@visactor/vtable 0.12.1 → 0.12.3-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/ListTable.js +9 -7
- package/cjs/ListTable.js.map +1 -1
- package/cjs/PivotTable.js +2 -2
- package/cjs/PivotTable.js.map +1 -1
- package/cjs/core/BaseTable.d.ts +1 -0
- package/cjs/core/BaseTable.js +4 -1
- package/cjs/core/BaseTable.js.map +1 -1
- package/cjs/core/TABLE_EVENT_TYPE.d.ts +2 -1
- package/cjs/core/TABLE_EVENT_TYPE.js +2 -1
- package/cjs/core/TABLE_EVENT_TYPE.js.map +1 -1
- package/cjs/dataset/flatDataToObject.js +2 -1
- package/cjs/event/event.js +2 -3
- package/cjs/event/event.js.map +1 -1
- package/cjs/event/sparkline-event.js +1 -2
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +1 -1
- package/cjs/index.js.map +1 -1
- package/cjs/scenegraph/group-creater/progress/proxy.js +8 -7
- package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.js +3 -3
- package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.js.map +1 -1
- package/cjs/scenegraph/group-creater/progress/update-position/util.d.ts +1 -1
- package/cjs/scenegraph/group-creater/progress/update-position/util.js +10 -5
- package/cjs/scenegraph/group-creater/progress/update-position/util.js.map +1 -1
- package/cjs/scenegraph/scenegraph.js +1 -1
- package/cjs/scenegraph/scenegraph.js.map +1 -1
- package/cjs/scenegraph/stick-text/index.js +20 -18
- package/cjs/scenegraph/stick-text/index.js.map +1 -1
- package/cjs/themes/DARK.js +1 -1
- package/cjs/themes/DARK.js.map +1 -1
- package/cjs/themes/SIMPLIFY.js +1 -1
- package/cjs/themes/SIMPLIFY.js.map +1 -1
- package/cjs/ts-types/base-table.js.map +1 -1
- package/cjs/ts-types/events.d.ts +4 -2
- package/cjs/ts-types/events.js.map +1 -1
- package/cjs/ts-types/new-data-set.js.map +1 -1
- package/cjs/ts-types/table-engine.js.map +1 -1
- package/dist/vtable.js +49 -30
- package/dist/vtable.min.js +2 -2
- package/es/ListTable.js +10 -7
- package/es/ListTable.js.map +1 -1
- package/es/PivotTable.js +2 -2
- package/es/PivotTable.js.map +1 -1
- package/es/core/BaseTable.d.ts +1 -0
- package/es/core/BaseTable.js +4 -1
- package/es/core/BaseTable.js.map +1 -1
- package/es/core/TABLE_EVENT_TYPE.d.ts +2 -1
- package/es/core/TABLE_EVENT_TYPE.js +2 -1
- package/es/core/TABLE_EVENT_TYPE.js.map +1 -1
- package/es/dataset/flatDataToObject.js +2 -1
- package/es/event/event.js +2 -3
- package/es/event/event.js.map +1 -1
- package/es/event/sparkline-event.js +1 -2
- package/es/index.d.ts +1 -1
- package/es/index.js +1 -1
- package/es/index.js.map +1 -1
- package/es/scenegraph/group-creater/progress/proxy.js +8 -6
- package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/es/scenegraph/group-creater/progress/update-position/dynamic-set-x.js +3 -3
- package/es/scenegraph/group-creater/progress/update-position/dynamic-set-x.js.map +1 -1
- package/es/scenegraph/group-creater/progress/update-position/util.d.ts +1 -1
- package/es/scenegraph/group-creater/progress/update-position/util.js +10 -5
- package/es/scenegraph/group-creater/progress/update-position/util.js.map +1 -1
- package/es/scenegraph/scenegraph.js +1 -1
- package/es/scenegraph/scenegraph.js.map +1 -1
- package/es/scenegraph/stick-text/index.js +20 -18
- package/es/scenegraph/stick-text/index.js.map +1 -1
- package/es/themes/DARK.js +1 -1
- package/es/themes/DARK.js.map +1 -1
- package/es/themes/SIMPLIFY.js +1 -1
- package/es/themes/SIMPLIFY.js.map +1 -1
- package/es/ts-types/base-table.js.map +1 -1
- package/es/ts-types/events.d.ts +4 -2
- package/es/ts-types/events.js.map +1 -1
- package/es/ts-types/new-data-set.js.map +1 -1
- package/es/ts-types/table-engine.js.map +1 -1
- package/package.json +4 -4
- package/cjs/components/axis/get-axis-attributes.d.ts +0 -151
- package/es/components/axis/get-axis-attributes.d.ts +0 -151
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@@ -32,6 +32,7 @@ export interface TableEvents {
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LEGEND_CHANGE: 'legend_change';
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MOUSEENTER_AXIS: 'mouseenter_axis';
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MOUSELEAVE_AXIS: 'mouseleave_axis';
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AFTER_RENDER: 'after_render';
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INITIALIZED: 'initialized';
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}
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export declare const TABLE_EVENT_TYPE: TableEvents;
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@@ -36,6 +36,7 @@ Object.defineProperty(exports, "__esModule", {
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LEGEND_CHANGE: "legend_change",
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MOUSEENTER_AXIS: "mouseenter_axis",
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MOUSELEAVE_AXIS: "mouseleave_axis",
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AFTER_RENDER: "after_render",
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INITIALIZED: "initialized"
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};
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//# sourceMappingURL=TABLE_EVENT_TYPE.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"sources":["core/TABLE_EVENT_TYPE.ts"],"names":[],"mappings":";;;
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{"version":3,"sources":["core/TABLE_EVENT_TYPE.ts"],"names":[],"mappings":";;;AAgIa,QAAA,gBAAgB,GAAgB;IAC3C,UAAU,EAAE,YAAY;IACxB,aAAa,EAAE,eAAe;IAC9B,cAAc,EAAE,gBAAgB;IAChC,YAAY,EAAE,cAAc;IAC5B,aAAa,EAAE,eAAe;IAC9B,OAAO,EAAE,SAAS;IAClB,gBAAgB,EAAE,kBAAkB;IACpC,gBAAgB,EAAE,kBAAkB;IACpC,cAAc,EAAE,gBAAgB;IAChC,eAAe,EAAE,iBAAiB;IAClC,eAAe,EAAE,iBAAiB;IAClC,gBAAgB,EAAE,kBAAkB;IACpC,aAAa,EAAE,eAAe;IAC9B,iBAAiB,EAAE,mBAAmB;IACtC,sBAAsB,EAAE,wBAAwB;IAChD,UAAU,EAAE,YAAY;IACxB,YAAY,EAAE,cAAc;IAC5B,MAAM,EAAE,QAAQ;IAChB,kBAAkB,EAAE,oBAAoB;IACxC,sBAAsB,EAAE,wBAAwB;IAChD,eAAe,EAAE,iBAAiB;IAElC,mBAAmB,EAAE,qBAAqB;IAC1C,mBAAmB,EAAE,qBAAqB;IAE1C,2BAA2B,EAAE,6BAA6B;IAE1D,SAAS,EAAE,WAAW;IACtB,SAAS,EAAE,WAAW;IAEtB,UAAU,EAAE,YAAY;IAExB,iBAAiB,EAAE,mBAAmB;IACtC,iBAAiB,EAAE,mBAAmB;IACtC,mBAAmB,EAAE,qBAAqB;IAC1C,aAAa,EAAE,eAAe;IAE9B,eAAe,EAAE,iBAAiB;IAClC,eAAe,EAAE,iBAAiB;IAElC,YAAY,EAAE,cAAc;IAC5B,WAAW,EAAE,aAAa;CACZ,CAAC","file":"TABLE_EVENT_TYPE.js","sourcesContent":["export interface TableEvents {\n /**\n * 鼠标点击单元格事件\n */\n CLICK_CELL: 'click_cell';\n /**\n * 鼠标双击单元格事件\n */\n DBLCLICK_CELL: 'dblclick_cell';\n /**\n * 单元格上鼠标按下事件\n */\n MOUSEDOWN_CELL: 'mousedown_cell';\n /**\n * 单元格鼠标松开事件\n */\n MOUSEUP_CELL: 'mouseup_cell';\n\n /**\n * 单元格选中状态改变事件\n */\n SELECTED_CELL: 'selected_cell';\n /**\n * 键盘按下事件\n */\n KEYDOWN: 'keydown';\n /**\n * 鼠标进入表格事件\n */\n MOUSEENTER_TABLE: 'mouseenter_table';\n /**\n * 鼠标离开表格事件\n */\n MOUSELEAVE_TABLE: 'mouseleave_table';\n /**\n * 鼠标在某个单元格上移动事件\n */\n MOUSEMOVE_CELL: 'mousemove_cell';\n /**\n * 鼠标进入单元格事件\n */\n MOUSEENTER_CELL: 'mouseenter_cell';\n /**\n * 鼠标离开单元格事件\n */\n MOUSELEAVE_CELL: 'mouseleave_cell';\n /**\n * 单元格右键事件\n */\n CONTEXTMENU_CELL: 'contextmenu_cell';\n /**\n * 列宽调整事件\n */\n RESIZE_COLUMN: 'resize_column';\n /**\n * 列宽调整结束事件\n */\n RESIZE_COLUMN_END: 'resize_column_end';\n /**\n * 拖拽表头移动位置的事件\n */\n CHANGE_HEADER_POSITION: 'change_header_position';\n /**\n * 点击排序图标事件\n */\n SORT_CLICK: 'sort_click';\n /**\n * 点击固定列图标 冻结或者解冻事件\n */\n FREEZE_CLICK: 'freeze_click';\n /**\n * 滚动表格事件\n */\n SCROLL: 'scroll';\n\n /**\n * 点击下拉菜单图标事件\n */\n DROPDOWNMENU_CLICK: 'dropdownmenu_click';\n /**\n * 鼠标经过迷你图标记事件\n */\n MOUSEOVER_CHART_SYMBOL: 'mouseover_chart_symbol';\n\n /**\n * 拖拽框选单元格鼠标松开事件\n */\n DRAG_SELECT_END: 'drag_select_end';\n\n /**\n * 点击下拉菜单按钮\n */\n DROPDOWN_ICON_CLICK: 'dropdown_icon_click';\n /**\n * 清空下拉菜单事件(菜单显示时点击其他区域)\n */\n DROPDOWN_MENU_CLEAR: 'dropdown_menu_clear';\n\n /**\n * 树形结构展开收起的点击事件\n */\n TREE_HIERARCHY_STATE_CHANGE: 'tree_hierarchy_state_change';\n\n SHOW_MENU: 'show_menu';\n HIDE_MENU: 'hide_menu';\n /**\n * icon图标点击事件\n */\n ICON_CLICK: 'icon_click';\n\n // legend component\n LEGEND_ITEM_CLICK: 'legend_item_click';\n LEGEND_ITEM_HOVER: 'legend_item_hover';\n LEGEND_ITEM_UNHOVER: 'legend_item_unHover';\n LEGEND_CHANGE: 'legend_change';\n\n MOUSEENTER_AXIS: 'mouseenter_axis';\n MOUSELEAVE_AXIS: 'mouseleave_axis';\n //#region lifecircle\n /** 每次渲染完成触发 */\n AFTER_RENDER: 'after_render';\n /** 表格实例初始化完成 */\n INITIALIZED: 'initialized';\n //#endregion\n}\n/**\n * Table event types\n */\nexport const TABLE_EVENT_TYPE: TableEvents = {\n CLICK_CELL: 'click_cell',\n DBLCLICK_CELL: 'dblclick_cell',\n MOUSEDOWN_CELL: 'mousedown_cell',\n MOUSEUP_CELL: 'mouseup_cell',\n SELECTED_CELL: 'selected_cell',\n KEYDOWN: 'keydown',\n MOUSEENTER_TABLE: 'mouseenter_table',\n MOUSELEAVE_TABLE: 'mouseleave_table',\n MOUSEMOVE_CELL: 'mousemove_cell',\n MOUSEENTER_CELL: 'mouseenter_cell',\n MOUSELEAVE_CELL: 'mouseleave_cell',\n CONTEXTMENU_CELL: 'contextmenu_cell',\n RESIZE_COLUMN: 'resize_column',\n RESIZE_COLUMN_END: 'resize_column_end',\n CHANGE_HEADER_POSITION: 'change_header_position',\n SORT_CLICK: 'sort_click',\n FREEZE_CLICK: 'freeze_click',\n SCROLL: 'scroll',\n DROPDOWNMENU_CLICK: 'dropdownmenu_click',\n MOUSEOVER_CHART_SYMBOL: 'mouseover_chart_symbol',\n DRAG_SELECT_END: 'drag_select_end',\n\n DROPDOWN_ICON_CLICK: 'dropdown_icon_click', // 点击下拉菜单按钮\n DROPDOWN_MENU_CLEAR: 'dropdown_menu_clear', // 清空下拉菜单事件(菜单显示时点击其他区域)\n\n TREE_HIERARCHY_STATE_CHANGE: 'tree_hierarchy_state_change', //树形结构展开收起的点击事件\n\n SHOW_MENU: 'show_menu',\n HIDE_MENU: 'hide_menu',\n\n ICON_CLICK: 'icon_click',\n\n LEGEND_ITEM_CLICK: 'legend_item_click',\n LEGEND_ITEM_HOVER: 'legend_item_hover',\n LEGEND_ITEM_UNHOVER: 'legend_item_unHover',\n LEGEND_CHANGE: 'legend_change',\n\n MOUSEENTER_AXIS: 'mouseenter_axis',\n MOUSELEAVE_AXIS: 'mouseleave_axis',\n\n AFTER_RENDER: 'after_render',\n INITIALIZED: 'initialized'\n} as TableEvents;\n"]}
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package/cjs/event/event.js
CHANGED
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@@ -49,11 +49,10 @@ class EventManeger {
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}
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dealMenuHover(eventArgsSet) {}
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dealTableSelect(eventArgsSet) {
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var _a, _b
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var _a, _b;
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if (!eventArgsSet) return this.table.stateManeger.updateSelectPos(-1, -1), !1;
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const {eventArgs: eventArgs} = eventArgsSet;
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return !!eventArgs && (this.table.isPivotChart() || "
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!this.table.isPivotChart() || "axis-label" !== (null === (_b = null == eventArgsSet ? void 0 : eventArgsSet.eventArgs) || void 0 === _b ? void 0 : _b.target.name) && "chart" !== (null === (_c = null == eventArgsSet ? void 0 : eventArgsSet.eventArgs) || void 0 === _c ? void 0 : _c.target.type) ? (this.table.stateManeger.updateSelectPos(eventArgs.col, eventArgs.row, eventArgs.event.shiftKey, eventArgs.event.ctrlKey || eventArgs.event.metaKey),
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return !!eventArgs && (!this.table.isPivotChart() || "axis-label" !== (null === (_a = null == eventArgsSet ? void 0 : eventArgsSet.eventArgs) || void 0 === _a ? void 0 : _a.target.name) && "chart" !== (null === (_b = null == eventArgsSet ? void 0 : eventArgsSet.eventArgs) || void 0 === _b ? void 0 : _b.target.type) ? (this.table.stateManeger.updateSelectPos(eventArgs.col, eventArgs.row, eventArgs.event.shiftKey, eventArgs.event.ctrlKey || eventArgs.event.metaKey),
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!0) : (this.table.stateManeger.updateSelectPos(-1, -1), !1));
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}
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deelTableSelectAll() {
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package/cjs/event/event.js.map
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import { FederatedPointerEvent } from '@visactor/vrender';\nimport type { FederatedPointerEvent, IEventTarget } from '@visactor/vrender';\nimport { RichText } from '@visactor/vrender';\nimport type { MousePointerCellEvent } from '../ts-types';\nimport { IconFuncTypeEnum } from '../ts-types';\nimport type { StateManeger } from '../state/state';\nimport type { Group } from '../scenegraph/graphic/group';\nimport { TABLE_EVENT_TYPE } from '../core/TABLE_EVENT_TYPE';\nimport type { Icon } from '../scenegraph/graphic/icon';\nimport { checkCellInSelect } from '../state/common/check-in-select';\nimport { bindMediaClick } from './media-click';\nimport { bindDrillEvent, checkHaveDrill, drillClick } from './drill';\nimport { bindSparklineHoverEvent } from './sparkline-event';\nimport type { BaseTableAPI } from '../ts-types/base-table';\nimport { checkHaveTextStick, handleTextStick } from '../scenegraph/stick-text';\nimport { bindTableGroupListener } from './listener/table-group';\nimport { bindScrollBarListener } from './listener/scroll-bar';\nimport { bindContainerDomListener } from './listener/container-dom';\nimport { bindTouchListener } from './listener/touch';\nimport { getCellEventArgsSet, type SceneEvent } from './util';\nimport { bindAxisClickEvent } from './pivot-chart/axis-click';\nimport { bindAxisHoverEvent } from './pivot-chart/axis-hover';\nimport type { PivotTable } from '../PivotTable';\n\nexport class EventManeger {\n table: BaseTableAPI;\n // _col: number;\n // _resizing: boolean = false;\n\n isTouchdown: boolean; // touch scrolling mode on\n touchMovePoints: {\n x: number;\n y: number;\n timestamp: number;\n }[]; // touch points record in touch scrolling mode\n touchSetTimeout: any; // touch start timeout, use to distinguish touch scrolling mode and default touch event\n touchEnd: boolean; // is touch event end when default touch event listener response\n touchMove: boolean; // is touch listener working, use to disable document touch scrolling function\n constructor(table: BaseTableAPI) {\n this.table = table;\n this.bindOuterEvent();\n setTimeout(() => {\n this.bindSelfEvent();\n }, 0);\n }\n\n // 绑定DOM事件\n bindOuterEvent() {\n bindTableGroupListener(this);\n bindContainerDomListener(this);\n bindScrollBarListener(this);\n bindTouchListener(this);\n }\n\n bindSelfEvent() {\n if (this.table.isReleased) {\n return;\n }\n\n const stateManeger: StateManeger = this.table.stateManeger;\n\n // 图标点击\n this.table.on(TABLE_EVENT_TYPE.ICON_CLICK, iconInfo => {\n const { col, row, x, y, funcType, icon } = iconInfo;\n // 下拉菜单按钮点击\n if (funcType === IconFuncTypeEnum.dropDown) {\n stateManeger.triggerDropDownMenu(col, row, x, y);\n } else if (funcType === IconFuncTypeEnum.sort) {\n stateManeger.triggerSort(col, row, icon);\n } else if (funcType === IconFuncTypeEnum.frozen) {\n stateManeger.triggerFreeze(col, row, icon);\n } else if (funcType === IconFuncTypeEnum.drillDown) {\n drillClick(this.table);\n } else if (funcType === IconFuncTypeEnum.collapse || funcType === IconFuncTypeEnum.expand) {\n this.table.stateManeger.updateSelectPos(-1, -1);\n this.table.toggleHierarchyState(col, row);\n }\n });\n\n // 下拉菜单内容点击\n this.table.on(TABLE_EVENT_TYPE.DROPDOWNMENU_CLICK, () => {\n stateManeger.hideMenu();\n });\n\n // 处理textStick\n if (checkHaveTextStick(this.table)) {\n this.table.on(TABLE_EVENT_TYPE.SCROLL, e => {\n handleTextStick(this.table);\n });\n }\n\n // link/image/video点击\n bindMediaClick(this.table);\n\n // 双击自动列宽\n this.table.on(TABLE_EVENT_TYPE.DBLCLICK_CELL, (e: MousePointerCellEvent) => {\n if (e.federatedEvent) {\n const eventArgsSet = getCellEventArgsSet(e.federatedEvent as any);\n const resizeCol = this.table.scenegraph.getResizeColAt(\n eventArgsSet.abstractPos.x,\n eventArgsSet.abstractPos.y,\n eventArgsSet.eventArgs?.targetCell\n );\n if (this.table._canResizeColumn(resizeCol.col, resizeCol.row) && resizeCol.col >= 0) {\n this.table.scenegraph.updateAutoColWidth(resizeCol.col);\n }\n }\n });\n\n // drill icon\n if (this.table.isPivotTable() && checkHaveDrill(this.table as PivotTable)) {\n bindDrillEvent(this.table);\n }\n\n // chart hover\n bindSparklineHoverEvent(this.table);\n\n // axis click\n bindAxisClickEvent(this.table);\n\n // chart axis event\n bindAxisHoverEvent(this.table);\n }\n\n dealTableHover(eventArgsSet?: SceneEvent) {\n if (!eventArgsSet) {\n this.table.stateManeger.updateHoverPos(-1, -1);\n return;\n }\n const { eventArgs } = eventArgsSet;\n\n if (eventArgs) {\n this.table.stateManeger.updateHoverPos(eventArgs.col, eventArgs.row);\n } else {\n this.table.stateManeger.updateHoverPos(-1, -1);\n }\n }\n\n dealIconHover(eventArgsSet: SceneEvent) {\n const { eventArgs } = eventArgsSet;\n\n if (eventArgs) {\n this.table.stateManeger.updateHoverIcon(\n eventArgs.col,\n eventArgs.row,\n eventArgs.target,\n eventArgs.targetCell,\n eventArgs.event\n );\n } else {\n this.table.stateManeger.updateHoverIcon(-1, -1, undefined, undefined);\n }\n }\n\n dealMenuHover(eventArgsSet: SceneEvent) {\n // menu自身状态实现\n }\n\n dealTableSelect(eventArgsSet?: SceneEvent): boolean {\n if (!eventArgsSet) {\n this.table.stateManeger.updateSelectPos(-1, -1);\n return false;\n }\n const { eventArgs } = eventArgsSet;\n\n if (eventArgs) {\n // 注意:如果启用下面这句代码逻辑 则在点击选中单元格时失效hover效果。但是会导致chart实例的click事件失效,所以先特殊处理这个逻辑\n if (\n !this.table.isPivotChart() &&\n eventArgsSet?.eventArgs?.target.type !== 'chart' &&\n eventArgs.event.pointerType !== 'touch'\n ) {\n this.table.stateManeger.updateHoverPos(-1, -1);\n }\n\n if (\n this.table.isPivotChart() &&\n (eventArgsSet?.eventArgs?.target.name === 'axis-label' || eventArgsSet?.eventArgs?.target.type === 'chart')\n ) {\n // 点击透视图坐标轴标签或图标内容,执行图表状态更新,不触发Select\n this.table.stateManeger.updateSelectPos(-1, -1);\n return false;\n }\n this.table.stateManeger.updateSelectPos(\n eventArgs.col,\n eventArgs.row,\n eventArgs.event.shiftKey,\n eventArgs.event.ctrlKey || eventArgs.event.metaKey\n );\n return true;\n }\n // this.table.stateManeger.updateSelectPos(-1, -1); 这句有问题 如drag框选鼠标超出表格范围 这里就直接情况是不对的\n return false;\n }\n\n deelTableSelectAll() {\n this.table.stateManeger.updateSelectPos(-1, -1, false, false, true);\n }\n\n dealMenuSelect(eventArgsSet: SceneEvent) {\n // do nothing\n }\n\n checkColumnResize(eventArgsSet: SceneEvent, update?: boolean): boolean {\n // return false;\n const { eventArgs } = eventArgsSet;\n\n if (eventArgs) {\n const resizeCol = this.table.scenegraph.getResizeColAt(\n eventArgsSet.abstractPos.x,\n eventArgsSet.abstractPos.y,\n eventArgs.targetCell\n );\n if (this.table._canResizeColumn(resizeCol.col, resizeCol.row) && resizeCol.col >= 0) {\n // this.table.stateManeger.updateResizeCol(resizeCol.col, eventArgsSet.abstractPos.x, first);\n // this._col = resizeCol.col;\n if (update) {\n this.table.stateManeger.startResizeCol(\n resizeCol.col,\n eventArgsSet.abstractPos.x,\n eventArgsSet.abstractPos.y,\n resizeCol.rightFrozen\n );\n }\n return true;\n }\n }\n\n return false;\n }\n\n dealColumnResize(xInTable: number, yInTable: number) {\n this.table.stateManeger.updateResizeCol(xInTable, yInTable);\n }\n\n chechColumnMover(eventArgsSet: SceneEvent): boolean {\n // return false;\n const { eventArgs } = eventArgsSet;\n\n if (\n eventArgs &&\n this.table.isHeader(eventArgs.col, eventArgs.row) &&\n checkCellInSelect(eventArgs.col, eventArgs.row, this.table.stateManeger.select.ranges) &&\n // this.table.stateManeger.select.cellPosStart.col === eventArgs.col &&\n // this.table.stateManeger.select.cellPosStart.row === eventArgs.row &&\n this.table._canDragHeaderPosition(eventArgs.col, eventArgs.row)\n ) {\n this.table.stateManeger.startMoveCol(\n eventArgs.col,\n eventArgs.row,\n eventArgsSet.abstractPos.x,\n eventArgsSet.abstractPos.y\n );\n return true;\n }\n\n return false;\n }\n\n dealColumnMover(eventArgsSet: SceneEvent) {\n const { eventArgs } = eventArgsSet;\n this.table.stateManeger.updateMoveCol(\n eventArgs.col,\n eventArgs.row,\n eventArgsSet.abstractPos.x,\n eventArgsSet.abstractPos.y\n );\n }\n\n startColumnResize(eventArgsSet: SceneEvent) {\n // do nothing\n }\n\n dealIconClick(e: FederatedPointerEvent, eventArgsSet: SceneEvent): boolean {\n const { eventArgs } = eventArgsSet;\n // if (!eventArgs) {\n // return false;\n // }\n\n const { target, event, col, row } = eventArgs || {\n target: e.target,\n event: e,\n col: -1,\n row: -1\n };\n const icon = target as unknown as Icon;\n\n if (icon.role && icon.role.startsWith('icon-')) {\n this.table.fireListeners(TABLE_EVENT_TYPE.ICON_CLICK, {\n name: icon.name,\n // 默认位置:icon中部正下方\n x: (icon.globalAABBBounds.x1 + icon.globalAABBBounds.x2) / 2,\n y: icon.globalAABBBounds.y2,\n col,\n row,\n funcType: icon.attribute.funcType,\n icon\n });\n\n return true;\n } else if (target instanceof RichText) {\n const icon = target.pickIcon(event.global);\n if (icon) {\n this.table.fireListeners(TABLE_EVENT_TYPE.ICON_CLICK, {\n name: icon.attribute.id,\n // 默认位置:icon中部正下方\n x: icon.globalX + icon.globalAABBBounds.width() / 2,\n y: icon.globalY + icon.AABBBounds.height(),\n col,\n row,\n funcType: (icon.attribute as any).funcType,\n icon: icon as unknown as Icon\n });\n return true;\n }\n }\n\n return false;\n }\n}\n"]}
|
|
1
|
+
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import { FederatedPointerEvent } from '@visactor/vrender';\nimport type { FederatedPointerEvent, IEventTarget } from '@visactor/vrender';\nimport { RichText } from '@visactor/vrender';\nimport type { MousePointerCellEvent } from '../ts-types';\nimport { IconFuncTypeEnum } from '../ts-types';\nimport type { StateManeger } from '../state/state';\nimport type { Group } from '../scenegraph/graphic/group';\nimport { TABLE_EVENT_TYPE } from '../core/TABLE_EVENT_TYPE';\nimport type { Icon } from '../scenegraph/graphic/icon';\nimport { checkCellInSelect } from '../state/common/check-in-select';\nimport { bindMediaClick } from './media-click';\nimport { bindDrillEvent, checkHaveDrill, drillClick } from './drill';\nimport { bindSparklineHoverEvent } from './sparkline-event';\nimport type { BaseTableAPI } from '../ts-types/base-table';\nimport { checkHaveTextStick, handleTextStick } from '../scenegraph/stick-text';\nimport { bindTableGroupListener } from './listener/table-group';\nimport { bindScrollBarListener } from './listener/scroll-bar';\nimport { bindContainerDomListener } from './listener/container-dom';\nimport { bindTouchListener } from './listener/touch';\nimport { getCellEventArgsSet, type SceneEvent } from './util';\nimport { bindAxisClickEvent } from './pivot-chart/axis-click';\nimport { bindAxisHoverEvent } from './pivot-chart/axis-hover';\nimport type { PivotTable } from '../PivotTable';\n\nexport class EventManeger {\n table: BaseTableAPI;\n // _col: number;\n // _resizing: boolean = false;\n\n isTouchdown: boolean; // touch scrolling mode on\n touchMovePoints: {\n x: number;\n y: number;\n timestamp: number;\n }[]; // touch points record in touch scrolling mode\n touchSetTimeout: any; // touch start timeout, use to distinguish touch scrolling mode and default touch event\n touchEnd: boolean; // is touch event end when default touch event listener response\n touchMove: boolean; // is touch listener working, use to disable document touch scrolling function\n constructor(table: BaseTableAPI) {\n this.table = table;\n this.bindOuterEvent();\n setTimeout(() => {\n this.bindSelfEvent();\n }, 0);\n }\n\n // 绑定DOM事件\n bindOuterEvent() {\n bindTableGroupListener(this);\n bindContainerDomListener(this);\n bindScrollBarListener(this);\n bindTouchListener(this);\n }\n\n bindSelfEvent() {\n if (this.table.isReleased) {\n return;\n }\n\n const stateManeger: StateManeger = this.table.stateManeger;\n\n // 图标点击\n this.table.on(TABLE_EVENT_TYPE.ICON_CLICK, iconInfo => {\n const { col, row, x, y, funcType, icon } = iconInfo;\n // 下拉菜单按钮点击\n if (funcType === IconFuncTypeEnum.dropDown) {\n stateManeger.triggerDropDownMenu(col, row, x, y);\n } else if (funcType === IconFuncTypeEnum.sort) {\n stateManeger.triggerSort(col, row, icon);\n } else if (funcType === IconFuncTypeEnum.frozen) {\n stateManeger.triggerFreeze(col, row, icon);\n } else if (funcType === IconFuncTypeEnum.drillDown) {\n drillClick(this.table);\n } else if (funcType === IconFuncTypeEnum.collapse || funcType === IconFuncTypeEnum.expand) {\n this.table.stateManeger.updateSelectPos(-1, -1);\n this.table.toggleHierarchyState(col, row);\n }\n });\n\n // 下拉菜单内容点击\n this.table.on(TABLE_EVENT_TYPE.DROPDOWNMENU_CLICK, () => {\n stateManeger.hideMenu();\n });\n\n // 处理textStick\n if (checkHaveTextStick(this.table)) {\n this.table.on(TABLE_EVENT_TYPE.SCROLL, e => {\n handleTextStick(this.table);\n });\n }\n\n // link/image/video点击\n bindMediaClick(this.table);\n\n // 双击自动列宽\n this.table.on(TABLE_EVENT_TYPE.DBLCLICK_CELL, (e: MousePointerCellEvent) => {\n if (e.federatedEvent) {\n const eventArgsSet = getCellEventArgsSet(e.federatedEvent as any);\n const resizeCol = this.table.scenegraph.getResizeColAt(\n eventArgsSet.abstractPos.x,\n eventArgsSet.abstractPos.y,\n eventArgsSet.eventArgs?.targetCell\n );\n if (this.table._canResizeColumn(resizeCol.col, resizeCol.row) && resizeCol.col >= 0) {\n this.table.scenegraph.updateAutoColWidth(resizeCol.col);\n }\n }\n });\n\n // drill icon\n if (this.table.isPivotTable() && checkHaveDrill(this.table as PivotTable)) {\n bindDrillEvent(this.table);\n }\n\n // chart hover\n bindSparklineHoverEvent(this.table);\n\n // axis click\n bindAxisClickEvent(this.table);\n\n // chart axis event\n bindAxisHoverEvent(this.table);\n }\n\n dealTableHover(eventArgsSet?: SceneEvent) {\n if (!eventArgsSet) {\n this.table.stateManeger.updateHoverPos(-1, -1);\n return;\n }\n const { eventArgs } = eventArgsSet;\n\n if (eventArgs) {\n this.table.stateManeger.updateHoverPos(eventArgs.col, eventArgs.row);\n } else {\n this.table.stateManeger.updateHoverPos(-1, -1);\n }\n }\n\n dealIconHover(eventArgsSet: SceneEvent) {\n const { eventArgs } = eventArgsSet;\n\n if (eventArgs) {\n this.table.stateManeger.updateHoverIcon(\n eventArgs.col,\n eventArgs.row,\n eventArgs.target,\n eventArgs.targetCell,\n eventArgs.event\n );\n } else {\n this.table.stateManeger.updateHoverIcon(-1, -1, undefined, undefined);\n }\n }\n\n dealMenuHover(eventArgsSet: SceneEvent) {\n // menu自身状态实现\n }\n\n dealTableSelect(eventArgsSet?: SceneEvent): boolean {\n if (!eventArgsSet) {\n this.table.stateManeger.updateSelectPos(-1, -1);\n return false;\n }\n const { eventArgs } = eventArgsSet;\n\n if (eventArgs) {\n // // 注意:如果启用下面这句代码逻辑 则在点击选中单元格时失效hover效果。但是会导致chart实例的click事件失效,所以先特殊处理这个逻辑\n // if (\n // !this.table.isPivotChart() &&\n // eventArgsSet?.eventArgs?.target.type !== 'chart' &&\n // eventArgs.event.pointerType !== 'touch'\n // ) {\n // this.table.stateManeger.updateHoverPos(-1, -1);\n // }\n\n if (\n this.table.isPivotChart() &&\n (eventArgsSet?.eventArgs?.target.name === 'axis-label' || eventArgsSet?.eventArgs?.target.type === 'chart')\n ) {\n // 点击透视图坐标轴标签或图标内容,执行图表状态更新,不触发Select\n this.table.stateManeger.updateSelectPos(-1, -1);\n return false;\n }\n this.table.stateManeger.updateSelectPos(\n eventArgs.col,\n eventArgs.row,\n eventArgs.event.shiftKey,\n eventArgs.event.ctrlKey || eventArgs.event.metaKey\n );\n return true;\n }\n // this.table.stateManeger.updateSelectPos(-1, -1); 这句有问题 如drag框选鼠标超出表格范围 这里就直接情况是不对的\n return false;\n }\n\n deelTableSelectAll() {\n this.table.stateManeger.updateSelectPos(-1, -1, false, false, true);\n }\n\n dealMenuSelect(eventArgsSet: SceneEvent) {\n // do nothing\n }\n\n checkColumnResize(eventArgsSet: SceneEvent, update?: boolean): boolean {\n // return false;\n const { eventArgs } = eventArgsSet;\n\n if (eventArgs) {\n const resizeCol = this.table.scenegraph.getResizeColAt(\n eventArgsSet.abstractPos.x,\n eventArgsSet.abstractPos.y,\n eventArgs.targetCell\n );\n if (this.table._canResizeColumn(resizeCol.col, resizeCol.row) && resizeCol.col >= 0) {\n // this.table.stateManeger.updateResizeCol(resizeCol.col, eventArgsSet.abstractPos.x, first);\n // this._col = resizeCol.col;\n if (update) {\n this.table.stateManeger.startResizeCol(\n resizeCol.col,\n eventArgsSet.abstractPos.x,\n eventArgsSet.abstractPos.y,\n resizeCol.rightFrozen\n );\n }\n return true;\n }\n }\n\n return false;\n }\n\n dealColumnResize(xInTable: number, yInTable: number) {\n this.table.stateManeger.updateResizeCol(xInTable, yInTable);\n }\n\n chechColumnMover(eventArgsSet: SceneEvent): boolean {\n // return false;\n const { eventArgs } = eventArgsSet;\n\n if (\n eventArgs &&\n this.table.isHeader(eventArgs.col, eventArgs.row) &&\n checkCellInSelect(eventArgs.col, eventArgs.row, this.table.stateManeger.select.ranges) &&\n // this.table.stateManeger.select.cellPosStart.col === eventArgs.col &&\n // this.table.stateManeger.select.cellPosStart.row === eventArgs.row &&\n this.table._canDragHeaderPosition(eventArgs.col, eventArgs.row)\n ) {\n this.table.stateManeger.startMoveCol(\n eventArgs.col,\n eventArgs.row,\n eventArgsSet.abstractPos.x,\n eventArgsSet.abstractPos.y\n );\n return true;\n }\n\n return false;\n }\n\n dealColumnMover(eventArgsSet: SceneEvent) {\n const { eventArgs } = eventArgsSet;\n this.table.stateManeger.updateMoveCol(\n eventArgs.col,\n eventArgs.row,\n eventArgsSet.abstractPos.x,\n eventArgsSet.abstractPos.y\n );\n }\n\n startColumnResize(eventArgsSet: SceneEvent) {\n // do nothing\n }\n\n dealIconClick(e: FederatedPointerEvent, eventArgsSet: SceneEvent): boolean {\n const { eventArgs } = eventArgsSet;\n // if (!eventArgs) {\n // return false;\n // }\n\n const { target, event, col, row } = eventArgs || {\n target: e.target,\n event: e,\n col: -1,\n row: -1\n };\n const icon = target as unknown as Icon;\n\n if (icon.role && icon.role.startsWith('icon-')) {\n this.table.fireListeners(TABLE_EVENT_TYPE.ICON_CLICK, {\n name: icon.name,\n // 默认位置:icon中部正下方\n x: (icon.globalAABBBounds.x1 + icon.globalAABBBounds.x2) / 2,\n y: icon.globalAABBBounds.y2,\n col,\n row,\n funcType: icon.attribute.funcType,\n icon\n });\n\n return true;\n } else if (target instanceof RichText) {\n const icon = target.pickIcon(event.global);\n if (icon) {\n this.table.fireListeners(TABLE_EVENT_TYPE.ICON_CLICK, {\n name: icon.attribute.id,\n // 默认位置:icon中部正下方\n x: icon.globalX + icon.globalAABBBounds.width() / 2,\n y: icon.globalY + icon.AABBBounds.height(),\n col,\n row,\n funcType: (icon.attribute as any).funcType,\n icon: icon as unknown as Icon\n });\n return true;\n }\n }\n\n return false;\n }\n}\n"]}
|
package/cjs/index.d.ts
CHANGED
|
@@ -12,7 +12,7 @@ import type { MousePointerCellEvent } from './ts-types/events';
|
|
|
12
12
|
import * as CustomLayout from './render/layout';
|
|
13
13
|
export { getDataCellPath } from './tools/get-data-path';
|
|
14
14
|
export * from './render/jsx';
|
|
15
|
-
export declare const version = "0.12.
|
|
15
|
+
export declare const version = "0.12.3-alpha.0";
|
|
16
16
|
export { TYPES, core, ListTable, ListTableConstructorOptions, PivotTable, PivotTableConstructorOptions, PivotChartConstructorOptions, PivotChart, IHeaderTreeDefine, IDimension, ColumnsDefine, ColumnDefine, LinkColumnDefine, ChartColumnDefine, ImageColumnDefine, SparklineColumnDefine, ProgressbarColumnDefine, TextColumnDefine, GroupColumnDefine, TextAlignType, TextBaselineType, themes, data, MousePointerCellEvent, getIcons, clearGlobal, register, DataStatistics, CustomLayout };
|
|
17
17
|
declare function getIcons(): {
|
|
18
18
|
[key: string]: TYPES.ColumnIconOption;
|
package/cjs/index.js
CHANGED
|
@@ -101,6 +101,6 @@ Object.defineProperty(exports, "getDataCellPath", {
|
|
|
101
101
|
get: function() {
|
|
102
102
|
return get_data_path_1.getDataCellPath;
|
|
103
103
|
}
|
|
104
|
-
}), __exportStar(require("./render/jsx"), exports), exports.version = "0.12.
|
|
104
|
+
}), __exportStar(require("./render/jsx"), exports), exports.version = "0.12.3-alpha.0",
|
|
105
105
|
exports.getIcons = getIcons, exports.clearGlobal = clearGlobal, TYPES.AggregationType;
|
|
106
106
|
//# sourceMappingURL=index.js.map
|
package/cjs/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;AACA,kDAAoC;AA8ClC,sBAAK;AA7CP,6CAA+B;AA8C7B,oBAAI;AA7CN,6CAA+B;AAkE7B,oBAAI;AAjEN,+CAAiC;AACjC,qDAAuC;AAqErC,4BAAQ;AApEV,iDAAmC;AA8DjC,wBAAM;AA7DR,yEAA2D;AAuEzD,wCAAc;AApDhB,2CAAwC;AAuBtC,0FAvBO,qBAAS,OAuBP;AAtBX,6CAA0C;AAwBxC,2FAxBO,uBAAU,OAwBP;AAvBZ,6CAA0C;AA0BxC,2FA1BO,uBAAU,OA0BP;AAxBZ,8DAAgD;AAiD9C,oCAAY;AA5Cd,uDAAwD;AAA/C,gHAAA,eAAe,OAAA;AACxB,+CAA6B;AAEhB,QAAA,OAAO,GAAG,
|
|
1
|
+
{"version":3,"sources":["index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;AACA,kDAAoC;AA8ClC,sBAAK;AA7CP,6CAA+B;AA8C7B,oBAAI;AA7CN,6CAA+B;AAkE7B,oBAAI;AAjEN,+CAAiC;AACjC,qDAAuC;AAqErC,4BAAQ;AApEV,iDAAmC;AA8DjC,wBAAM;AA7DR,yEAA2D;AAuEzD,wCAAc;AApDhB,2CAAwC;AAuBtC,0FAvBO,qBAAS,OAuBP;AAtBX,6CAA0C;AAwBxC,2FAxBO,uBAAU,OAwBP;AAvBZ,6CAA0C;AA0BxC,2FA1BO,uBAAU,OA0BP;AAxBZ,8DAAgD;AAiD9C,oCAAY;AA5Cd,uDAAwD;AAA/C,gHAAA,eAAe,OAAA;AACxB,+CAA6B;AAEhB,QAAA,OAAO,GAAG,gBAAgB,CAAC;AA6CxC,SAAS,QAAQ;IAGf,OAAO,KAAK,CAAC,GAAG,EAAE,CAAC;AACrB,CAAC;AAhBC,4BAAQ;AAkBV,SAAS,WAAW;IAClB,QAAQ,CAAC,QAAQ,EAAE,CAAC;AAGtB,CAAC;AArBC,kCAAW;AAsBb,KAAK,CAAC,eAAe,CAAC","file":"index.js","sourcesContent":["/* eslint-disable sort-imports */\nimport * as TYPES from './ts-types';\nimport * as core from './core';\nimport * as data from './data';\nimport * as icons from './icons';\nimport * as register from './register';\nimport * as themes from './themes';\nimport * as DataStatistics from './dataset/DataStatistics';\nimport type {\n ColumnDefine,\n ColumnsDefine,\n LinkColumnDefine,\n ChartColumnDefine,\n ImageColumnDefine,\n SparklineColumnDefine,\n ProgressbarColumnDefine,\n TextColumnDefine,\n GroupColumnDefine,\n ListTableConstructorOptions,\n PivotTableConstructorOptions,\n PivotChartConstructorOptions,\n IHeaderTreeDefine,\n IDimension,\n TextAlignType,\n TextBaselineType\n} from './ts-types';\nimport { ListTable } from './ListTable';\nimport { PivotTable } from './PivotTable';\nimport { PivotChart } from './PivotChart';\nimport type { MousePointerCellEvent } from './ts-types/events';\nimport * as CustomLayout from './render/layout';\n\n// import { container, loadCanvasPicker } from '@visactor/vrender';\n// loadCanvasPicker(container);\n\nexport { getDataCellPath } from './tools/get-data-path';\nexport * from './render/jsx';\n\nexport const version = \"0.12.3-alpha.0\";\n/**\n * @namespace VTable\n */\nexport {\n /**\n * Types\n * @namespace VTable.TYPES\n */\n TYPES,\n core,\n ListTable,\n ListTableConstructorOptions,\n PivotTable,\n PivotTableConstructorOptions,\n PivotChartConstructorOptions,\n PivotChart,\n IHeaderTreeDefine,\n IDimension,\n ColumnsDefine,\n ColumnDefine,\n LinkColumnDefine,\n ChartColumnDefine,\n ImageColumnDefine,\n SparklineColumnDefine,\n ProgressbarColumnDefine,\n TextColumnDefine,\n GroupColumnDefine,\n TextAlignType,\n TextBaselineType,\n themes,\n data,\n MousePointerCellEvent,\n getIcons,\n clearGlobal,\n //plugin registers\n register,\n /**\n * 暂不推荐使用\n */\n DataStatistics,\n CustomLayout\n};\n\n/** @private */\nfunction getIcons(): {\n [key: string]: TYPES.ColumnIconOption;\n} {\n return icons.get();\n}\n/** 清理内部的全局变量 如注册的icon theme等 以及共享的header column类实例 */\nfunction clearGlobal() {\n register.clearAll();\n // headers.type.clearGlobal();\n // columns.type.clearGlobal();\n}\nTYPES.AggregationType;\n"]}
|
|
@@ -42,7 +42,7 @@ class SceneProxy {
|
|
|
42
42
|
this.table.options.maintainedDataCount && (this.rowLimit = this.table.options.maintainedDataCount);
|
|
43
43
|
}
|
|
44
44
|
setParamsForColumn() {
|
|
45
|
-
this.bodyLeftCol = this.table.
|
|
45
|
+
this.bodyLeftCol = this.table.frozenColCount, this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;
|
|
46
46
|
const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);
|
|
47
47
|
this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1, this.colStart = this.bodyLeftCol;
|
|
48
48
|
const defaultColWidth = this.table.defaultColWidth;
|
|
@@ -98,10 +98,10 @@ class SceneProxy {
|
|
|
98
98
|
createRowCellGroup(onceCount) {
|
|
99
99
|
const endRow = Math.min(this.totalRow, this.currentRow + onceCount);
|
|
100
100
|
if ((0, compute_row_height_1.computeRowsHeight)(this.table, this.currentRow + 1, endRow, !1),
|
|
101
|
-
this.table.
|
|
101
|
+
this.table.frozenColCount) {
|
|
102
102
|
let maxHeight = 0;
|
|
103
|
-
for (let col = 0; col < this.table.
|
|
104
|
-
const colGroup = this.table.scenegraph.getColGroup(col), cellLocation = "rowHeader", {height: height} = (0,
|
|
103
|
+
for (let col = 0; col < this.table.frozenColCount; col++) {
|
|
104
|
+
const colGroup = this.table.scenegraph.getColGroup(col), cellLocation = this.table.isListTable() ? "body" : "rowHeader", {height: height} = (0,
|
|
105
105
|
column_helper_1.createComplexColumn)(colGroup, col, colGroup.attribute.width, this.currentRow + 1, endRow, this.table.scenegraph.mergeMap, this.table.internalProps.defaultRowHeight, this.table, cellLocation);
|
|
106
106
|
maxHeight = Math.max(maxHeight, height), this.table.scenegraph.rowHeaderGroup.setAttribute("height", maxHeight);
|
|
107
107
|
}
|
|
@@ -109,15 +109,16 @@ class SceneProxy {
|
|
|
109
109
|
if (this.table.rightFrozenColCount) {
|
|
110
110
|
let maxHeight = 0;
|
|
111
111
|
for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {
|
|
112
|
-
const colGroup = this.table.scenegraph.getColGroup(col), cellLocation = "rowHeader", {height: height} = (0,
|
|
112
|
+
const colGroup = this.table.scenegraph.getColGroup(col), cellLocation = this.table.isListTable() ? "body" : "rowHeader", {height: height} = (0,
|
|
113
113
|
column_helper_1.createComplexColumn)(colGroup, col, colGroup.attribute.width, this.currentRow + 1, endRow, this.table.scenegraph.mergeMap, this.table.internalProps.defaultRowHeight, this.table, cellLocation);
|
|
114
114
|
maxHeight = Math.max(maxHeight, height), this.table.scenegraph.rightFrozenGroup.setAttribute("height", maxHeight);
|
|
115
115
|
}
|
|
116
116
|
}
|
|
117
117
|
let maxHeight = 0;
|
|
118
118
|
for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {
|
|
119
|
-
const colGroup = this.table.scenegraph.getColGroup(col)
|
|
120
|
-
|
|
119
|
+
const colGroup = this.table.scenegraph.getColGroup(col);
|
|
120
|
+
if (!colGroup) continue;
|
|
121
|
+
const cellLocation = "body", {height: height} = (0, column_helper_1.createComplexColumn)(colGroup, col, colGroup.attribute.width, this.currentRow + 1, endRow, this.table.scenegraph.mergeMap, this.table.internalProps.defaultRowHeight, this.table, cellLocation);
|
|
121
122
|
maxHeight = Math.max(maxHeight, height);
|
|
122
123
|
}
|
|
123
124
|
this.table.scenegraph.bodyGroup.setAttribute("height", maxHeight), this.currentRow = endRow,
|
|
@@ -1 +1 @@
|
|
|
1
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-
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{ isNumber } from '@visactor/vutils';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\nimport { createGroupForFirstScreen } from './create-group-for-first-screen';\nimport { dynamicSetX, updateColContent } from './update-position/dynamic-set-x';\nimport { dynamicSetY, updateRowContent } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 1000;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向\n screenTopRow: number = 0; // 当前屏幕范围内显示的第一行的row number\n deltaY: number = 0;\n\n colLimit = 100;\n bodyLeftCol: number; // table body部分的第一列col number\n bodyRightCol: number; // table body部分的最后一列col number\n totalCol: number; // 渐进完成最后一列的col number\n colStart: number; // 当前维护的部分第一列的col number\n colEnd: number; // 当前维护的部分最后一列的col number\n taskColCount: number; // 一次任务生成/更新的col count\n xLimitLeft: number; // x > xLimitLeft动态更新,否则直接修改xy\n xLimitRight: number; // x < xLimitRight动态更新,否则直接修改xy\n screenColCount: number; // 预计屏幕范围内显示的col count\n firstScreenColLimit: number; // 首屏同步加载部分最后一列的col number\n colUpdatePos: number; // 异步任务目前更新到的列的col number\n currentCol: number; // 目前渐进生成的col number\n referenceCol: number; // 当前维护的部分中间一列的col number,认为referenceCol对应当前屏幕显示范围的第一列\n screenLeftCol: number = 0; // 当前屏幕范围内显示的第一列的col number\n colUpdateDirection: 'left' | 'right'; // 当前列更新方向\n deltaX: number = 0;\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n\n if (this.table.isPivotChart()) {\n this.rowLimit = 100;\n this.colLimit = 100;\n } else if (this.table.heightMode === 'autoHeight') {\n this.rowLimit = 100;\n } else if (this.table.widthMode === 'autoWidth') {\n this.colLimit = 100;\n }\n\n if (this.table.internalProps.transpose) {\n this.mode = 'row';\n } else if (this.table.isPivotTable()) {\n this.mode = 'pivot';\n }\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n }\n\n setParamsForColumn() {\n this.bodyLeftCol = this.table.rowHeaderLevelCount;\n // this.bodyRightCol = this.table.colCount - 1;\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n\n // 确定动态更新限制\n const totalBodyWidth = defaultColWidth * totalActualBodyColCount;\n const totalWidth = defaultColWidth * (this.bodyRightCol - this.bodyLeftCol + 1);\n this.xLimitLeft = totalBodyWidth / 2;\n this.xLimitRight = totalWidth - totalBodyWidth / 2;\n\n // 确定首屏高度范围\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.ceil(widthLimit / defaultColWidth);\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.colUpdatePos = this.bodyRightCol;\n }\n\n setParamsForRow() {\n this.bodyTopRow = this.table.columnHeaderLevelCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n\n // 确定动态更新限制\n const totalBodyHeight = defaultRowHeight * totalActualBodyRowCount;\n const totalHeight = defaultRowHeight * (this.bodyBottomRow - this.bodyTopRow + 1);\n this.yLimitTop = totalBodyHeight / 2;\n this.yLimitBottom = totalHeight - totalBodyHeight / 2;\n // this.bottomOffset = totalHeight - totalBodyHeight / 2;\n\n // 确定首屏高度范围\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.ceil(heightLimit / defaultRowHeight);\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n async createGroupForFirstScreen(\n cornerHeaderGroup: Group,\n colHeaderGroup: Group,\n rowHeaderGroup: Group,\n rightFrozenGroup: Group,\n bottomFrozenGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n await createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\n );\n }\n // async progress() {\n // if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // // 先更新\n // await this.updateCellGroupsAsync();\n // await this.progress();\n // } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // // 先更新没有需要更新的节点,在生成新节点\n // await this.createRow();\n // await this.progress();\n // }\n // }\n async progress() {\n if (this.isProgressing) {\n return;\n }\n this.isProgressing = true;\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n this.isProgressing = false;\n if (this.isRelease) {\n return;\n }\n if (this.colUpdatePos < this.colEnd) {\n await this.updateColCellGroupsAsync();\n await this.progress();\n } else if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n await this.updateRowCellGroupsAsync();\n await this.progress();\n } else if (this.currentCol < this.totalCol) {\n await this.createCol();\n await this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n await this.createRow();\n await this.progress();\n }\n resolve();\n }, 16);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n // console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n async createCol() {\n if (!this.taskColCount) {\n return;\n }\n // console.log('createCol', this.currentCol, this.currentCol + this.taskColCount);\n this.createColGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n // compute rows height\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n\n if (this.table.rowHeaderLevelCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.rowHeaderLevelCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowEnd = endRow;\n this.rowUpdatePos = this.rowEnd;\n this.referenceRow = this.rowStart + Math.floor((endRow - this.rowStart) / 2);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n createColGroup(onceCount: number) {\n // compute rows height\n const endCol = Math.min(this.totalCol, this.currentCol + onceCount);\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n\n // update last merge cell\n for (let row = 0; row < this.table.rowCount; row++) {\n const cellGroup = this.highPerformanceGetCell(this.currentCol, row);\n if (isNumber(cellGroup.mergeCol) && cellGroup.mergeCol > this.currentCol) {\n this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n }\n }\n\n // create column\n if (this.table.columnHeaderLevelCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create colHeaderGroup\n createColGroup(\n this.table.scenegraph.colHeaderGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n 0, // rowStart\n this.table.columnHeaderLevelCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n if (this.table.bottomFrozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bottomFrozenGroup.lastChild instanceof Group\n ? this.table.scenegraph.bottomFrozenGroup.lastChild\n : this.table.scenegraph.bottomFrozenGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bottomFrozenGroup\n createColGroup(\n this.table.scenegraph.bottomFrozenGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.table.rowCount - this.table.bottomFrozenRowCount, // rowStart\n this.table.rowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bodyGroup\n createColGroup(\n this.table.scenegraph.bodyGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.rowStart, // rowStart\n this.rowEnd, // rowEnd\n 'body', // isHeader\n this.table\n );\n\n this.currentCol = endCol;\n this.colEnd = endCol;\n this.colUpdatePos = this.colEnd;\n this.referenceCol = this.colStart + Math.floor((endCol - this.colStart) / 2);\n console.log('async', this.referenceCol, this.colStart, this.colEnd);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n async setY(y: number) {\n if (y < this.yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else if (y > this.yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y);\n }\n }\n\n async setX(x: number) {\n if (x < this.xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndColHeaderX(-x);\n } else if (x > this.xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndColHeaderX(-x);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x);\n }\n }\n\n async dynamicSetY(y: number) {\n dynamicSetY(y, this);\n }\n async dynamicSetX(x: number) {\n dynamicSetX(x, this);\n }\n\n updateBody(y: number) {\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n }\n\n async updateRowCellGroupsAsync() {\n this.updateCellGroups(this.taskRowCount);\n }\n\n updateCellGroups(count: number) {\n const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);\n // console.log('updateCellGroups', this.rowUpdatePos, distRow);\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n\n async updateColCellGroupsAsync() {\n this.updateColGroups(this.taskRowCount);\n }\n\n updateColGroups(count: number) {\n const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);\n // console.log('updateCellGroups', this.colUpdatePos, distCol);\n // for (let col = this.colUpdatePos; col <= distCol; col++) {\n // const colGroup = this.table.scenegraph.getColGroup(col);\n // if (colGroup) {\n // // colGroup.forEachChildren((cellGroup: Group) => {\n // // this.updateCellGroupContent(cellGroup);\n // // });\n // // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // // const cellGroup = this.highPerformanceGetCell(colGroup.col, row);\n // // this.updateCellGroupContent(cellGroup);\n // // }\n // let cellGroup = colGroup.firstChild;\n // while (cellGroup) {\n // // this.updateCellGroupContent(cellGroup as Group);\n // // cellGroup = cellGroup._next;\n // const newCellGroup = this.updateCellGroupContent(cellGroup as Group);\n // cellGroup = newCellGroup._next;\n // }\n // colGroup.needUpdate = false;\n // }\n // }\n computeColsWidth(this.table, this.colUpdatePos, distCol);\n updateColContent(this.colUpdatePos, distCol, this);\n this.colUpdatePos = distCol + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.setAttribute('y', y);\n (cellGroup as any).needUpdate = true;\n (cellGroup as any).needUpdateForAutoRowHeight = true;\n }\n\n updateCellGroupContent(cellGroup: Group) {\n if (!cellGroup.needUpdate) {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n // 更新内容\n // const textMark = cellGroup.firstChild as WrapText;\n // const autoWrapText = Array.isArray(textMark.attribute.text);\n // const textStr: string = this.table.getCellValue(cellGroup.col, cellGroup.row);\n // let text;\n // if (autoWrapText) {\n // text = String(textStr).replace(/\\r?\\n/g, '\\n').replace(/\\r/g, '\\n').split('\\n');\n // } else {\n // text = textStr;\n // }\n\n // textMark.setAttribute('text', text);\n\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCellVertical() {\n await sortVertical(this);\n }\n\n async sortCellHorizontal() {\n await sortHorizontal(this);\n }\n\n highPerformanceGetCell(\n col: number,\n row: number,\n // rowStart: number = this.rowStart,\n // rowEnd: number = this.rowEnd,\n getShadow?: boolean\n ) {\n // if (row < rowStart || row > rowEnd) {\n // return emptyGroup;\n // }\n // if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) {\n // return emptyGroup;\n // }\n\n if (\n row >= this.table.columnHeaderLevelCount && // not column header\n row < this.table.rowCount - this.table.bottomFrozenRowCount && // not bottom frozen\n (row < this.rowStart || row > this.rowEnd) // not in proxy row range\n ) {\n return emptyGroup;\n }\n\n if (\n col >= this.table.rowHeaderLevelCount && // not row header\n col < this.table.colCount - this.table.rightFrozenColCount && // not right frozen\n (col < this.colStart || col > this.colEnd) // not in proxy col range\n ) {\n return emptyGroup;\n }\n\n if (this.cellCache.get(col)) {\n const cacheCellGoup = this.cellCache.get(col);\n if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {\n // 由缓存单元格向前后查找要快于从头查找\n let cellGroup = getCellByCache(cacheCellGoup, row);\n if (!cellGroup || (!getShadow && cellGroup.role === 'shadow-cell')) {\n cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n }\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n\n release() {\n this.isRelease = true;\n }\n}\n\nfunction getCellByCache(cacheCellGroup: Group, row: number): Group | null {\n if (!cacheCellGroup) {\n return null;\n }\n if (cacheCellGroup.row === row) {\n return cacheCellGroup;\n } else if (cacheCellGroup.row > row) {\n return getCellByCache(cacheCellGroup._prev as Group, row);\n }\n return getCellByCache(cacheCellGroup._next as Group, row);\n}\n"]}
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+
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{ isNumber } from '@visactor/vutils';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\nimport { createGroupForFirstScreen } from './create-group-for-first-screen';\nimport { dynamicSetX, updateColContent } from './update-position/dynamic-set-x';\nimport { dynamicSetY, updateRowContent } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 1000;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向\n screenTopRow: number = 0; // 当前屏幕范围内显示的第一行的row number\n deltaY: number = 0;\n\n colLimit = 100;\n bodyLeftCol: number; // table body部分的第一列col number\n bodyRightCol: number; // table body部分的最后一列col number\n totalCol: number; // 渐进完成最后一列的col number\n colStart: number; // 当前维护的部分第一列的col number\n colEnd: number; // 当前维护的部分最后一列的col number\n taskColCount: number; // 一次任务生成/更新的col count\n xLimitLeft: number; // x > xLimitLeft动态更新,否则直接修改xy\n xLimitRight: number; // x < xLimitRight动态更新,否则直接修改xy\n screenColCount: number; // 预计屏幕范围内显示的col count\n firstScreenColLimit: number; // 首屏同步加载部分最后一列的col number\n colUpdatePos: number; // 异步任务目前更新到的列的col number\n currentCol: number; // 目前渐进生成的col number\n referenceCol: number; // 当前维护的部分中间一列的col number,认为referenceCol对应当前屏幕显示范围的第一列\n screenLeftCol: number = 0; // 当前屏幕范围内显示的第一列的col number\n colUpdateDirection: 'left' | 'right'; // 当前列更新方向\n deltaX: number = 0;\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n\n if (this.table.isPivotChart()) {\n this.rowLimit = 100;\n this.colLimit = 100;\n } else if (this.table.heightMode === 'autoHeight') {\n this.rowLimit = 100;\n } else if (this.table.widthMode === 'autoWidth') {\n this.colLimit = 100;\n }\n\n if (this.table.internalProps.transpose) {\n this.mode = 'row';\n } else if (this.table.isPivotTable()) {\n this.mode = 'pivot';\n }\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.rowHeaderLevelCount;\n this.bodyLeftCol = this.table.frozenColCount;\n // this.bodyRightCol = this.table.colCount - 1;\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n\n // 确定动态更新限制\n const totalBodyWidth = defaultColWidth * totalActualBodyColCount;\n const totalWidth = defaultColWidth * (this.bodyRightCol - this.bodyLeftCol + 1);\n this.xLimitLeft = totalBodyWidth / 2;\n this.xLimitRight = totalWidth - totalBodyWidth / 2;\n\n // 确定首屏高度范围\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.ceil(widthLimit / defaultColWidth);\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.colUpdatePos = this.bodyRightCol;\n }\n\n setParamsForRow() {\n this.bodyTopRow = this.table.columnHeaderLevelCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n\n // 确定动态更新限制\n const totalBodyHeight = defaultRowHeight * totalActualBodyRowCount;\n const totalHeight = defaultRowHeight * (this.bodyBottomRow - this.bodyTopRow + 1);\n this.yLimitTop = totalBodyHeight / 2;\n this.yLimitBottom = totalHeight - totalBodyHeight / 2;\n // this.bottomOffset = totalHeight - totalBodyHeight / 2;\n\n // 确定首屏高度范围\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.ceil(heightLimit / defaultRowHeight);\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n async createGroupForFirstScreen(\n cornerHeaderGroup: Group,\n colHeaderGroup: Group,\n rowHeaderGroup: Group,\n rightFrozenGroup: Group,\n bottomFrozenGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n await createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\n );\n }\n // async progress() {\n // if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // // 先更新\n // await this.updateCellGroupsAsync();\n // await this.progress();\n // } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // // 先更新没有需要更新的节点,在生成新节点\n // await this.createRow();\n // await this.progress();\n // }\n // }\n async progress() {\n if (this.isProgressing) {\n return;\n }\n this.isProgressing = true;\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n this.isProgressing = false;\n if (this.isRelease) {\n return;\n }\n if (this.colUpdatePos < this.colEnd) {\n await this.updateColCellGroupsAsync();\n await this.progress();\n } else if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n await this.updateRowCellGroupsAsync();\n await this.progress();\n } else if (this.currentCol < this.totalCol) {\n await this.createCol();\n await this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n await this.createRow();\n await this.progress();\n }\n resolve();\n }, 16);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n // console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n async createCol() {\n if (!this.taskColCount) {\n return;\n }\n // console.log('createCol', this.currentCol, this.currentCol + this.taskColCount);\n this.createColGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n // compute rows height\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n\n if (this.table.frozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.frozenColCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n const cellLocation = 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowEnd = endRow;\n this.rowUpdatePos = this.rowEnd;\n this.referenceRow = this.rowStart + Math.floor((endRow - this.rowStart) / 2);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n createColGroup(onceCount: number) {\n // compute rows height\n const endCol = Math.min(this.totalCol, this.currentCol + onceCount);\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n\n // update last merge cell\n for (let row = 0; row < this.table.rowCount; row++) {\n const cellGroup = this.highPerformanceGetCell(this.currentCol, row);\n if (isNumber(cellGroup.mergeCol) && cellGroup.mergeCol > this.currentCol) {\n this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n }\n }\n\n // create column\n if (this.table.columnHeaderLevelCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create colHeaderGroup\n createColGroup(\n this.table.scenegraph.colHeaderGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n 0, // rowStart\n this.table.columnHeaderLevelCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n if (this.table.bottomFrozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bottomFrozenGroup.lastChild instanceof Group\n ? this.table.scenegraph.bottomFrozenGroup.lastChild\n : this.table.scenegraph.bottomFrozenGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bottomFrozenGroup\n createColGroup(\n this.table.scenegraph.bottomFrozenGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.table.rowCount - this.table.bottomFrozenRowCount, // rowStart\n this.table.rowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bodyGroup\n createColGroup(\n this.table.scenegraph.bodyGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.rowStart, // rowStart\n this.rowEnd, // rowEnd\n 'body', // isHeader\n this.table\n );\n\n this.currentCol = endCol;\n this.colEnd = endCol;\n this.colUpdatePos = this.colEnd;\n this.referenceCol = this.colStart + Math.floor((endCol - this.colStart) / 2);\n console.log('async', this.referenceCol, this.colStart, this.colEnd);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n async setY(y: number) {\n if (y < this.yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else if (y > this.yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y);\n }\n }\n\n async setX(x: number) {\n if (x < this.xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndColHeaderX(-x);\n } else if (x > this.xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndColHeaderX(-x);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x);\n }\n }\n\n async dynamicSetY(y: number) {\n dynamicSetY(y, this);\n }\n async dynamicSetX(x: number) {\n dynamicSetX(x, this);\n }\n\n updateBody(y: number) {\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n }\n\n async updateRowCellGroupsAsync() {\n this.updateCellGroups(this.taskRowCount);\n }\n\n updateCellGroups(count: number) {\n const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);\n // console.log('updateCellGroups', this.rowUpdatePos, distRow);\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n\n async updateColCellGroupsAsync() {\n this.updateColGroups(this.taskRowCount);\n }\n\n updateColGroups(count: number) {\n const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);\n // console.log('updateCellGroups', this.colUpdatePos, distCol);\n // for (let col = this.colUpdatePos; col <= distCol; col++) {\n // const colGroup = this.table.scenegraph.getColGroup(col);\n // if (colGroup) {\n // // colGroup.forEachChildren((cellGroup: Group) => {\n // // this.updateCellGroupContent(cellGroup);\n // // });\n // // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // // const cellGroup = this.highPerformanceGetCell(colGroup.col, row);\n // // this.updateCellGroupContent(cellGroup);\n // // }\n // let cellGroup = colGroup.firstChild;\n // while (cellGroup) {\n // // this.updateCellGroupContent(cellGroup as Group);\n // // cellGroup = cellGroup._next;\n // const newCellGroup = this.updateCellGroupContent(cellGroup as Group);\n // cellGroup = newCellGroup._next;\n // }\n // colGroup.needUpdate = false;\n // }\n // }\n computeColsWidth(this.table, this.colUpdatePos, distCol);\n updateColContent(this.colUpdatePos, distCol, this);\n this.colUpdatePos = distCol + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.setAttribute('y', y);\n (cellGroup as any).needUpdate = true;\n (cellGroup as any).needUpdateForAutoRowHeight = true;\n }\n\n updateCellGroupContent(cellGroup: Group) {\n if (!cellGroup.needUpdate) {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n // 更新内容\n // const textMark = cellGroup.firstChild as WrapText;\n // const autoWrapText = Array.isArray(textMark.attribute.text);\n // const textStr: string = this.table.getCellValue(cellGroup.col, cellGroup.row);\n // let text;\n // if (autoWrapText) {\n // text = String(textStr).replace(/\\r?\\n/g, '\\n').replace(/\\r/g, '\\n').split('\\n');\n // } else {\n // text = textStr;\n // }\n\n // textMark.setAttribute('text', text);\n\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCellVertical() {\n await sortVertical(this);\n }\n\n async sortCellHorizontal() {\n await sortHorizontal(this);\n }\n\n highPerformanceGetCell(\n col: number,\n row: number,\n // rowStart: number = this.rowStart,\n // rowEnd: number = this.rowEnd,\n getShadow?: boolean\n ) {\n // if (row < rowStart || row > rowEnd) {\n // return emptyGroup;\n // }\n // if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) {\n // return emptyGroup;\n // }\n\n if (\n row >= this.table.columnHeaderLevelCount && // not column header\n row < this.table.rowCount - this.table.bottomFrozenRowCount && // not bottom frozen\n (row < this.rowStart || row > this.rowEnd) // not in proxy row range\n ) {\n return emptyGroup;\n }\n\n if (\n col >= this.table.rowHeaderLevelCount && // not row header\n col < this.table.colCount - this.table.rightFrozenColCount && // not right frozen\n (col < this.colStart || col > this.colEnd) // not in proxy col range\n ) {\n return emptyGroup;\n }\n\n if (this.cellCache.get(col)) {\n const cacheCellGoup = this.cellCache.get(col);\n if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {\n // 由缓存单元格向前后查找要快于从头查找\n let cellGroup = getCellByCache(cacheCellGoup, row);\n if (!cellGroup || (!getShadow && cellGroup.role === 'shadow-cell')) {\n cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n }\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n\n release() {\n this.isRelease = true;\n }\n}\n\nfunction getCellByCache(cacheCellGroup: Group, row: number): Group | null {\n if (!cacheCellGroup) {\n return null;\n }\n if (cacheCellGroup.row === row) {\n return cacheCellGroup;\n } else if (cacheCellGroup.row > row) {\n return getCellByCache(cacheCellGroup._prev as Group, row);\n }\n return getCellByCache(cacheCellGroup._next as Group, row);\n}\n"]}
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@@ -56,7 +56,7 @@ function moveColumn(count, direction, screenLeftCol, screenLeftX, proxy) {
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const syncLeftCol = distStartCol, syncRightCol = distEndCol;
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proxy.colStart = "left" === direction ? proxy.colStart + count : proxy.colStart - count,
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proxy.colEnd = "left" === direction ? proxy.colEnd + count : proxy.colEnd - count,
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(
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updateColContent(syncLeftCol, syncRightCol, proxy), (0, util_1.checkFirstColMerge)(distStartCol, proxy),
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(0, update_auto_column_1.updateAutoColumn)(syncLeftCol, syncRightCol, proxy.table, direction);
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const colGroup = proxy.table.scenegraph.getColGroup(screenLeftCol), deltaX = screenLeftX - (colGroup.attribute.x + proxy.table.getFrozenColsWidth() + proxy.table.scenegraph.proxy.deltaX);
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proxy.table.scenegraph.proxy.deltaX += deltaX, proxy.currentCol = "left" === direction ? proxy.currentCol + count : proxy.currentCol - count,
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@@ -68,8 +68,8 @@ function moveColumn(count, direction, screenLeftCol, screenLeftX, proxy) {
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(0, compute_col_width_1.computeColsWidth)(proxy.table, distStartCol, distEndCol);
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updateAllColPosition(proxy.table.getColsWidth(proxy.bodyLeftCol, distStartCol - 1), count, direction, proxy);
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const syncLeftCol = distStartCol, syncRightCol = distEndCol;
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proxy.colStart = distStartCol, proxy.colEnd = distEndCol, (
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proxy.colStart = distStartCol, proxy.colEnd = distEndCol, updateColContent(syncLeftCol, syncRightCol, proxy),
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(0, util_1.checkFirstColMerge)(distStartCol, proxy), (0, update_auto_column_1.updateAutoColumn)(syncLeftCol, syncRightCol, proxy.table, distEndCol > proxy.bodyRightCol - (proxy.colEnd - proxy.colStart + 1) ? "right" : "left"),
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proxy.table.scenegraph.proxy.deltaX = 0, proxy.currentCol = "left" === direction ? proxy.currentCol + count : proxy.currentCol - count,
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proxy.totalCol = "left" === direction ? proxy.totalCol + count : proxy.totalCol - count,
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proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2),
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@@ -1 +1 @@
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1
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{"version":3,"sources":["scenegraph/group-creater/progress/update-position/dynamic-set-x.ts"],"names":[],"mappings":";;;;;;;;;;;;AAEA,yEAAqE;AAErE,6DAAwD;AACxD,iCAAyE;AAEzE,SAAsB,WAAW,CAAC,CAAS,EAAE,KAAiB;;QAC5D,MAAM,UAAU,GAAI,KAAK,CAAC,KAAsB,CAAC,cAAc,CAC7D,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,SAAS,CAAC,KAAK,CAC1D,CAAC;QACF,IAAI,CAAC,UAAU,EAAE;YACf,OAAO;SACR;QACD,MAAM,aAAa,GAAG,UAAU,CAAC,GAAG,CAAC;QACrC,MAAM,WAAW,GAAG,UAAU,CAAC,IAAI,CAAC;QACpC,KAAK,CAAC,aAAa,GAAG,aAAa,CAAC;QACpC,MAAM,QAAQ,GAAG,KAAK,CAAC,aAAa,GAAG,KAAK,CAAC,YAAY,CAAC;QAE1D,IAAI,QAAQ,GAAG,CAAC,EAAE;YAEhB,UAAU,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,CAAC,CAAC;YACtE,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,oBAAoB,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC;SAChE;aAAM,IAAI,QAAQ,GAAG,CAAC,EAAE;YAEvB,UAAU,CAAC,CAAC,QAAQ,EAAE,OAAO,EAAE,KAAK,CAAC,aAAa,EAAE,WAAW,EAAE,KAAK,CAAC,CAAC;YACxE,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,oBAAoB,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC;SAChE;aAAM;YAEL,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,oBAAoB,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,MAAM,CAAC,CAAC;SAChE;QAED,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC;IAC3C,CAAC;CAAA;AA1BD,kCA0BC;AAED,SAAe,UAAU,CACvB,KAAa,EACb,SAA2B,EAC3B,aAAqB,EACrB,WAAmB,EACnB,KAAiB;;QAGjB,IAAI,SAAS,KAAK,MAAM,IAAI,KAAK,CAAC,MAAM,GAAG,KAAK,GAAG,KAAK,CAAC,YAAY,EAAE;YACrE,KAAK,GAAG,KAAK,CAAC,YAAY,GAAG,KAAK,CAAC,MAAM,CAAC;SAC3C;aAAM,IAAI,SAAS,KAAK,OAAO,IAAI,KAAK,CAAC,QAAQ,GAAG,KAAK,GAAG,KAAK,CAAC,WAAW,EAAE;YAC9E,KAAK,GAAG,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC,WAAW,CAAC;SAC5C;QAED,IAAI,KAAK,IAAI,CAAC,EAAE;YACd,OAAO;SACR;QAKD,IAAI,KAAK,GAAG,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC,QAAQ,EAAE;YAEzC,MAAM,QAAQ,GAAG,SAAS,KAAK,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC;YAClF,MAAM,MAAM,GAAG,SAAS,KAAK,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,GAAG,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,CAAC;YAChF,MAAM,YAAY,GAAG,SAAS,KAAK,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;YACtF,MAAM,UAAU,GAAG,SAAS,KAAK,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,GAAG,CAAC,CAAC;YAEpF,IAAA,oCAAgB,EAAC,KAAK,CAAC,KAAK,EAAE,YAAY,EAAE,UAAU,CAAC,CAAC;YACxD,qBAAqB,CAAC,QAAQ,EAAE,MAAM,EAAE,SAAS,EAAE,KAAK,CAAC,CAAC;YAE1D,MAAM,WAAW,GAAG,YAAY,CAAC;YACjC,MAAM,YAAY,GAAG,UAAU,CAAC;YAEhC,KAAK,CAAC,QAAQ,GAAG,SAAS,KAAK,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;YACxF,KAAK,CAAC,MAAM,GAAG,SAAS,KAAK,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC;YAElF,IAAA,yBAAkB,EAAC,YAAY,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;YAC9C,gBAAgB,CAAC,WAAW,EAAE,YAAY,EAAE,KAAK,CAAC,CAAC;YAEnD,IAAA,qCAAgB,EACd,WAAW,EACX,YAAY,EACZ,KAAK,CAAC,KAAK,EACX,SAAS,CACV,CAAC;YAEF,MAAM,QAAQ,GAAG,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,WAAW,CAAC,aAAa,CAAC,CAAC;YACnE,MAAM,MAAM,GACV,WAAW,GAAG,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,kBAAkB,EAAE,GAAG,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC;YAChH,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,MAAM,IAAI,MAAM,CAAC;YAE9C,KAAK,CAAC,UAAU,GAAG,SAAS,KAAK,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,UAAU,GAAG,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,UAAU,GAAG,KAAK,CAAC;YAC9F,KAAK,CAAC,QAAQ,GAAG,SAAS,KAAK,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;YACxF,KAAK,CAAC,YAAY,GAAG,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,CAAC;YACtF,KAAK,CAAC,YAAY,GAAG,YAAY,CAAC;YAClC,KAAK,CAAC,kBAAkB,GAAG,SAAS,CAAC;YAErC,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC;SAI1C;aAAM;YACL,MAAM,YAAY,GAAG,SAAS,KAAK,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;YAC5F,MAAM,UAAU,GAAG,SAAS,KAAK,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC;YAGtF,IAAA,oCAAgB,EAAC,KAAK,CAAC,KAAK,EAAE,YAAY,EAAE,UAAU,CAAC,CAAC;YACxD,MAAM,aAAa,GAAG,KAAK,CAAC,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,WAAW,EAAE,YAAY,GAAG,CAAC,CAAC,CAAC;YAGpF,oBAAoB,CAAC,aAAa,EAAE,KAAK,EAAE,SAAS,EAAE,KAAK,CAAC,CAAC;YAC7D,MAAM,WAAW,GAAG,YAAY,CAAC;YACjC,MAAM,YAAY,GAAG,UAAU,CAAC;YAEhC,KAAK,CAAC,QAAQ,GAAG,YAAY,CAAC;YAC9B,KAAK,CAAC,MAAM,GAAG,UAAU,CAAC;YAC1B,IAAA,yBAAkB,EAAC,YAAY,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;YAC/C,gBAAgB,CAAC,WAAW,EAAE,YAAY,EAAE,KAAK,CAAC,CAAC;YAEnD,IAAA,qCAAgB,EACd,WAAW,EACX,YAAY,EACZ,KAAK,CAAC,KAAK,EACX,UAAU,GAAG,KAAK,CAAC,YAAY,GAAG,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,MAAM,CACzF,CAAC;YACF,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC;YAExC,KAAK,CAAC,UAAU,GAAG,SAAS,KAAK,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,UAAU,GAAG,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,UAAU,GAAG,KAAK,CAAC;YAC9F,KAAK,CAAC,QAAQ,GAAG,SAAS,KAAK,MAAM,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;YACxF,KAAK,CAAC,YAAY,GAAG,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,CAAC;YACtF,KAAK,CAAC,YAAY,GAAG,KAAK,CAAC,QAAQ,CAAC;YACpC,KAAK,CAAC,kBAAkB,GAAG,UAAU,GAAG,KAAK,CAAC,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type { BaseTableAPI } from '../../../../ts-types/base-table';\nimport type { Group } from '../../../graphic/group';\nimport { computeColsWidth } from '../../../layout/compute-col-width';\nimport type { SceneProxy } from '../proxy';\nimport { updateAutoColumn } from './update-auto-column';\nimport { checkFirstColMerge, getFirstChild, getLastChild } from './util';\n\nexport async function dynamicSetX(x: number, proxy: SceneProxy) {\n const screenLeft = (proxy.table as BaseTableAPI).getTargetColAt(\n x + proxy.table.scenegraph.rowHeaderGroup.attribute.width\n );\n if (!screenLeft) {\n return;\n }\n const screenLeftCol = screenLeft.col;\n const screenLeftX = screenLeft.left;\n proxy.screenLeftCol = screenLeftCol;\n const deltaCol = proxy.screenLeftCol - proxy.referenceCol;\n\n if (deltaCol > 0) {\n // 向右滚动,左部column group移到右部\n moveColumn(deltaCol, 'left', proxy.screenLeftCol, screenLeftX, proxy);\n proxy.table.scenegraph.setBodyAndColHeaderX(-x + proxy.deltaX);\n } else if (deltaCol < 0) {\n // 向左滚动,右部cell group移到左部\n moveColumn(-deltaCol, 'right', proxy.screenLeftCol, screenLeftX, proxy);\n proxy.table.scenegraph.setBodyAndColHeaderX(-x + proxy.deltaX);\n } else {\n // 不改变row,更新body group范围\n proxy.table.scenegraph.setBodyAndColHeaderX(-x + proxy.deltaX);\n }\n\n proxy.table.scenegraph.updateNextFrame();\n}\n\nasync function moveColumn(\n count: number,\n direction: 'left' | 'right',\n screenLeftCol: number,\n screenLeftX: number,\n proxy: SceneProxy\n) {\n // 限制count范围\n if (direction === 'left' && proxy.colEnd + count > proxy.bodyRightCol) {\n count = proxy.bodyRightCol - proxy.colEnd;\n } else if (direction === 'right' && proxy.colStart - count < proxy.bodyLeftCol) {\n count = proxy.colStart - proxy.bodyLeftCol;\n }\n\n if (count <= 0) {\n return;\n }\n\n // 两种更新模式\n // 1. count < colEnd - colStart:从顶/底部移动count数量的单元格到底/顶部\n // 2. count >= colEnd - colStart:整体移动到目标位置\n if (count < proxy.colEnd - proxy.colStart) {\n // 计算更新区域\n const startCol = direction === 'left' ? proxy.colStart : proxy.colEnd - count + 1;\n const endCol = direction === 'left' ? proxy.colStart + count - 1 : proxy.colEnd;\n const distStartCol = direction === 'left' ? proxy.colEnd + 1 : proxy.colStart - count;\n const distEndCol = direction === 'left' ? proxy.colEnd + count : proxy.colStart - 1;\n // update column width\n computeColsWidth(proxy.table, distStartCol, distEndCol);\n updatePartColPosition(startCol, endCol, direction, proxy);\n\n const syncLeftCol = distStartCol;\n const syncRightCol = distEndCol;\n\n proxy.colStart = direction === 'left' ? proxy.colStart + count : proxy.colStart - count;\n proxy.colEnd = direction === 'left' ? proxy.colEnd + count : proxy.colEnd - count;\n\n checkFirstColMerge(distStartCol, true, proxy);\n updateColContent(syncLeftCol, syncRightCol, proxy);\n\n updateAutoColumn(\n syncLeftCol, // colStart\n syncRightCol, // colEnd\n proxy.table,\n direction\n );\n\n const colGroup = proxy.table.scenegraph.getColGroup(screenLeftCol);\n const deltaX =\n screenLeftX - (colGroup.attribute.x + proxy.table.getFrozenColsWidth() + proxy.table.scenegraph.proxy.deltaX);\n proxy.table.scenegraph.proxy.deltaX += deltaX;\n\n proxy.currentCol = direction === 'left' ? proxy.currentCol + count : proxy.currentCol - count;\n proxy.totalCol = direction === 'left' ? proxy.totalCol + count : proxy.totalCol - count;\n proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2);\n proxy.colUpdatePos = distStartCol;\n proxy.colUpdateDirection = direction;\n\n proxy.table.scenegraph.updateNextFrame();\n\n // 开始异步任务\n // await proxy.progress();\n } else {\n const distStartCol = direction === 'left' ? proxy.colStart + count : proxy.colStart - count;\n const distEndCol = direction === 'left' ? proxy.colEnd + count : proxy.colEnd - count;\n\n // update column width\n computeColsWidth(proxy.table, distStartCol, distEndCol);\n const distStartColY = proxy.table.getColsWidth(proxy.bodyLeftCol, distStartCol - 1);\n\n // 更新同步范围\n updateAllColPosition(distStartColY, count, direction, proxy);\n const syncLeftCol = distStartCol;\n const syncRightCol = distEndCol;\n\n proxy.colStart = distStartCol;\n proxy.colEnd = distEndCol;\n checkFirstColMerge(distStartCol, false, proxy);\n updateColContent(syncLeftCol, syncRightCol, proxy);\n\n updateAutoColumn(\n syncLeftCol, // colStart\n syncRightCol, // colEnd\n proxy.table,\n distEndCol > proxy.bodyRightCol - (proxy.colEnd - proxy.colStart + 1) ? 'right' : 'left' // 跳转到右侧时,从右向左对齐\n );\n proxy.table.scenegraph.proxy.deltaX = 0;\n\n proxy.currentCol = direction === 'left' ? proxy.currentCol + count : proxy.currentCol - count;\n proxy.totalCol = direction === 'left' ? proxy.totalCol + count : proxy.totalCol - count;\n proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2);\n proxy.colUpdatePos = proxy.colStart;\n proxy.colUpdateDirection = distEndCol > proxy.bodyRightCol - (proxy.colEnd - proxy.colStart + 1) ? 'right' : 'left';\n\n proxy.table.scenegraph.updateNextFrame();\n // await proxy.progress();\n }\n}\n\nfunction updateColGroupPosition(colGroup: Group, newCol: number, x: number) {\n // 更新位置&col\n colGroup.col = newCol;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.col = newCol;\n cellGroup.needUpdate = true;\n });\n colGroup.setAttribute('x', x);\n colGroup.needUpdate = true;\n}\n\nfunction updateColGroupContent(colGroup: Group, proxy: SceneProxy) {\n if (!colGroup) {\n return;\n }\n // colGroup.forEachChildren((cellGroup: Group) => {\n // proxy.updateCellGroupContent(cellGroup);\n // });\n // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // const cellGroup = proxy.highPerformanceGetCell(colGroup.col, row);\n // proxy.updateCellGroupContent(cellGroup);\n // }\n let cellGroup = colGroup.firstChild;\n while (cellGroup) {\n const newCellGroup = proxy.updateCellGroupContent(cellGroup as Group);\n cellGroup = newCellGroup._next;\n }\n colGroup.needUpdate = false;\n colGroup.setAttribute('width', proxy.table.getColWidth(colGroup.col));\n}\n\nfunction updatePartColPosition(startCol: number, endCol: number, direction: 'left' | 'right', proxy: SceneProxy) {\n for (let col = startCol; col <= endCol; col++) {\n if (proxy.table.scenegraph.bodyGroup.childrenCount > 0) {\n updateColPosition(proxy.table.scenegraph.bodyGroup, direction, proxy);\n }\n if (proxy.table.scenegraph.colHeaderGroup.childrenCount > 0) {\n updateColPosition(proxy.table.scenegraph.colHeaderGroup, direction, proxy);\n }\n if (proxy.table.scenegraph.bottomFrozenGroup.childrenCount > 0) {\n updateColPosition(proxy.table.scenegraph.bottomFrozenGroup, direction, proxy);\n }\n }\n}\n\nfunction updateColPosition(containerGroup: Group, direction: 'left' | 'right', proxy: SceneProxy) {\n if (direction === 'left') {\n const colGroup = getFirstChild(containerGroup);\n const lastChild = getLastChild(containerGroup);\n updateColGroupPosition(colGroup, lastChild.col + 1, lastChild.attribute.x + proxy.table.getColWidth(lastChild.col));\n containerGroup.appendChild(colGroup);\n if (containerGroup.border) {\n containerGroup.appendChild(containerGroup.border);\n }\n } else {\n const colGroup = getLastChild(containerGroup);\n const firstChild = getFirstChild(containerGroup);\n updateColGroupPosition(\n colGroup,\n firstChild.col - 1,\n firstChild.attribute.x - proxy.table.getColWidth(firstChild.col - 1)\n );\n containerGroup.insertBefore(colGroup, containerGroup.firstChild);\n }\n}\n\nexport function updateColContent(syncLeftCol: number, syncRightCol: number, proxy: SceneProxy) {\n for (let col = syncLeftCol; col <= syncRightCol; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n colGroup && updateColGroupContent(colGroup, proxy);\n\n const colHeaderColGroup = proxy.table.scenegraph.getColGroup(col, true);\n colHeaderColGroup && updateColGroupContent(colHeaderColGroup, proxy);\n\n const bottomColGroup = proxy.table.scenegraph.getColGroupInBottom(col);\n bottomColGroup && updateColGroupContent(bottomColGroup, proxy);\n }\n}\n\nfunction updateAllColPosition(distStartColY: number, count: number, direction: 'left' | 'right', proxy: SceneProxy) {\n proxy.table.scenegraph.colHeaderGroup.forEachChildren((colGroup: Group, index: number) => {\n if (colGroup.type === 'group') {\n updateColGroupPosition(\n colGroup,\n direction === 'left' ? colGroup.col + count : colGroup.col - count,\n // (bodyGroup.lastChild as Group).attribute.x + (bodyGroup.lastChild as Group).attribute.width\n index === 0 // row === proxy.rowStart\n ? distStartColY\n : (colGroup._prev as Group).attribute.x + proxy.table.getColWidth((colGroup._prev as Group).col)\n );\n }\n });\n proxy.table.scenegraph.bottomFrozenGroup.forEachChildren((colGroup: Group, index: number) => {\n if (colGroup.type === 'group') {\n updateColGroupPosition(\n colGroup,\n direction === 'left' ? colGroup.col + count : colGroup.col - count,\n // (bodyGroup.lastChild as Group).attribute.x + (bodyGroup.lastChild as Group).attribute.width\n index === 0 // row === proxy.rowStart\n ? distStartColY\n : (colGroup._prev as Group).attribute.x + proxy.table.getColWidth((colGroup._prev as Group).col)\n );\n }\n });\n proxy.table.scenegraph.bodyGroup.forEachChildren((colGroup: Group, index: number) => {\n if (colGroup.type === 'group') {\n updateColGroupPosition(\n colGroup,\n direction === 'left' ? colGroup.col + count : colGroup.col - count,\n // (bodyGroup.lastChild as Group).attribute.x + (bodyGroup.lastChild as Group).attribute.width\n index === 0 // row === proxy.rowStart\n ? distStartColY\n : (colGroup._prev as Group).attribute.x + proxy.table.getColWidth((colGroup._prev as Group).col)\n );\n }\n });\n}\n"]}
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1
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+
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type { BaseTableAPI } from '../../../../ts-types/base-table';\nimport type { Group } from '../../../graphic/group';\nimport { computeColsWidth } from '../../../layout/compute-col-width';\nimport type { SceneProxy } from '../proxy';\nimport { updateAutoColumn } from './update-auto-column';\nimport { checkFirstColMerge, getFirstChild, getLastChild } from './util';\n\nexport async function dynamicSetX(x: number, proxy: SceneProxy) {\n const screenLeft = (proxy.table as BaseTableAPI).getTargetColAt(\n x + proxy.table.scenegraph.rowHeaderGroup.attribute.width\n );\n if (!screenLeft) {\n return;\n }\n const screenLeftCol = screenLeft.col;\n const screenLeftX = screenLeft.left;\n proxy.screenLeftCol = screenLeftCol;\n const deltaCol = proxy.screenLeftCol - proxy.referenceCol;\n\n if (deltaCol > 0) {\n // 向右滚动,左部column group移到右部\n moveColumn(deltaCol, 'left', proxy.screenLeftCol, screenLeftX, proxy);\n proxy.table.scenegraph.setBodyAndColHeaderX(-x + proxy.deltaX);\n } else if (deltaCol < 0) {\n // 向左滚动,右部cell group移到左部\n moveColumn(-deltaCol, 'right', proxy.screenLeftCol, screenLeftX, proxy);\n proxy.table.scenegraph.setBodyAndColHeaderX(-x + proxy.deltaX);\n } else {\n // 不改变row,更新body group范围\n proxy.table.scenegraph.setBodyAndColHeaderX(-x + proxy.deltaX);\n }\n\n proxy.table.scenegraph.updateNextFrame();\n}\n\nasync function moveColumn(\n count: number,\n direction: 'left' | 'right',\n screenLeftCol: number,\n screenLeftX: number,\n proxy: SceneProxy\n) {\n // 限制count范围\n if (direction === 'left' && proxy.colEnd + count > proxy.bodyRightCol) {\n count = proxy.bodyRightCol - proxy.colEnd;\n } else if (direction === 'right' && proxy.colStart - count < proxy.bodyLeftCol) {\n count = proxy.colStart - proxy.bodyLeftCol;\n }\n\n if (count <= 0) {\n return;\n }\n\n // 两种更新模式\n // 1. count < colEnd - colStart:从顶/底部移动count数量的单元格到底/顶部\n // 2. count >= colEnd - colStart:整体移动到目标位置\n if (count < proxy.colEnd - proxy.colStart) {\n // 计算更新区域\n const startCol = direction === 'left' ? proxy.colStart : proxy.colEnd - count + 1;\n const endCol = direction === 'left' ? proxy.colStart + count - 1 : proxy.colEnd;\n const distStartCol = direction === 'left' ? proxy.colEnd + 1 : proxy.colStart - count;\n const distEndCol = direction === 'left' ? proxy.colEnd + count : proxy.colStart - 1;\n // update column width\n computeColsWidth(proxy.table, distStartCol, distEndCol);\n updatePartColPosition(startCol, endCol, direction, proxy);\n\n const syncLeftCol = distStartCol;\n const syncRightCol = distEndCol;\n\n proxy.colStart = direction === 'left' ? proxy.colStart + count : proxy.colStart - count;\n proxy.colEnd = direction === 'left' ? proxy.colEnd + count : proxy.colEnd - count;\n\n updateColContent(syncLeftCol, syncRightCol, proxy);\n checkFirstColMerge(distStartCol, proxy);\n\n updateAutoColumn(\n syncLeftCol, // colStart\n syncRightCol, // colEnd\n proxy.table,\n direction\n );\n\n const colGroup = proxy.table.scenegraph.getColGroup(screenLeftCol);\n const deltaX =\n screenLeftX - (colGroup.attribute.x + proxy.table.getFrozenColsWidth() + proxy.table.scenegraph.proxy.deltaX);\n proxy.table.scenegraph.proxy.deltaX += deltaX;\n\n proxy.currentCol = direction === 'left' ? proxy.currentCol + count : proxy.currentCol - count;\n proxy.totalCol = direction === 'left' ? proxy.totalCol + count : proxy.totalCol - count;\n proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2);\n proxy.colUpdatePos = distStartCol;\n proxy.colUpdateDirection = direction;\n\n proxy.table.scenegraph.updateNextFrame();\n\n // 开始异步任务\n // await proxy.progress();\n } else {\n const distStartCol = direction === 'left' ? proxy.colStart + count : proxy.colStart - count;\n const distEndCol = direction === 'left' ? proxy.colEnd + count : proxy.colEnd - count;\n\n // update column width\n computeColsWidth(proxy.table, distStartCol, distEndCol);\n const distStartColY = proxy.table.getColsWidth(proxy.bodyLeftCol, distStartCol - 1);\n\n // 更新同步范围\n updateAllColPosition(distStartColY, count, direction, proxy);\n const syncLeftCol = distStartCol;\n const syncRightCol = distEndCol;\n\n proxy.colStart = distStartCol;\n proxy.colEnd = distEndCol;\n updateColContent(syncLeftCol, syncRightCol, proxy);\n checkFirstColMerge(distStartCol, proxy);\n\n updateAutoColumn(\n syncLeftCol, // colStart\n syncRightCol, // colEnd\n proxy.table,\n distEndCol > proxy.bodyRightCol - (proxy.colEnd - proxy.colStart + 1) ? 'right' : 'left' // 跳转到右侧时,从右向左对齐\n );\n proxy.table.scenegraph.proxy.deltaX = 0;\n\n proxy.currentCol = direction === 'left' ? proxy.currentCol + count : proxy.currentCol - count;\n proxy.totalCol = direction === 'left' ? proxy.totalCol + count : proxy.totalCol - count;\n proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2);\n proxy.colUpdatePos = proxy.colStart;\n proxy.colUpdateDirection = distEndCol > proxy.bodyRightCol - (proxy.colEnd - proxy.colStart + 1) ? 'right' : 'left';\n\n proxy.table.scenegraph.updateNextFrame();\n // await proxy.progress();\n }\n}\n\nfunction updateColGroupPosition(colGroup: Group, newCol: number, x: number) {\n // 更新位置&col\n colGroup.col = newCol;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.col = newCol;\n cellGroup.needUpdate = true;\n });\n colGroup.setAttribute('x', x);\n colGroup.needUpdate = true;\n}\n\nfunction updateColGroupContent(colGroup: Group, proxy: SceneProxy) {\n if (!colGroup) {\n return;\n }\n // colGroup.forEachChildren((cellGroup: Group) => {\n // proxy.updateCellGroupContent(cellGroup);\n // });\n // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // const cellGroup = proxy.highPerformanceGetCell(colGroup.col, row);\n // proxy.updateCellGroupContent(cellGroup);\n // }\n let cellGroup = colGroup.firstChild;\n while (cellGroup) {\n const newCellGroup = proxy.updateCellGroupContent(cellGroup as Group);\n cellGroup = newCellGroup._next;\n }\n colGroup.needUpdate = false;\n colGroup.setAttribute('width', proxy.table.getColWidth(colGroup.col));\n}\n\nfunction updatePartColPosition(startCol: number, endCol: number, direction: 'left' | 'right', proxy: SceneProxy) {\n for (let col = startCol; col <= endCol; col++) {\n if (proxy.table.scenegraph.bodyGroup.childrenCount > 0) {\n updateColPosition(proxy.table.scenegraph.bodyGroup, direction, proxy);\n }\n if (proxy.table.scenegraph.colHeaderGroup.childrenCount > 0) {\n updateColPosition(proxy.table.scenegraph.colHeaderGroup, direction, proxy);\n }\n if (proxy.table.scenegraph.bottomFrozenGroup.childrenCount > 0) {\n updateColPosition(proxy.table.scenegraph.bottomFrozenGroup, direction, proxy);\n }\n }\n}\n\nfunction updateColPosition(containerGroup: Group, direction: 'left' | 'right', proxy: SceneProxy) {\n if (direction === 'left') {\n const colGroup = getFirstChild(containerGroup);\n const lastChild = getLastChild(containerGroup);\n updateColGroupPosition(colGroup, lastChild.col + 1, lastChild.attribute.x + proxy.table.getColWidth(lastChild.col));\n containerGroup.appendChild(colGroup);\n if (containerGroup.border) {\n containerGroup.appendChild(containerGroup.border);\n }\n } else {\n const colGroup = getLastChild(containerGroup);\n const firstChild = getFirstChild(containerGroup);\n updateColGroupPosition(\n colGroup,\n firstChild.col - 1,\n firstChild.attribute.x - proxy.table.getColWidth(firstChild.col - 1)\n );\n containerGroup.insertBefore(colGroup, containerGroup.firstChild);\n }\n}\n\nexport function updateColContent(syncLeftCol: number, syncRightCol: number, proxy: SceneProxy) {\n for (let col = syncLeftCol; col <= syncRightCol; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n colGroup && updateColGroupContent(colGroup, proxy);\n\n const colHeaderColGroup = proxy.table.scenegraph.getColGroup(col, true);\n colHeaderColGroup && updateColGroupContent(colHeaderColGroup, proxy);\n\n const bottomColGroup = proxy.table.scenegraph.getColGroupInBottom(col);\n bottomColGroup && updateColGroupContent(bottomColGroup, proxy);\n }\n}\n\nfunction updateAllColPosition(distStartColY: number, count: number, direction: 'left' | 'right', proxy: SceneProxy) {\n proxy.table.scenegraph.colHeaderGroup.forEachChildren((colGroup: Group, index: number) => {\n if (colGroup.type === 'group') {\n updateColGroupPosition(\n colGroup,\n direction === 'left' ? colGroup.col + count : colGroup.col - count,\n // (bodyGroup.lastChild as Group).attribute.x + (bodyGroup.lastChild as Group).attribute.width\n index === 0 // row === proxy.rowStart\n ? distStartColY\n : (colGroup._prev as Group).attribute.x + proxy.table.getColWidth((colGroup._prev as Group).col)\n );\n }\n });\n proxy.table.scenegraph.bottomFrozenGroup.forEachChildren((colGroup: Group, index: number) => {\n if (colGroup.type === 'group') {\n updateColGroupPosition(\n colGroup,\n direction === 'left' ? colGroup.col + count : colGroup.col - count,\n // (bodyGroup.lastChild as Group).attribute.x + (bodyGroup.lastChild as Group).attribute.width\n index === 0 // row === proxy.rowStart\n ? distStartColY\n : (colGroup._prev as Group).attribute.x + proxy.table.getColWidth((colGroup._prev as Group).col)\n );\n }\n });\n proxy.table.scenegraph.bodyGroup.forEachChildren((colGroup: Group, index: number) => {\n if (colGroup.type === 'group') {\n updateColGroupPosition(\n colGroup,\n direction === 'left' ? colGroup.col + count : colGroup.col - count,\n // (bodyGroup.lastChild as Group).attribute.x + (bodyGroup.lastChild as Group).attribute.width\n index === 0 // row === proxy.rowStart\n ? distStartColY\n : (colGroup._prev as Group).attribute.x + proxy.table.getColWidth((colGroup._prev as Group).col)\n );\n }\n });\n}\n"]}
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@@ -1,7 +1,7 @@
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import type { Group } from '../../../graphic/group';
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import type { SceneProxy } from '../proxy';
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export declare function checkFirstRowMerge(row: number, proxy: SceneProxy): void;
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export declare function checkFirstColMerge(col: number,
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export declare function checkFirstColMerge(col: number, proxy: SceneProxy): void;
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export declare function getFirstChild(containerGroup: Group): Group;
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export declare function getLastChild(containerGroup: Group): Group;
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export declare function getPrevGroup(group: Group): Group;
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