@visactor/vtable 0.13.2-alpha.2 → 0.13.2-alpha.4

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.
Files changed (53) hide show
  1. package/cjs/core/BaseTable.js +1 -1
  2. package/cjs/core/BaseTable.js.map +1 -1
  3. package/cjs/event/listener/scroll-bar.js.map +1 -1
  4. package/cjs/event/listener/table-group.js +1 -2
  5. package/cjs/event/listener/table-group.js.map +1 -1
  6. package/cjs/index.d.ts +1 -1
  7. package/cjs/index.js +1 -1
  8. package/cjs/index.js.map +1 -1
  9. package/cjs/layout/pivot-header-layout.js +1 -0
  10. package/cjs/layout/pivot-header-layout.js.map +1 -1
  11. package/cjs/layout/simple-header-layout.js +1 -0
  12. package/cjs/layout/simple-header-layout.js.map +1 -1
  13. package/cjs/scenegraph/group-creater/progress/proxy.js +2 -2
  14. package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
  15. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.js.map +1 -1
  16. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +3 -3
  17. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -1
  18. package/cjs/scenegraph/layout/frozen.js +2 -1
  19. package/cjs/scenegraph/layout/frozen.js.map +1 -1
  20. package/cjs/scenegraph/layout/move-cell.js +1 -1
  21. package/cjs/scenegraph/layout/move-cell.js.map +1 -1
  22. package/cjs/scenegraph/scenegraph.d.ts +1 -0
  23. package/cjs/scenegraph/scenegraph.js +9 -6
  24. package/cjs/scenegraph/scenegraph.js.map +1 -1
  25. package/cjs/state/state.js.map +1 -1
  26. package/dist/vtable.js +38 -17
  27. package/dist/vtable.min.js +2 -2
  28. package/es/core/BaseTable.js +1 -1
  29. package/es/core/BaseTable.js.map +1 -1
  30. package/es/event/listener/scroll-bar.js.map +1 -1
  31. package/es/event/listener/table-group.js +1 -2
  32. package/es/event/listener/table-group.js.map +1 -1
  33. package/es/index.d.ts +1 -1
  34. package/es/index.js +1 -1
  35. package/es/index.js.map +1 -1
  36. package/es/layout/pivot-header-layout.js +1 -0
  37. package/es/layout/pivot-header-layout.js.map +1 -1
  38. package/es/layout/simple-header-layout.js +1 -0
  39. package/es/layout/simple-header-layout.js.map +1 -1
  40. package/es/scenegraph/group-creater/progress/proxy.js +2 -2
  41. package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
  42. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-x.js.map +1 -1
  43. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +3 -3
  44. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -1
  45. package/es/scenegraph/layout/frozen.js +2 -1
  46. package/es/scenegraph/layout/frozen.js.map +1 -1
  47. package/es/scenegraph/layout/move-cell.js +1 -1
  48. package/es/scenegraph/layout/move-cell.js.map +1 -1
  49. package/es/scenegraph/scenegraph.d.ts +1 -0
  50. package/es/scenegraph/scenegraph.js +9 -6
  51. package/es/scenegraph/scenegraph.js.map +1 -1
  52. package/es/state/state.js.map +1 -1
  53. package/package.json +4 -4
@@ -430,6 +430,7 @@ class SimpleHeaderLayoutMap {
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  if (0 !== row) return this.isColumnHeader(col, row) ? this.getCellId(col, row - 1) : this.isRowHeader(col, row) ? this.getCellId(col - 1, row) : void 0;
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  }
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  canMoveHeaderPosition(source, target) {
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+ if (source.col < 0 || source.row < 0 || target.col < 0 || target.row < 0) return !1;
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  const sourceCellRange = this.getCellRange(source.col, source.row);
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  if (this.isColumnHeader(source.col, source.row)) {
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  return this.getParentCellId(source.col, sourceCellRange.start.row) === this.getParentCellId(target.col, sourceCellRange.start.row);
@@ -1 +1 @@
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eslint-disable sort-imports */\nimport { isValid } from '@visactor/vutils';\nimport type { ListTable } from '../ListTable';\nimport { DefaultSparklineSpec } from '../tools/global';\nimport type { CellAddress, CellRange, CellLocation, IListTableCellHeaderPaths, LayoutObjectId } from '../ts-types';\nimport type { ColumnsDefine, TextColumnDefine } from '../ts-types/list-table/define';\nimport type {\n ColumnData,\n ColumnDefine,\n HeaderData,\n LayoutMapAPI,\n WidthData\n} from '../ts-types/list-table/layout-map/api';\nimport { getChartDataId } from './chart-helper/get-chart-spec';\n// import { EmptyDataCache } from './utils';\n\nlet seqId = 0;\nexport class SimpleHeaderLayoutMap implements LayoutMapAPI {\n private _headerObjects: HeaderData[];\n private _headerObjectMap: { [key in LayoutObjectId]: HeaderData };\n // private _headerObjectFieldKey: { [key in string]: HeaderData };\n private _headerCellIds: number[][];\n private _columns: ColumnData[];\n readonly bodyRowCount: number = 1;\n //透视表中树形结构使用 这里为了table逻辑不报错\n // rowHierarchyIndent?: number = 0;\n hierarchyIndent?: number; // 树形展示缩进值\n // private _emptyDataCache = new EmptyDataCache();\n _transpose = false;\n _showHeader = true;\n _recordsCount = 0;\n _table: ListTable;\n // 缓存行号列号对应的cellRange 需要注意当表头位置拖拽后 这个缓存的行列号已不准确 进行重置\n private _cellRangeMap: Map<string, CellRange>; //存储单元格的行列号范围 针对解决是否为合并单元格情况\n constructor(table: ListTable, columns: ColumnsDefine, showHeader: boolean, hierarchyIndent: number) {\n this._cellRangeMap = new Map();\n this._showHeader = showHeader;\n this._table = table;\n this._columns = [];\n this._headerCellIds = [];\n this.hierarchyIndent = hierarchyIndent ?? 20;\n this._headerObjects = this._addHeaders(0, columns, []);\n this._headerObjectMap = this._headerObjects.reduce((o, e) => {\n o[e.id as number] = e;\n return o;\n }, {} as { [key in LayoutObjectId]: HeaderData });\n // this._headerObjectFieldKey = this._headerObjects.reduce((o, e) => {\n // o[e.fieldKey] = e;\n // return o;\n // }, {} as { [key in string]: HeaderData });\n }\n // get columnWidths(): ColumnData[] {\n // return this._columns;\n // }\n get transpose(): boolean {\n return this._transpose;\n }\n set transpose(_transpose: boolean) {\n this._transpose = _transpose;\n }\n get showHeader(): boolean {\n return this._showHeader;\n }\n set showHeader(_showHeader: boolean) {\n this._showHeader = _showHeader;\n }\n isHeader(col: number, row: number): boolean {\n if (this.transpose && col < this.headerLevelCount) {\n return true;\n }\n if (!this.transpose && row < this.headerLevelCount) {\n return true;\n }\n return false;\n }\n getCellLocation(col: number, row: number): CellLocation {\n if (this.isHeader(col, row)) {\n if (this.transpose) {\n return 'rowHeader';\n }\n return 'columnHeader';\n }\n return 'body';\n }\n isRowHeader(col: number, row: number): boolean {\n if (this.transpose && col < this.headerLevelCount) {\n return true;\n }\n return false;\n }\n isColumnHeader(col: number, row: number): boolean {\n if (!this.transpose && row < this.headerLevelCount) {\n return true;\n }\n return false;\n }\n /**\n * 是否属于冻结左侧列\n * @param col\n * @param row 不传的话 只需要判断col,传入row的话非冻结角头部分的才返回true\n * @returns\n */\n isFrozenColumn(col: number, row?: number): boolean {\n if (isValid(row)) {\n if (col < this.frozenColCount && row >= this.frozenRowCount && row < this.rowCount - this.bottomFrozenRowCount) {\n return true;\n }\n } else {\n if (this.frozenColCount > 0 && col < this.frozenColCount) {\n return true;\n }\n }\n return false;\n }\n /**\n * 是否属于右侧冻结列\n * @param col\n * @param row 不传的话 只需要判断col,传入row的话非冻结角头部分的才返回true\n * @returns\n */\n isRightFrozenColumn(col: number, row?: number): boolean {\n if (isValid(row)) {\n if (\n col >= this.colCount - this.rightFrozenColCount &&\n row >= this.frozenRowCount &&\n row < this.rowCount - this.bottomFrozenRowCount\n ) {\n return true;\n }\n } else {\n if (this.rightFrozenColCount > 0 && col >= this.colCount - this.rightFrozenColCount) {\n return true;\n }\n }\n return false;\n }\n /**\n * 是否属于冻结顶部行\n * @param col 只传入col一个值的话 会被当做row\n * @param row 不传的话只需要判断col(其实会当做row);传入两个值的话非冻结角头部分的才返回true\n * @returns\n */\n isFrozenRow(col: number, row?: number): boolean {\n if (isValid(row)) {\n if (row < this.frozenRowCount && col >= this.frozenColCount && col < this.colCount - this.rightFrozenColCount) {\n return true;\n }\n } else {\n row = col;\n if (this.frozenRowCount > 0 && row < this.frozenRowCount) {\n return true;\n }\n }\n return false;\n }\n /**\n * 是否属于冻结底部行\n * @param col 只传入col一个值的话 会被当做row\n * @param row 不传的话只需要判断col(其实会当做row);传入两个值的话非冻结角头部分的才返回true\n * @returns\n */\n isBottomFrozenRow(col: number, row?: number): boolean {\n if (isValid(row)) {\n if (\n row >= this.rowCount - this.bottomFrozenRowCount &&\n col >= this.frozenColCount &&\n col < this.colCount - this.rightFrozenColCount\n ) {\n return true;\n }\n } else {\n row = col;\n if (this.frozenRowCount > 0 && row >= this.rowCount - this.bottomFrozenRowCount) {\n return true;\n }\n }\n return false;\n }\n isLeftBottomCorner(col: number, row: number): boolean {\n if (col < this.rowHeaderLevelCount && row >= this.rowCount - this.bottomFrozenRowCount) {\n return true;\n }\n return false;\n }\n isRightTopCorner(col: number, row: number): boolean {\n if (col >= this.colCount - this.rightFrozenColCount && row < this.columnHeaderLevelCount) {\n return true;\n }\n return false;\n }\n isRightBottomCorner(col: number, row: number): boolean {\n if (col >= this.colCount - this.rightFrozenColCount && row >= this.rowCount - this.bottomFrozenRowCount) {\n return true;\n }\n return false;\n }\n isCornerHeader(col: number, row: number): boolean {\n return false;\n }\n\n getColumnHeaderRange(): CellRange {\n if (this.transpose) {\n return {\n start: { col: 0, row: 0 },\n end: { col: this._headerCellIds.length - 1, row: (this.rowCount ?? 0) - 1 }\n };\n }\n return {\n start: { col: 0, row: 0 },\n end: { col: (this.colCount ?? 0) - 1, row: this._headerCellIds.length - 1 }\n };\n }\n //目前和getColumnHeaderRange 逻辑一致 因为基本表格只有一侧有表头\n getRowHeaderRange(): CellRange | undefined {\n if (this.transpose) {\n return {\n start: { col: 0, row: 0 },\n end: { col: this._headerCellIds.length - 1, row: (this.rowCount ?? 0) - 1 }\n };\n }\n return {\n start: { col: 0, row: 0 },\n end: { col: (this.colCount ?? 0) - 1, row: this._headerCellIds.length - 1 }\n };\n }\n getCornerHeaderRange(): CellRange | undefined {\n return undefined;\n }\n getBodyRange(): CellRange {\n if (this.transpose) {\n return {\n start: { col: this.headerLevelCount, row: 0 },\n end: { col: (this.colCount ?? 0) - 1, row: (this.rowCount ?? 0) - 1 }\n };\n }\n return {\n start: { col: 0, row: this.headerLevelCount },\n end: { col: (this.colCount ?? 0) - 1, row: (this.rowCount ?? 0) - 1 }\n };\n }\n /**\n * 是否为最底层表头\n * @param col\n * @param row\n * @returns\n */\n // isHeaderNode(col: number, row: number): boolean {\n // const header = this.getHeader(col, row);\n // if (\n // header &&\n // header.define &&\n // (!(<any>header.define).columns || (<any>header.define).hideColumnsSubHeader)\n // )\n // return true;\n // return false;\n // }\n get headerLevelCount(): number {\n return this.showHeader ? this._headerCellIds.length : 0;\n }\n get columnHeaderLevelCount(): number {\n return this.transpose ? 0 : this.headerLevelCount;\n }\n get rowHeaderLevelCount(): number {\n return this.transpose ? this.headerLevelCount : 0;\n }\n get frozenColCount(): number {\n return this._table.internalProps.frozenColCount ?? 0;\n }\n get frozenRowCount(): number {\n return this._table.internalProps.frozenRowCount ?? 0;\n }\n get bottomFrozenRowCount(): number {\n return this._table.internalProps.bottomFrozenRowCount ?? 0;\n }\n get rightFrozenColCount(): number {\n return this._table.internalProps.rightFrozenColCount ?? 0;\n }\n get colCount(): number | undefined {\n //标准表格 列数是由表头定义的field决定的;如果是转置表格,这个值么有地方用到,而且是由数据量决定的,在listTable中有定义这个值\n return this.transpose ? this.headerLevelCount + this.recordsCount : this._columns.length;\n }\n get rowCount(): number | undefined {\n //转置表格 行数是由表头定义的field决定的;如果是标准表格,这个值么有地方用到,而且是由数据量决定的,在listTable中有定义这个值\n return this.transpose ? this._columns.length : this.headerLevelCount + this.recordsCount;\n }\n get recordsCount() {\n //标准表格 列数是由表头定义的field决定的;如果是转置表格,这个值么有地方用到,而且是由数据量决定的,在listTable中有定义这个值\n return this._recordsCount;\n }\n set recordsCount(recordsCount: number) {\n //标准表格 列数是由表头定义的field决定的;如果是转置表格,这个值么有地方用到,而且是由数据量决定的,在listTable中有定义这个值\n this._recordsCount = recordsCount;\n }\n get headerObjects(): HeaderData[] {\n return this._headerObjects;\n }\n get columnObjects(): ColumnData[] {\n return this._columns;\n }\n //对比multi-layout 那个里面有columWidths对象,保持结构一致\n get columnWidths(): WidthData[] {\n return this._columns;\n }\n\n getColumnWidthDefined(col: number): WidthData {\n if (this.transpose) {\n let width: string | number = 0;\n let maxWidth: string | number;\n let minWidth: string | number;\n if (col >= this.rowHeaderLevelCount) {\n let isAuto;\n this.columnObjects.forEach((obj, index) => {\n if (typeof obj.width === 'number') {\n width = Math.max(obj.width, <number>width);\n } else if (obj.width === 'auto') {\n isAuto = true;\n }\n if (typeof obj.minWidth === 'number') {\n minWidth = Math.max(obj.minWidth, <number>minWidth);\n }\n if (typeof obj.maxWidth === 'number') {\n maxWidth = Math.max(obj.maxWidth, <number>maxWidth);\n }\n });\n width = width > 0 ? width : isAuto ? 'auto' : undefined;\n return { width, minWidth, maxWidth };\n }\n if (this.isRowHeader(col, 0)) {\n const defaultWidth = Array.isArray(this._table.defaultHeaderColWidth)\n ? this._table.defaultHeaderColWidth[col] ?? this._table.defaultColWidth\n : this._table.defaultHeaderColWidth;\n if (defaultWidth === 'auto') {\n return { width: 'auto' };\n }\n return { width: defaultWidth };\n }\n }\n return this._columns[col];\n }\n getCellId(col: number, row: number): LayoutObjectId {\n if (this.transpose) {\n if (this.headerLevelCount <= col) {\n return this._columns[row]?.id;\n }\n //in header\n return this._headerCellIds[col]?.[row];\n }\n if (this.headerLevelCount <= row) {\n return this._columns[col]?.id;\n }\n //in header\n return this._headerCellIds[row]?.[col];\n }\n getHeader(col: number, row: number): HeaderData {\n const id = this.getCellId(col, row);\n return this._headerObjectMap[id as number]!;\n }\n getHeaderFieldKey(col: number, row: number) {\n const id = this.getCellId(col, row);\n return (\n this._headerObjectMap[id as number]?.fieldKey ||\n (this.transpose ? this._columns[row]?.fieldKey : this._columns[col]?.fieldKey)\n );\n }\n getHeaderField(col: number, row: number) {\n const id = this.getCellId(col, row);\n return (\n this._headerObjectMap[id as number]?.field ||\n (this.transpose ? this._columns[row] && this._columns[row].field : this._columns[col] && this._columns[col].field)\n );\n }\n getHeaderCellAdressById(id: number): CellAddress | undefined {\n for (let i = 0; i < this._headerCellIds.length; i++) {\n const row = this._headerCellIds[i];\n for (let j = 0; j < row.length; j++) {\n if (row[j] === id) {\n if (this.transpose) {\n return { col: i, row: j };\n }\n return { col: j, row: i };\n }\n }\n }\n return undefined;\n }\n /** 根据field获取表头cell位置 */\n getHeaderCellAddressByField(field: string): CellAddress | undefined {\n const hd = this.headerObjects.find((col: any) => col && col.field === field);\n return this.getHeaderCellAdressById(hd.id as number);\n }\n getBody(col: number, _row: number): ColumnData {\n return this.transpose ? this._columns[_row] : this._columns[col];\n }\n getBodyLayoutRangeById(id: LayoutObjectId): CellRange {\n if (this.transpose) {\n for (let row = 0; row < (this.rowCount ?? 0); row++) {\n if (id === this._columns[row].id) {\n return {\n start: { col: 0, row },\n end: { col: 0, row }\n };\n }\n }\n } else {\n for (let col = 0; col < (this.colCount ?? 0); col++) {\n if (id === this._columns[col].id) {\n return {\n start: { col, row: 0 },\n end: { col, row: 0 }\n };\n }\n }\n }\n throw new Error(`can not found body layout @id=${id as number}`);\n }\n /**\n * 获取body部分cell的内容\n * @param col\n * @param row\n * @returns\n */\n getBodyCellValue(col: number, row: number) {\n if (this.isHeader(col, row)) {\n return null;\n }\n const { field, fieldFormat } = this.getBody(col, row);\n return this._table.getFieldData(fieldFormat || field, col, row);\n }\n getCellRange(col: number, row: number): CellRange {\n if (col === -1 || row === -1) {\n return {\n start: { col, row },\n end: { col, row }\n };\n }\n if (this._cellRangeMap.has(`$${col}$${row}`)) {\n return this._cellRangeMap.get(`$${col}$${row}`);\n }\n let cellRange: CellRange = { start: { col, row }, end: { col, row } };\n if (this.transpose) {\n cellRange = this.getCellRangeTranspose(col, row);\n } else {\n // hover相关的单元格位置是-1,-1,getCellRange计算有误,先进行判断\n if (this.headerLevelCount <= row) {\n //如果是body部分 设置了需要合并单元格 这里判断上下是否内容相同 相同的话 将cellRange范围扩大\n if (this.headerLevelCount <= row && (this.columnObjects[col]?.define as TextColumnDefine)?.mergeCell) {\n const value = this.getBodyCellValue(col, row);\n for (let r = row - 1; r >= this.headerLevelCount; r--) {\n if (value !== this.getBodyCellValue(col, r)) {\n break;\n }\n cellRange.start.row = r;\n }\n for (let r = row + 1; r < this.rowCount; r++) {\n if (value !== this.getBodyCellValue(col, r)) {\n break;\n }\n cellRange.end.row = r;\n }\n }\n // return cellRange;\n } else {\n //in header\n const id = this.getCellId(col, row);\n for (let c = col - 1; c >= 0; c--) {\n if (id !== this.getCellId(c, row)) {\n break;\n }\n cellRange.start.col = c;\n }\n for (let c = col + 1; c < (this.colCount ?? 0); c++) {\n if (id !== this.getCellId(c, row)) {\n break;\n }\n cellRange.end.col = c;\n }\n for (let r = row - 1; r >= 0; r--) {\n if (id !== this.getCellId(col, r)) {\n break;\n }\n cellRange.start.row = r;\n }\n for (let r = row + 1; r < this.headerLevelCount; r++) {\n if (id !== this.getCellId(col, r)) {\n break;\n }\n cellRange.end.row = r;\n }\n // return cellRange;\n }\n }\n this._cellRangeMap.set(`$${col}$${row}`, cellRange);\n return cellRange;\n }\n private getCellRangeTranspose(col: number, row: number): CellRange {\n const result: CellRange = { start: { col, row }, end: { col, row } };\n // hover相关的单元格位置是-1,-1,getCellRange计算有误,先进行判断\n if (this.headerLevelCount <= col || (col === -1 && row === -1)) {\n //如果是body部分 设置了需要合并单元格 这里判断左右是否内容相同 相同的话 将cellRange范围扩大\n if (this.headerLevelCount <= col && (this.columnObjects[row]?.define as TextColumnDefine)?.mergeCell) {\n const value = this.getBodyCellValue(col, row);\n for (let c = col - 1; c >= this.headerLevelCount; c--) {\n if (value !== this.getBodyCellValue(c, row)) {\n break;\n }\n result.start.col = c;\n }\n for (let c = col + 1; c < (this.colCount ?? 0); c++) {\n if (value !== this.getBodyCellValue(c, row)) {\n break;\n }\n result.end.col = c;\n }\n }\n return result;\n }\n //in header\n const id = this.getCellId(col, row);\n for (let r = row - 1; r >= 0; r--) {\n if (id !== this.getCellId(col, r)) {\n break;\n }\n result.start.row = r;\n }\n for (let r = row + 1; r < (this.rowCount ?? 0); r++) {\n if (id !== this.getCellId(col, r)) {\n break;\n }\n result.end.row = r;\n }\n for (let c = col - 1; c >= 0; c--) {\n if (id !== this.getCellId(c, row)) {\n break;\n }\n result.start.col = c;\n }\n for (let c = col + 1; c < this.headerLevelCount; c++) {\n if (id !== this.getCellId(c, row)) {\n break;\n }\n result.end.col = c;\n }\n return result;\n }\n isCellRangeEqual(col: number, row: number, targetCol: number, targetRow: number): boolean {\n const range1 = this.getCellRange(col, row);\n const range2 = this.getCellRange(targetCol, targetRow);\n return (\n range1.start.col === range2.start.col &&\n range1.end.col === range2.end.col &&\n range1.start.row === range2.start.row &&\n range1.end.row === range2.end.row\n );\n }\n getRecordIndexByCell(col: number, row: number): number {\n if (this.transpose) {\n if (col < this.headerLevelCount) {\n return -1;\n }\n return col - this.headerLevelCount;\n }\n if (row < this.headerLevelCount) {\n return -1;\n }\n return row - this.headerLevelCount;\n }\n getRecordStartRowByRecordIndex(index: number): number {\n return this.headerLevelCount + index;\n }\n private _addHeaders(\n row: number,\n column: ColumnsDefine,\n roots: number[],\n hideColumnsSubHeader?: boolean\n ): HeaderData[] {\n const results: HeaderData[] = [];\n const rowCells = this._newRow(row, hideColumnsSubHeader); // !hideColumnsSubHeader ? this._headerCellIds[row] || this._newRow(row) : [];\n column.forEach((hd: ColumnDefine) => {\n const col = this._columns.length;\n const id = seqId++;\n const cell: HeaderData = {\n id,\n title: hd.title ?? (hd as any).caption,\n // captionIcon,\n headerIcon: hd.headerIcon,\n field: (hd as ColumnDefine).field,\n fieldKey: (hd as ColumnDefine)?.fieldKey,\n fieldFormat: (hd as ColumnDefine).fieldFormat,\n style: hd.headerStyle,\n headerType: hd.headerType ?? 'text',\n dropDownMenu: hd.dropDownMenu,\n define: hd,\n columnWidthComputeMode: hd.columnWidthComputeMode\n // iconPositionList:[]\n };\n\n results[id] = cell;\n for (let r = row - 1; r >= 0; r--) {\n this._headerCellIds[r][col] = roots[r];\n }\n if (!hideColumnsSubHeader) {\n rowCells[col] = id;\n } else {\n rowCells[col] = this._headerCellIds[row - 1][col];\n }\n if (hd.columns) {\n this._addHeaders(row + 1, hd.columns, [...roots, id], hd.hideColumnsSubHeader).forEach(c => results.push(c));\n } else {\n const colDef = hd;\n this._columns.push({\n id: seqId++,\n field: colDef.field,\n fieldKey: colDef.fieldKey,\n fieldFormat: colDef.fieldFormat,\n width: colDef.width,\n minWidth: colDef.minWidth,\n maxWidth: colDef.maxWidth,\n icon: colDef.icon,\n cellType: colDef.cellType ?? (colDef as any).columnType ?? 'text',\n chartModule: 'chartModule' in colDef ? colDef.chartModule : null, // todo: 放到对应的column对象中\n chartSpec: 'chartSpec' in colDef ? colDef.chartSpec : null, // todo: 放到对应的column对象中\n sparklineSpec: 'sparklineSpec' in colDef ? colDef.sparklineSpec : DefaultSparklineSpec, // todo: 放到对应的column对象中\n style: colDef.style,\n define: colDef,\n columnWidthComputeMode: colDef.columnWidthComputeMode,\n disableColumnResize: colDef?.disableColumnResize\n });\n for (let r = row + 1; r < this._headerCellIds.length; r++) {\n this._headerCellIds[r][col] = id;\n }\n }\n });\n return results;\n }\n private _newRow(row: number, hideColumnsSubHeader = false): number[] {\n //如果当前行已经有数组对象 将上一行的id内容补全到当前行上\n if (this._headerCellIds[row]) {\n const prev = this._headerCellIds[row - 1];\n if (prev.length > this._headerCellIds[row].length) {\n for (let col = this._headerCellIds[row].length; col < prev.length; col++) {\n this._headerCellIds[row][col] = prev[col];\n }\n }\n return this._headerCellIds[row];\n }\n // 隐藏子标题的情况 吐出一个新的数组\n if (hideColumnsSubHeader) {\n return [];\n }\n // 其他情况 不隐藏子标题 同步上一行的id\n const newRow: number[] = (this._headerCellIds[row] = []);\n if (!this._columns.length) {\n return newRow;\n }\n const prev = this._headerCellIds[row - 1];\n for (let col = 0; col < prev.length; col++) {\n newRow[col] = prev[col];\n }\n return newRow;\n }\n getCellHeaderPaths(col: number, row: number): IListTableCellHeaderPaths {\n let colPath: IListTableCellHeaderPaths['colHeaderPaths'] = [];\n let rowPath: IListTableCellHeaderPaths['rowHeaderPaths'] = [];\n if (!this.transpose) {\n colPath = [\n {\n field: this._columns[col].field\n }\n ];\n } else {\n rowPath = [\n {\n field: this._columns[row].field\n }\n ];\n }\n return {\n colHeaderPaths: colPath,\n rowHeaderPaths: rowPath\n };\n }\n private getParentCellId(col: number, row: number) {\n if (row === 0) {\n return undefined;\n }\n if (this.isColumnHeader(col, row)) {\n return this.getCellId(col, row - 1);\n } else if (this.isRowHeader(col, row)) {\n return this.getCellId(col - 1, row);\n }\n return undefined;\n }\n /**\n * 判断从source地址是否可以移动到target地址\n * @param source\n * @param target\n * @returns boolean 是否可以移动\n */\n canMoveHeaderPosition(source: CellAddress, target: CellAddress): boolean {\n // 获取操作单元格的range范围\n const sourceCellRange = this.getCellRange(source.col, source.row);\n // 获取source和target对应sourceCellRange.start.row的headerId\n if (this.isColumnHeader(source.col, source.row)) {\n const sourceTopId = this.getParentCellId(source.col, sourceCellRange.start.row);\n const targetTopId = this.getParentCellId(target.col, sourceCellRange.start.row);\n return sourceTopId === targetTopId;\n } else if (this.isRowHeader(source.col, source.row)) {\n const sourceTopId = this.getParentCellId(sourceCellRange.start.col, source.row);\n const targetTopId = this.getParentCellId(sourceCellRange.start.col, target.row);\n return sourceTopId === targetTopId;\n }\n return false;\n }\n /**\n * 拖拽换位置 从source地址换到target地址\n * @param source\n * @param target\n * @returns\n */\n moveHeaderPosition(source: CellAddress, target: CellAddress) {\n // 判断从source地址是否可以移动到target地址\n if (this.canMoveHeaderPosition(source, target)) {\n const sourceCellRange = this.getCellRange(source.col, source.row);\n // 对移动列表头 行表头 分别处理\n if (this.isColumnHeader(source.col, source.row)) {\n // source单元格包含的列数\n const moveSize = sourceCellRange.end.col - sourceCellRange.start.col + 1;\n // 插入目标地址的列index\n let targetIndex;\n const targetCellRange = this.getCellRange(target.col, sourceCellRange.start.row);\n if (target.col >= source.col) {\n targetIndex = targetCellRange.end.col - moveSize + 1;\n } else {\n targetIndex = targetCellRange.start.col;\n }\n //如果操作列和目标地址col一样 则不执行其他逻辑\n if (targetIndex === sourceCellRange.start.col) {\n return null;\n }\n // 逐行将每一行的source id 移动到目标地址targetCol处\n for (let row = 0; row < this._headerCellIds.length; row++) {\n // 从header id的二维数组中取出需要操作的source ids\n const sourceIds = this._headerCellIds[row].splice(sourceCellRange.start.col, moveSize);\n // 将source ids插入到目标地址targetCol处\n // 把sourceIds变成一个适合splice的数组(包含splice前2个参数的数组) 以通过splice来插入sourceIds数组\n sourceIds.unshift(targetIndex, 0);\n Array.prototype.splice.apply(this._headerCellIds[row], sourceIds);\n }\n //将_columns的列定义调整位置 同调整_headerCellIds逻辑\n const sourceColumns = this._columns.splice(sourceCellRange.start.col, moveSize);\n sourceColumns.unshift(targetIndex as any, 0 as any);\n Array.prototype.splice.apply(this._columns, sourceColumns);\n\n this._cellRangeMap = new Map();\n return {\n sourceIndex: sourceCellRange.start.col,\n targetIndex,\n moveSize,\n moveType: 'column'\n };\n } else if (this.isRowHeader(source.col, source.row)) {\n // source单元格包含的列数\n const moveSize = sourceCellRange.end.row - sourceCellRange.start.row + 1;\n // 插入目标地址的列index\n let targetIndex;\n const targetCellRange = this.getCellRange(sourceCellRange.start.col, target.row);\n if (target.row >= source.row) {\n targetIndex = targetCellRange.end.row - moveSize + 1;\n } else {\n targetIndex = targetCellRange.start.row;\n }\n //如果操作列和目标地址col一样 则不执行其他逻辑\n if (targetIndex === sourceCellRange.start.row) {\n return null;\n }\n // 逐行将每一行的source id 移动到目标地址targetCol处\n for (let row = 0; row < this._headerCellIds.length; row++) {\n // 从header id的二维数组中取出需要操作的source ids\n const sourceIds = this._headerCellIds[row].splice(sourceCellRange.start.row, moveSize);\n // 将source ids插入到目标地址targetCol处\n // 把sourceIds变成一个适合splice的数组(包含splice前2个参数的数组) 以通过splice来插入sourceIds数组\n sourceIds.unshift(targetIndex, 0);\n Array.prototype.splice.apply(this._headerCellIds[row], sourceIds);\n }\n //将_columns的列定义调整位置 同调整_headerCellIds逻辑\n const sourceColumns = this._columns.splice(sourceCellRange.start.row, moveSize);\n sourceColumns.unshift(targetIndex as any, 0 as any);\n Array.prototype.splice.apply(this._columns, sourceColumns);\n\n this._cellRangeMap = new Map();\n return {\n sourceIndex: sourceCellRange.start.row,\n targetIndex,\n moveSize,\n moveType: 'row'\n };\n }\n }\n return null;\n }\n /**\n * 点击某个单元格的展开折叠按钮 改变该节点的状态 维度树重置\n */\n toggleHierarchyState(diffDataIndices: { add: number[]; remove: number[] }) {\n const addCellPositions = diffDataIndices.add.map(index => {\n return { col: 0, row: this._table.frozenRowCount + index };\n });\n const removeCellPositions = diffDataIndices.remove.map(index => {\n return { col: 0, row: this._table.frozenRowCount + index };\n });\n return {\n addCellPositions,\n removeCellPositions\n };\n }\n setChartInstance(_col: number, _row: number, chartInstance: any) {\n const columnObj = this.transpose ? this._columns[_row] : this._columns[_col];\n columnObj.chartInstance = chartInstance;\n }\n\n getChartInstance(_col: number, _row: number) {\n const columnObj = this.transpose ? this._columns[_row] : this._columns[_col];\n return columnObj.chartInstance;\n }\n getAxisConfigInPivotChart(col: number, row: number): any {\n return undefined;\n }\n isEmpty(col: number, row: number) {\n return false;\n }\n getChartAxes(col: number, row: number): any[] {\n return [];\n }\n getRawChartSpec(col: number, row: number): any {\n const body = this.getBody(col, row);\n return body?.chartSpec;\n }\n getChartDataId(col: number, row: number): any {\n return getChartDataId(col, row, this);\n }\n release() {\n const activeChartInstance = this._table._getActiveChartInstance();\n activeChartInstance?.release();\n this.columnObjects.forEach(indicatorObject => {\n indicatorObject.chartInstance?.release();\n });\n }\n\n clearCellRangeMap() {\n this._cellRangeMap.clear();\n }\n}\n"]}
1
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eslint-disable sort-imports */\nimport { isValid } from '@visactor/vutils';\nimport type { ListTable } from '../ListTable';\nimport { DefaultSparklineSpec } from '../tools/global';\nimport type { CellAddress, CellRange, CellLocation, IListTableCellHeaderPaths, LayoutObjectId } from '../ts-types';\nimport type { ColumnsDefine, TextColumnDefine } from '../ts-types/list-table/define';\nimport type {\n ColumnData,\n ColumnDefine,\n HeaderData,\n LayoutMapAPI,\n WidthData\n} from '../ts-types/list-table/layout-map/api';\nimport { getChartDataId } from './chart-helper/get-chart-spec';\n// import { EmptyDataCache } from './utils';\n\nlet seqId = 0;\nexport class SimpleHeaderLayoutMap implements LayoutMapAPI {\n private _headerObjects: HeaderData[];\n private _headerObjectMap: { [key in LayoutObjectId]: HeaderData };\n // private _headerObjectFieldKey: { [key in string]: HeaderData };\n private _headerCellIds: number[][];\n private _columns: ColumnData[];\n readonly bodyRowCount: number = 1;\n //透视表中树形结构使用 这里为了table逻辑不报错\n // rowHierarchyIndent?: number = 0;\n hierarchyIndent?: number; // 树形展示缩进值\n // private _emptyDataCache = new EmptyDataCache();\n _transpose = false;\n _showHeader = true;\n _recordsCount = 0;\n _table: ListTable;\n // 缓存行号列号对应的cellRange 需要注意当表头位置拖拽后 这个缓存的行列号已不准确 进行重置\n private _cellRangeMap: Map<string, CellRange>; //存储单元格的行列号范围 针对解决是否为合并单元格情况\n constructor(table: ListTable, columns: ColumnsDefine, showHeader: boolean, hierarchyIndent: number) {\n this._cellRangeMap = new Map();\n this._showHeader = showHeader;\n this._table = table;\n this._columns = [];\n this._headerCellIds = [];\n this.hierarchyIndent = hierarchyIndent ?? 20;\n this._headerObjects = this._addHeaders(0, columns, []);\n this._headerObjectMap = this._headerObjects.reduce((o, e) => {\n o[e.id as number] = e;\n return o;\n }, {} as { [key in LayoutObjectId]: HeaderData });\n // this._headerObjectFieldKey = this._headerObjects.reduce((o, e) => {\n // o[e.fieldKey] = e;\n // return o;\n // }, {} as { [key in string]: HeaderData });\n }\n // get columnWidths(): ColumnData[] {\n // return this._columns;\n // }\n get transpose(): boolean {\n return this._transpose;\n }\n set transpose(_transpose: boolean) {\n this._transpose = _transpose;\n }\n get showHeader(): boolean {\n return this._showHeader;\n }\n set showHeader(_showHeader: boolean) {\n this._showHeader = _showHeader;\n }\n isHeader(col: number, row: number): boolean {\n if (this.transpose && col < this.headerLevelCount) {\n return true;\n }\n if (!this.transpose && row < this.headerLevelCount) {\n return true;\n }\n return false;\n }\n getCellLocation(col: number, row: number): CellLocation {\n if (this.isHeader(col, row)) {\n if (this.transpose) {\n return 'rowHeader';\n }\n return 'columnHeader';\n }\n return 'body';\n }\n isRowHeader(col: number, row: number): boolean {\n if (this.transpose && col < this.headerLevelCount) {\n return true;\n }\n return false;\n }\n isColumnHeader(col: number, row: number): 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true;\n }\n }\n return false;\n }\n /**\n * 是否属于冻结顶部行\n * @param col 只传入col一个值的话 会被当做row\n * @param row 不传的话只需要判断col(其实会当做row);传入两个值的话非冻结角头部分的才返回true\n * @returns\n */\n isFrozenRow(col: number, row?: number): boolean {\n if (isValid(row)) {\n if (row < this.frozenRowCount && col >= this.frozenColCount && col < this.colCount - this.rightFrozenColCount) {\n return true;\n }\n } else {\n row = col;\n if (this.frozenRowCount > 0 && row < this.frozenRowCount) {\n return true;\n }\n }\n return false;\n }\n /**\n * 是否属于冻结底部行\n * @param col 只传入col一个值的话 会被当做row\n * @param row 不传的话只需要判断col(其实会当做row);传入两个值的话非冻结角头部分的才返回true\n * @returns\n */\n isBottomFrozenRow(col: number, row?: number): boolean {\n if (isValid(row)) {\n if (\n row >= this.rowCount - this.bottomFrozenRowCount &&\n col >= this.frozenColCount &&\n col < this.colCount - this.rightFrozenColCount\n ) {\n return true;\n }\n } else {\n row = col;\n if (this.frozenRowCount > 0 && row >= this.rowCount - this.bottomFrozenRowCount) {\n 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this.headerLevelCount + this.recordsCount : this._columns.length;\n }\n get rowCount(): number | undefined {\n //转置表格 行数是由表头定义的field决定的;如果是标准表格,这个值么有地方用到,而且是由数据量决定的,在listTable中有定义这个值\n return this.transpose ? this._columns.length : this.headerLevelCount + this.recordsCount;\n }\n get recordsCount() {\n //标准表格 列数是由表头定义的field决定的;如果是转置表格,这个值么有地方用到,而且是由数据量决定的,在listTable中有定义这个值\n return this._recordsCount;\n }\n set recordsCount(recordsCount: number) {\n //标准表格 列数是由表头定义的field决定的;如果是转置表格,这个值么有地方用到,而且是由数据量决定的,在listTable中有定义这个值\n this._recordsCount = recordsCount;\n }\n get headerObjects(): HeaderData[] {\n return this._headerObjects;\n }\n get columnObjects(): ColumnData[] {\n return this._columns;\n }\n //对比multi-layout 那个里面有columWidths对象,保持结构一致\n get columnWidths(): WidthData[] {\n return this._columns;\n }\n\n getColumnWidthDefined(col: number): WidthData {\n if (this.transpose) {\n let width: string | number = 0;\n let maxWidth: string | number;\n let minWidth: string | number;\n if (col >= this.rowHeaderLevelCount) {\n let isAuto;\n this.columnObjects.forEach((obj, index) => {\n if (typeof obj.width === 'number') {\n width = Math.max(obj.width, <number>width);\n } else if (obj.width === 'auto') {\n isAuto = true;\n }\n if (typeof obj.minWidth === 'number') {\n minWidth = Math.max(obj.minWidth, <number>minWidth);\n }\n if (typeof obj.maxWidth === 'number') {\n maxWidth = Math.max(obj.maxWidth, <number>maxWidth);\n }\n });\n width = width > 0 ? width : isAuto ? 'auto' : undefined;\n return { width, minWidth, maxWidth };\n }\n if (this.isRowHeader(col, 0)) {\n const defaultWidth = Array.isArray(this._table.defaultHeaderColWidth)\n ? this._table.defaultHeaderColWidth[col] ?? this._table.defaultColWidth\n : this._table.defaultHeaderColWidth;\n if (defaultWidth === 'auto') {\n return { width: 'auto' };\n }\n return { width: defaultWidth };\n }\n }\n return this._columns[col];\n }\n getCellId(col: number, row: number): LayoutObjectId {\n if (this.transpose) {\n if (this.headerLevelCount <= col) {\n return this._columns[row]?.id;\n }\n //in header\n return this._headerCellIds[col]?.[row];\n }\n if (this.headerLevelCount <= row) {\n return this._columns[col]?.id;\n }\n //in header\n return this._headerCellIds[row]?.[col];\n }\n getHeader(col: number, row: number): HeaderData {\n const id = this.getCellId(col, row);\n return this._headerObjectMap[id as number]!;\n }\n getHeaderFieldKey(col: number, row: number) {\n const id = this.getCellId(col, row);\n return (\n this._headerObjectMap[id as number]?.fieldKey ||\n (this.transpose ? this._columns[row]?.fieldKey : this._columns[col]?.fieldKey)\n );\n }\n getHeaderField(col: number, row: number) {\n const id = this.getCellId(col, row);\n return (\n this._headerObjectMap[id as number]?.field ||\n (this.transpose ? this._columns[row] && this._columns[row].field : this._columns[col] && this._columns[col].field)\n );\n }\n getHeaderCellAdressById(id: number): CellAddress | undefined {\n for (let i = 0; i < this._headerCellIds.length; i++) {\n const row = this._headerCellIds[i];\n for (let j = 0; j < row.length; j++) {\n if (row[j] === id) {\n if (this.transpose) {\n return { col: i, row: j };\n }\n return { col: j, row: i };\n }\n }\n }\n return undefined;\n }\n /** 根据field获取表头cell位置 */\n getHeaderCellAddressByField(field: string): CellAddress | undefined {\n const hd = this.headerObjects.find((col: any) => col && col.field === field);\n return this.getHeaderCellAdressById(hd.id as number);\n }\n getBody(col: number, _row: number): ColumnData {\n return this.transpose ? this._columns[_row] : this._columns[col];\n }\n getBodyLayoutRangeById(id: LayoutObjectId): CellRange {\n if (this.transpose) {\n for (let row = 0; row < (this.rowCount ?? 0); row++) {\n if (id === this._columns[row].id) {\n return {\n start: { col: 0, row },\n end: { col: 0, row }\n };\n }\n }\n } else {\n for (let col = 0; col < (this.colCount ?? 0); col++) {\n if (id === this._columns[col].id) {\n return {\n start: { col, row: 0 },\n end: { col, row: 0 }\n };\n }\n }\n }\n throw new Error(`can not found body layout @id=${id as number}`);\n }\n /**\n * 获取body部分cell的内容\n * @param col\n * @param row\n * @returns\n */\n getBodyCellValue(col: number, row: number) {\n if (this.isHeader(col, row)) {\n return null;\n }\n const { field, fieldFormat } = this.getBody(col, row);\n return this._table.getFieldData(fieldFormat || field, col, row);\n }\n getCellRange(col: number, row: number): CellRange {\n if (col === -1 || row === -1) {\n return {\n start: { col, row },\n end: { col, row }\n };\n }\n if (this._cellRangeMap.has(`$${col}$${row}`)) {\n return this._cellRangeMap.get(`$${col}$${row}`);\n }\n let cellRange: CellRange = { start: { col, row }, end: { col, row } };\n if (this.transpose) {\n cellRange = this.getCellRangeTranspose(col, row);\n } else {\n // hover相关的单元格位置是-1,-1,getCellRange计算有误,先进行判断\n if (this.headerLevelCount <= row) {\n //如果是body部分 设置了需要合并单元格 这里判断上下是否内容相同 相同的话 将cellRange范围扩大\n if (this.headerLevelCount <= row && (this.columnObjects[col]?.define as TextColumnDefine)?.mergeCell) {\n const value = this.getBodyCellValue(col, row);\n for (let r = row - 1; r >= this.headerLevelCount; r--) {\n if (value !== this.getBodyCellValue(col, r)) {\n break;\n }\n cellRange.start.row = r;\n }\n for (let r = row + 1; r < this.rowCount; r++) {\n if (value !== this.getBodyCellValue(col, r)) {\n break;\n }\n cellRange.end.row = r;\n }\n }\n // return cellRange;\n } else {\n //in header\n const id = this.getCellId(col, row);\n for (let c = col - 1; c >= 0; c--) {\n if (id !== this.getCellId(c, row)) {\n break;\n }\n cellRange.start.col = c;\n }\n for (let c = col + 1; c < (this.colCount ?? 0); c++) {\n if (id !== this.getCellId(c, row)) {\n break;\n }\n cellRange.end.col = c;\n }\n for (let r = row - 1; r >= 0; r--) {\n if (id !== this.getCellId(col, r)) {\n break;\n }\n cellRange.start.row = r;\n }\n for (let r = row + 1; r < this.headerLevelCount; r++) {\n if (id !== this.getCellId(col, r)) {\n break;\n }\n cellRange.end.row = r;\n }\n // return cellRange;\n }\n }\n this._cellRangeMap.set(`$${col}$${row}`, cellRange);\n return cellRange;\n }\n private getCellRangeTranspose(col: number, row: number): CellRange {\n const result: CellRange = { start: { col, row }, end: { col, row } };\n // hover相关的单元格位置是-1,-1,getCellRange计算有误,先进行判断\n if (this.headerLevelCount <= col || (col === -1 && row === -1)) {\n //如果是body部分 设置了需要合并单元格 这里判断左右是否内容相同 相同的话 将cellRange范围扩大\n if (this.headerLevelCount <= col && (this.columnObjects[row]?.define as TextColumnDefine)?.mergeCell) {\n const value = this.getBodyCellValue(col, row);\n for (let c = col - 1; c >= this.headerLevelCount; c--) {\n if (value !== this.getBodyCellValue(c, row)) {\n break;\n }\n result.start.col = c;\n }\n for (let c = col + 1; c < (this.colCount ?? 0); c++) {\n if (value !== this.getBodyCellValue(c, row)) {\n break;\n }\n result.end.col = c;\n }\n }\n return result;\n }\n //in header\n const id = this.getCellId(col, row);\n for (let r = row - 1; r >= 0; r--) {\n if (id !== this.getCellId(col, r)) {\n break;\n }\n result.start.row = r;\n }\n for (let r = row + 1; r < (this.rowCount ?? 0); r++) {\n if (id !== this.getCellId(col, r)) {\n break;\n }\n result.end.row = r;\n }\n for (let c = col - 1; c >= 0; c--) {\n if (id !== this.getCellId(c, row)) {\n break;\n }\n result.start.col = c;\n }\n for (let c = col + 1; c < this.headerLevelCount; c++) {\n if (id !== this.getCellId(c, row)) {\n break;\n }\n result.end.col = c;\n }\n return result;\n }\n isCellRangeEqual(col: number, row: number, targetCol: number, targetRow: number): boolean {\n const range1 = this.getCellRange(col, row);\n const range2 = this.getCellRange(targetCol, targetRow);\n return (\n range1.start.col === range2.start.col &&\n range1.end.col === range2.end.col &&\n range1.start.row === range2.start.row &&\n range1.end.row === range2.end.row\n );\n }\n getRecordIndexByCell(col: number, row: number): number {\n if (this.transpose) {\n if (col < this.headerLevelCount) {\n return -1;\n }\n return col - this.headerLevelCount;\n }\n if (row < this.headerLevelCount) {\n return -1;\n }\n return row - this.headerLevelCount;\n }\n getRecordStartRowByRecordIndex(index: number): number {\n return this.headerLevelCount + index;\n }\n private _addHeaders(\n row: number,\n column: ColumnsDefine,\n roots: number[],\n hideColumnsSubHeader?: boolean\n ): HeaderData[] {\n const results: HeaderData[] = [];\n const rowCells = this._newRow(row, hideColumnsSubHeader); // !hideColumnsSubHeader ? this._headerCellIds[row] || this._newRow(row) : [];\n column.forEach((hd: ColumnDefine) => {\n const col = this._columns.length;\n const id = seqId++;\n const cell: HeaderData = {\n id,\n title: hd.title ?? (hd as any).caption,\n // captionIcon,\n headerIcon: hd.headerIcon,\n field: (hd as ColumnDefine).field,\n fieldKey: (hd as ColumnDefine)?.fieldKey,\n fieldFormat: (hd as ColumnDefine).fieldFormat,\n style: hd.headerStyle,\n headerType: hd.headerType ?? 'text',\n dropDownMenu: hd.dropDownMenu,\n define: hd,\n columnWidthComputeMode: hd.columnWidthComputeMode\n // iconPositionList:[]\n };\n\n results[id] = cell;\n for (let r = row - 1; r >= 0; r--) {\n this._headerCellIds[r][col] = roots[r];\n }\n if (!hideColumnsSubHeader) {\n rowCells[col] = id;\n } else {\n rowCells[col] = this._headerCellIds[row - 1][col];\n }\n if (hd.columns) {\n this._addHeaders(row + 1, hd.columns, [...roots, id], hd.hideColumnsSubHeader).forEach(c => results.push(c));\n } else {\n const colDef = hd;\n this._columns.push({\n id: seqId++,\n field: colDef.field,\n fieldKey: colDef.fieldKey,\n fieldFormat: colDef.fieldFormat,\n width: colDef.width,\n minWidth: colDef.minWidth,\n maxWidth: colDef.maxWidth,\n icon: colDef.icon,\n cellType: colDef.cellType ?? (colDef as any).columnType ?? 'text',\n chartModule: 'chartModule' in colDef ? colDef.chartModule : null, // todo: 放到对应的column对象中\n chartSpec: 'chartSpec' in colDef ? colDef.chartSpec : null, // todo: 放到对应的column对象中\n sparklineSpec: 'sparklineSpec' in colDef ? colDef.sparklineSpec : DefaultSparklineSpec, // todo: 放到对应的column对象中\n style: colDef.style,\n define: colDef,\n columnWidthComputeMode: colDef.columnWidthComputeMode,\n disableColumnResize: colDef?.disableColumnResize\n });\n for (let r = row + 1; r < this._headerCellIds.length; r++) {\n this._headerCellIds[r][col] = id;\n }\n }\n });\n return results;\n }\n private _newRow(row: number, hideColumnsSubHeader = false): number[] {\n //如果当前行已经有数组对象 将上一行的id内容补全到当前行上\n if (this._headerCellIds[row]) {\n const prev = this._headerCellIds[row - 1];\n if (prev.length > this._headerCellIds[row].length) {\n for (let col = this._headerCellIds[row].length; col < prev.length; col++) {\n this._headerCellIds[row][col] = prev[col];\n }\n }\n return this._headerCellIds[row];\n }\n // 隐藏子标题的情况 吐出一个新的数组\n if (hideColumnsSubHeader) {\n return [];\n }\n // 其他情况 不隐藏子标题 同步上一行的id\n const newRow: number[] = (this._headerCellIds[row] = []);\n if (!this._columns.length) {\n return newRow;\n }\n const prev = this._headerCellIds[row - 1];\n for (let col = 0; col < prev.length; col++) {\n newRow[col] = prev[col];\n }\n return newRow;\n }\n getCellHeaderPaths(col: number, row: number): IListTableCellHeaderPaths {\n let colPath: IListTableCellHeaderPaths['colHeaderPaths'] = [];\n let rowPath: IListTableCellHeaderPaths['rowHeaderPaths'] = [];\n if (!this.transpose) {\n colPath = [\n {\n field: this._columns[col].field\n }\n ];\n } else {\n rowPath = [\n {\n field: this._columns[row].field\n }\n ];\n }\n return {\n colHeaderPaths: colPath,\n rowHeaderPaths: rowPath\n };\n }\n private getParentCellId(col: number, row: number) {\n if (row === 0) {\n return undefined;\n }\n if (this.isColumnHeader(col, row)) {\n return this.getCellId(col, row - 1);\n } else if (this.isRowHeader(col, row)) {\n return this.getCellId(col - 1, row);\n }\n return undefined;\n }\n /**\n * 判断从source地址是否可以移动到target地址\n * @param source\n * @param target\n * @returns boolean 是否可以移动\n */\n canMoveHeaderPosition(source: CellAddress, target: CellAddress): boolean {\n if (source.col < 0 || source.row < 0 || target.col < 0 || target.row < 0) {\n return false;\n }\n // 获取操作单元格的range范围\n const sourceCellRange = this.getCellRange(source.col, source.row);\n // 获取source和target对应sourceCellRange.start.row的headerId\n if (this.isColumnHeader(source.col, source.row)) {\n const sourceTopId = this.getParentCellId(source.col, sourceCellRange.start.row);\n const targetTopId = this.getParentCellId(target.col, sourceCellRange.start.row);\n return sourceTopId === targetTopId;\n } else if (this.isRowHeader(source.col, source.row)) {\n const sourceTopId = this.getParentCellId(sourceCellRange.start.col, source.row);\n const targetTopId = this.getParentCellId(sourceCellRange.start.col, target.row);\n return sourceTopId === targetTopId;\n }\n return false;\n }\n /**\n * 拖拽换位置 从source地址换到target地址\n * @param source\n * @param target\n * @returns\n */\n moveHeaderPosition(source: CellAddress, target: CellAddress) {\n // 判断从source地址是否可以移动到target地址\n if (this.canMoveHeaderPosition(source, target)) {\n const sourceCellRange = this.getCellRange(source.col, source.row);\n // 对移动列表头 行表头 分别处理\n if (this.isColumnHeader(source.col, source.row)) {\n // source单元格包含的列数\n const moveSize = sourceCellRange.end.col - sourceCellRange.start.col + 1;\n // 插入目标地址的列index\n let targetIndex;\n const targetCellRange = this.getCellRange(target.col, sourceCellRange.start.row);\n if (target.col >= source.col) {\n targetIndex = targetCellRange.end.col - moveSize + 1;\n } else {\n targetIndex = targetCellRange.start.col;\n }\n //如果操作列和目标地址col一样 则不执行其他逻辑\n if (targetIndex === sourceCellRange.start.col) {\n return null;\n }\n // 逐行将每一行的source id 移动到目标地址targetCol处\n for (let row = 0; row < this._headerCellIds.length; row++) {\n // 从header id的二维数组中取出需要操作的source ids\n const sourceIds = this._headerCellIds[row].splice(sourceCellRange.start.col, moveSize);\n // 将source ids插入到目标地址targetCol处\n // 把sourceIds变成一个适合splice的数组(包含splice前2个参数的数组) 以通过splice来插入sourceIds数组\n sourceIds.unshift(targetIndex, 0);\n Array.prototype.splice.apply(this._headerCellIds[row], sourceIds);\n }\n //将_columns的列定义调整位置 同调整_headerCellIds逻辑\n const sourceColumns = this._columns.splice(sourceCellRange.start.col, moveSize);\n sourceColumns.unshift(targetIndex as any, 0 as any);\n Array.prototype.splice.apply(this._columns, sourceColumns);\n\n this._cellRangeMap = new Map();\n return {\n sourceIndex: sourceCellRange.start.col,\n targetIndex,\n moveSize,\n moveType: 'column'\n };\n } else if (this.isRowHeader(source.col, source.row)) {\n // source单元格包含的列数\n const moveSize = sourceCellRange.end.row - sourceCellRange.start.row + 1;\n // 插入目标地址的列index\n let targetIndex;\n const targetCellRange = this.getCellRange(sourceCellRange.start.col, target.row);\n if (target.row >= source.row) {\n targetIndex = targetCellRange.end.row - moveSize + 1;\n } else {\n targetIndex = targetCellRange.start.row;\n }\n //如果操作列和目标地址col一样 则不执行其他逻辑\n if (targetIndex === sourceCellRange.start.row) {\n return null;\n }\n // 逐行将每一行的source id 移动到目标地址targetCol处\n for (let row = 0; row < this._headerCellIds.length; row++) {\n // 从header id的二维数组中取出需要操作的source ids\n const sourceIds = this._headerCellIds[row].splice(sourceCellRange.start.row, moveSize);\n // 将source ids插入到目标地址targetCol处\n // 把sourceIds变成一个适合splice的数组(包含splice前2个参数的数组) 以通过splice来插入sourceIds数组\n sourceIds.unshift(targetIndex, 0);\n Array.prototype.splice.apply(this._headerCellIds[row], sourceIds);\n }\n //将_columns的列定义调整位置 同调整_headerCellIds逻辑\n const sourceColumns = this._columns.splice(sourceCellRange.start.row, moveSize);\n sourceColumns.unshift(targetIndex as any, 0 as any);\n Array.prototype.splice.apply(this._columns, sourceColumns);\n\n this._cellRangeMap = new Map();\n return {\n sourceIndex: sourceCellRange.start.row,\n targetIndex,\n moveSize,\n moveType: 'row'\n };\n }\n }\n return null;\n }\n /**\n * 点击某个单元格的展开折叠按钮 改变该节点的状态 维度树重置\n */\n toggleHierarchyState(diffDataIndices: { add: number[]; remove: number[] }) {\n const addCellPositions = diffDataIndices.add.map(index => {\n return { col: 0, row: this._table.frozenRowCount + index };\n });\n const removeCellPositions = diffDataIndices.remove.map(index => {\n return { col: 0, row: this._table.frozenRowCount + index };\n });\n return {\n addCellPositions,\n removeCellPositions\n };\n }\n setChartInstance(_col: number, _row: number, chartInstance: any) {\n const columnObj = this.transpose ? this._columns[_row] : this._columns[_col];\n columnObj.chartInstance = chartInstance;\n }\n\n getChartInstance(_col: number, _row: number) {\n const columnObj = this.transpose ? this._columns[_row] : this._columns[_col];\n return columnObj.chartInstance;\n }\n getAxisConfigInPivotChart(col: number, row: number): any {\n return undefined;\n }\n isEmpty(col: number, row: number) {\n return false;\n }\n getChartAxes(col: number, row: number): any[] {\n return [];\n }\n getRawChartSpec(col: number, row: number): any {\n const body = this.getBody(col, row);\n return body?.chartSpec;\n }\n getChartDataId(col: number, row: number): any {\n return getChartDataId(col, row, this);\n }\n release() {\n const activeChartInstance = this._table._getActiveChartInstance();\n activeChartInstance?.release();\n this.columnObjects.forEach(indicatorObject => {\n indicatorObject.chartInstance?.release();\n });\n }\n\n clearCellRangeMap() {\n this._cellRangeMap.clear();\n }\n}\n"]}
@@ -148,8 +148,8 @@ class SceneProxy {
148
148
  const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width, yOrigin = lastColumnGroup.attribute.y;
149
149
  (0, column_1.createColGroup)(this.table.scenegraph.bodyGroup, xOrigin, yOrigin, this.currentCol + 1, endCol, this.rowStart, this.rowEnd, "body", this.table),
150
150
  this.currentCol = endCol, this.colEnd = endCol, this.colUpdatePos = this.colEnd,
151
- this.referenceCol = this.colStart + Math.floor((endCol - this.colStart) / 2), this.table.scenegraph.updateContainer(),
152
- this.table.scenegraph.updateBorderSizeAndPosition();
151
+ this.referenceCol = this.colStart + Math.floor((endCol - this.colStart) / 2), this.table.scenegraph.updateContainerAttrWidthAndX(),
152
+ this.table.scenegraph.updateContainer(), this.table.scenegraph.updateBorderSizeAndPosition();
153
153
  }
154
154
  setY(y) {
155
155
  return __awaiter(this, void 0, void 0, (function*() {
@@ -1 +1 @@
1
- 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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 get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\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.min(this.colLimit, 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.min(this.rowLimit, 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 let lastColumnGroup =\n this.table.scenegraph.bodyGroup.lastChild &&\n ((this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev) as Group);\n if (!lastColumnGroup) {\n lastColumnGroup =\n this.table.scenegraph.colHeaderGroup.lastChild &&\n ((this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev) as Group);\n }\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.frozenColCount && // 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"]}
1
+ 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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 // isSkipProgress: any;\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 get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\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.min(this.colLimit, 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.min(this.rowLimit, 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 // console.log('progress col', this.colUpdatePos, this.colEnd, this.currentCol, this.totalCol);\n // console.log('progress row', this.rowUpdatePos, this.rowEnd, this.currentRow, this.totalRow);\n // console.log('before: createRow', table.scenegraph.bodyGroup.lastChild.attribute);\n // if (this.isSkipProgress) {\n // await this.progress();\n // } else\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 let lastColumnGroup =\n this.table.scenegraph.bodyGroup.lastChild &&\n ((this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev) as Group);\n if (!lastColumnGroup) {\n lastColumnGroup =\n this.table.scenegraph.colHeaderGroup.lastChild &&\n ((this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev) as Group);\n }\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.updateContainerAttrWidthAndX();\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.frozenColCount && // 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"]}
@@ -1 +1 @@
1
- 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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 =\n proxy.table.scenegraph.getColGroup(screenLeftCol) || proxy.table.scenegraph.getColGroup(screenLeftCol, true);\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"]}
1
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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 =\n proxy.table.scenegraph.getColGroup(screenLeftCol) || proxy.table.scenegraph.getColGroup(screenLeftCol, true);\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 // console.log('after', colGroup.col, colGroup.attribute.x, containerGroup._uid);\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"]}