightForRow } from './update-height';\n// import { updateAutoRowHeight } from './auto-height';\n\n/**\n * @description: 更新指定列列宽,在拖拽调整列宽中使用\n * @param {Scenegraph} scene\n * @param {number} col\n * @param {number} detaX\n * @return {*}\n */\nexport function updateColWidth(scene: Scenegraph, col: number, detaX: number) {\n scene.table.setColWidth(col, scene.table.getColWidth(col) + detaX, true);\n\n const autoRowHeight = scene.table.heightMode === 'autoHeight';\n // deal with corner header or column header\n const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n if (colOrCornerHeaderColumn) {\n updateColunmWidth(colOrCornerHeaderColumn, detaX, autoRowHeight, 'col-corner', scene);\n }\n // deal with row header or body or right frozen cells\n const rowHeaderOrBodyColumn = scene.getColGroup(col) as Group;\n if (rowHeaderOrBodyColumn) {\n updateColunmWidth(rowHeaderOrBodyColumn, detaX, autoRowHeight, 'row-body', scene);\n }\n\n const leftBottomColumn = scene.getColGroupInLeftBottomCorner(col);\n // deal with left bottom frozen cells\n if (leftBottomColumn) {\n updateColunmWidth(leftBottomColumn, detaX, autoRowHeight, 'left-bottom', scene);\n }\n // deal with bottom frozen cells\n const bottomColumn = scene.getColGroupInBottom(col);\n if (bottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'bottom', scene);\n }\n // deal with right bottom frozen cells\n const rightBottomColumn = scene.getColGroupInRightBottomCorner(col);\n if (rightBottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'right-bottom', scene);\n }\n\n // 更新剩余列位置\n if (col < scene.frozenColCount) {\n scene.cornerHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.rowHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n } else {\n scene.colHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.bodyGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n if (leftBottomColumn) {\n scene.leftBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (bottomColumn) {\n scene.bottomFrozenGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (rightBottomColumn) {\n scene.rightBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n // scene.table.setColWidth(col, rowHeaderOrBodyColumn.attribute.width, true);\n}\n\nfunction updateColunmWidth(\n columnGroup: Group,\n detaX: number,\n autoRowHeight: boolean,\n mode: 'col-corner' | 'row-body' | 'bottom' | 'left-bottom' | 'right-bottom',\n scene: Scenegraph\n) {\n let needRerangeRow = false;\n // const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const oldColumnWidth = columnGroup?.attribute.width ?? 0;\n columnGroup?.setAttribute('width', oldColumnWidth + detaX);\n // 更新单元格宽度\n columnGroup?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n cell.col,\n cell.row,\n oldColumnWidth,\n detaX,\n mode === 'row-body' ? cell.col < scene.table.rowHeaderLevelCount : true,\n autoRowHeight\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n let colGroup;\n let oldContainerHeight;\n let row;\n for (let col = 0; col < scene.table.colCount; col++) {\n // const colGroup = scene.getColGroup(col, true);\n if (mode === 'col-corner') {\n row = 0;\n colGroup = scene.getColGroup(col, true);\n oldContainerHeight = scene.colHeaderGroup.attribute.height ?? 0;\n } else if (mode === 'row-body') {\n row = scene.table.frozenRowCount;\n colGroup = scene.getColGroup(col, false);\n oldContainerHeight = scene.bodyGroup.attribute.height ?? 0;\n } else if (mode === 'bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInBottom(col);\n oldContainerHeight = scene.bottomFrozenGroup.attribute.height ?? 0;\n } else if (mode === 'left-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInLeftBottomCorner(col);\n oldContainerHeight = scene.leftBottomCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInRightBottomCorner(col);\n oldContainerHeight = scene.rightBottomCornerGroup.attribute.height ?? 0;\n }\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.role !== 'cell') {\n // cellGroup.setAttribute('y', y);\n // y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n // return;\n // }\n // y += cellGroup.attribute.height ?? 0;\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(row, newTotalHeight - oldContainerHeight);\n }\n}\n\n/**\n * @description: 更新单个单元格宽度\n * @return {*}\n */\nfunction updateCellWidth(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n width: number, // old width, not dist\n detaX: number,\n isHeader: boolean,\n // autoColWidth: boolean,\n autoRowHeight: boolean\n): boolean {\n let cellGroup;\n let distWidth;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // TO BE FIXED 这里使用横向和纵向来判断单元格merge情况,目前没有横纵都merge的情况,\n // 如果有这里的逻辑要修改\n if (mergeInfo && mergeInfo.end.col - mergeInfo.start.col) {\n // 更新横向merge cell width\n const mergeCell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n const mergeCellWidth = mergeCell.attribute.width;\n mergeCell.setAttribute('width', mergeCellWidth + detaX);\n\n cellGroup = mergeCell;\n distWidth = mergeCell.attribute.width;\n col = cellGroup.col;\n row = cellGroup.row;\n } else if (mergeInfo && mergeInfo.start.row === row) {\n // 更新纵向merge cell width,只更新一次\n cell.setAttribute('width', width + detaX);\n\n cellGroup = cell;\n distWidth = width + detaX;\n col = cellGroup.col;\n row = cellGroup.row;\n } else if (!mergeInfo) {\n cell.setAttribute('width', width + detaX);\n cellGroup = cell;\n distWidth = width + detaX;\n }\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return false;\n }\n\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n let isHeightChange = false;\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cellGroup.attribute.width,\n // cellGroup.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cellGroup.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cellGroup.insertBefore(newBarCell, oldBarCell);\n cellGroup.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cellGroup.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cellGroup,\n cellGroup.parent,\n cellGroup.attribute.x,\n cellGroup.attribute.y,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n updateImageCellContentWhileResize(cellGroup, col, row, scene.table);\n } else if (cellGroup.firstChild?.name === 'axis') {\n // recreate axis component\n const axisConfig = scene.table.internalProps.layoutMap.getAxisConfigInPivotChart(col, row);\n if (axisConfig) {\n const axis = new CartesianAxis(axisConfig, cellGroup.attribute.width, cellGroup.attribute.height, scene.table);\n cellGroup.clear();\n cellGroup.appendChild(axis.component);\n axis.overlap();\n }\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n let renderDefault = true;\n const customContainer = cell.getChildByName('custom-container') as Group;\n if (customContainer) {\n let customElementsGroup;\n customContainer.removeAllChild();\n cell.removeChild(customContainer);\n\n let customRender;\n let customLayout;\n const cellType = scene.table.getCellLocation(col, row);\n if (cellType !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = define?.headerCustomRender;\n customLayout = define?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = define?.customRender || scene.table.customRender;\n customLayout = define?.customLayout;\n }\n\n if (customLayout || customRender) {\n // const { autoRowHeight } = table.internalProps;\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n false,\n scene.table.heightMode === 'autoHeight',\n scene.table\n );\n customElementsGroup = customResult.elementsGroup;\n renderDefault = customResult.renderDefault;\n isHeightChange = true;\n }\n\n if (cell.childrenCount > 0) {\n cell.insertBefore(customElementsGroup, cell.firstChild);\n } else {\n cell.appendChild(customElementsGroup);\n }\n }\n\n if (renderDefault) {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n isHeightChange = updateCellContentWidth(\n cellGroup,\n distWidth,\n detaX,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline,\n scene\n );\n }\n }\n\n return isHeightChange;\n}\n\n/**\n * @description: 重置指定行行高\n * @param {Scenegraph} scene\n * @param {number} row\n * @return {*}\n */\nfunction resetRowHeight(scene: Scenegraph, row: number) {\n // let maxHeight = 0;\n // 获取高度\n const maxHeight = computeRowHeight(row, 0, scene.table.colCount - 1, scene.table);\n // for (let col = 0; col < scene.table.colCount; col++) {\n // const cell = scene.highPerformanceGetCell(col, row);\n // if (cell.role === 'empty') {\n // return;\n // }\n // let cellHeight = scene.table.getRowHeight(row);\n // const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n // cellHeight = cellHeight / (mergeInfo.end.row - mergeInfo.start.row + 1);\n // }\n // maxHeight = Math.max(maxHeight, cellHeight);\n // }\n\n // 更新高度\n for (let col = 0; col < scene.table.colCount; col++) {\n let distHeight = maxHeight;\n const cell = scene.highPerformanceGetCell(col, row);\n if (cell.role === 'empty') {\n return;\n }\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let rowIndex = mergeInfo.start.row; rowIndex <= mergeInfo.end.row; rowIndex++) {\n if (rowIndex !== row) {\n distHeight += scene.table.getRowHeight(rowIndex);\n }\n }\n }\n updateCellHeightForRow(scene, cell, col, row, distHeight, 0, scene.table.isHeader(col, row));\n }\n\n // 更新table行高存储\n scene.table.setRowHeight(row, maxHeight, true);\n}\n\nfunction getCleanCellHeight(cell: Group, scene: Scenegraph) {\n let maxHeight = 0;\n cell.forEachChildren((child: Icon) => {\n if (\n child.role === 'icon-left' ||\n child.role === 'icon-right' ||\n child.name === 'text' ||\n child.name === 'content'\n ) {\n maxHeight = Math.max(maxHeight, child.AABBBounds.height());\n }\n });\n\n const padding = getQuadProps(scene.table._getCellStyle(cell.col, cell.row).padding as number);\n return maxHeight + padding[0] + padding[2];\n}\n"]}
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@@ -52,6 +52,7 @@ class Scenegraph {
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52
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disableDirtyBounds: !1,
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53
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background: table.theme.underlayBackgroundColor,
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54
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dpr: table.internalProps.pixelRatio,
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55
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+
enableLayout: !0,
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pluginList: table.isPivotChart() ? [ "poptipForText" ] : void 0
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}), this.stage.defaultLayer.setTheme({
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group: {
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@@ -328,7 +329,7 @@ class Scenegraph {
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328
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iconBack && iconBack.setAttribute("visible", !1), icon.attribute.hoverImage && icon.attribute.image !== icon.attribute.originImage && (icon.image = icon.attribute.originImage);
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329
330
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}
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330
331
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updateColWidth(col, detaX) {
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331
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-
(0, update_width_1.updateColWidth)(this, col, detaX), this.updateContainer();
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332
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+
(0, update_width_1.updateColWidth)(this, col, Math.round(detaX)), this.updateContainer();
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333
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}
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updateChartSize(col) {
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(0, update_chart_1.updateChartSize)(this, col);
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