@visactor/vtable 0.14.2 → 0.14.3-alpha.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/cjs/index.d.ts CHANGED
@@ -12,7 +12,7 @@ import type { MousePointerCellEvent } from './ts-types/events';
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  import * as CustomLayout from './render/layout';
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  export { getDataCellPath } from './tools/get-data-path';
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  export * from './render/jsx';
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- export declare const version = "0.14.2";
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+ export declare const version = "0.14.3-alpha.1";
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  export { TYPES, core, ListTable, ListTableConstructorOptions, PivotTable, PivotTableConstructorOptions, PivotChartConstructorOptions, PivotChart, IHeaderTreeDefine, IDimension, ColumnsDefine, ColumnDefine, LinkColumnDefine, ChartColumnDefine, ImageColumnDefine, SparklineColumnDefine, ProgressbarColumnDefine, TextColumnDefine, GroupColumnDefine, TextAlignType, TextBaselineType, themes, data, MousePointerCellEvent, getIcons, clearGlobal, register, DataStatistics, CustomLayout };
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  declare function getIcons(): {
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  [key: string]: TYPES.ColumnIconOption;
package/cjs/index.js CHANGED
@@ -101,6 +101,6 @@ Object.defineProperty(exports, "getDataCellPath", {
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  get: function() {
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  return get_data_path_1.getDataCellPath;
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  }
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- }), __exportStar(require("./render/jsx"), exports), exports.version = "0.14.2",
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+ }), __exportStar(require("./render/jsx"), exports), exports.version = "0.14.3-alpha.1",
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  exports.getIcons = getIcons, exports.clearGlobal = clearGlobal, TYPES.AggregationType;
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  //# sourceMappingURL=index.js.map
package/cjs/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;AACA,kDAAoC;AA8ClC,sBAAK;AA7CP,6CAA+B;AA8C7B,oBAAI;AA7CN,6CAA+B;AAkE7B,oBAAI;AAjEN,+CAAiC;AACjC,qDAAuC;AAqErC,4BAAQ;AApEV,iDAAmC;AA8DjC,wBAAM;AA7DR,yEAA2D;AAuEzD,wCAAc;AApDhB,2CAAwC;AAuBtC,0FAvBO,qBAAS,OAuBP;AAtBX,6CAA0C;AAwBxC,2FAxBO,uBAAU,OAwBP;AAvBZ,6CAA0C;AA0BxC,2FA1BO,uBAAU,OA0BP;AAxBZ,8DAAgD;AAiD9C,oCAAY;AA5Cd,uDAAwD;AAA/C,gHAAA,eAAe,OAAA;AACxB,+CAA6B;AAEhB,QAAA,OAAO,GAAG,QAAQ,CAAC;AA6ChC,SAAS,QAAQ;IAGf,OAAO,KAAK,CAAC,GAAG,EAAE,CAAC;AACrB,CAAC;AAhBC,4BAAQ;AAkBV,SAAS,WAAW;IAClB,QAAQ,CAAC,QAAQ,EAAE,CAAC;AAGtB,CAAC;AArBC,kCAAW;AAsBb,KAAK,CAAC,eAAe,CAAC","file":"index.js","sourcesContent":["/* eslint-disable sort-imports */\nimport * as TYPES from './ts-types';\nimport * as core from './core';\nimport * as data from './data';\nimport * as icons from './icons';\nimport * as register from './register';\nimport * as themes from './themes';\nimport * as DataStatistics from './dataset/DataStatistics';\nimport type {\n ColumnDefine,\n ColumnsDefine,\n LinkColumnDefine,\n ChartColumnDefine,\n ImageColumnDefine,\n SparklineColumnDefine,\n ProgressbarColumnDefine,\n TextColumnDefine,\n GroupColumnDefine,\n ListTableConstructorOptions,\n PivotTableConstructorOptions,\n PivotChartConstructorOptions,\n IHeaderTreeDefine,\n IDimension,\n TextAlignType,\n TextBaselineType\n} from './ts-types';\nimport { ListTable } from './ListTable';\nimport { PivotTable } from './PivotTable';\nimport { PivotChart } from './PivotChart';\nimport type { MousePointerCellEvent } from './ts-types/events';\nimport * as CustomLayout from './render/layout';\n\n// import { container, loadCanvasPicker } from '@visactor/vrender';\n// loadCanvasPicker(container);\n\nexport { getDataCellPath } from './tools/get-data-path';\nexport * from './render/jsx';\n\nexport const version = \"0.14.2\";\n/**\n * @namespace VTable\n */\nexport {\n /**\n * Types\n * @namespace VTable.TYPES\n */\n TYPES,\n core,\n ListTable,\n ListTableConstructorOptions,\n PivotTable,\n PivotTableConstructorOptions,\n PivotChartConstructorOptions,\n PivotChart,\n IHeaderTreeDefine,\n IDimension,\n ColumnsDefine,\n ColumnDefine,\n LinkColumnDefine,\n ChartColumnDefine,\n ImageColumnDefine,\n SparklineColumnDefine,\n ProgressbarColumnDefine,\n TextColumnDefine,\n GroupColumnDefine,\n TextAlignType,\n TextBaselineType,\n themes,\n data,\n MousePointerCellEvent,\n getIcons,\n clearGlobal,\n //plugin registers\n register,\n /**\n * 暂不推荐使用\n */\n DataStatistics,\n CustomLayout\n};\n\n/** @private */\nfunction getIcons(): {\n [key: string]: TYPES.ColumnIconOption;\n} {\n return icons.get();\n}\n/** 清理内部的全局变量 如注册的icon theme等 以及共享的header column类实例 */\nfunction clearGlobal() {\n register.clearAll();\n // headers.type.clearGlobal();\n // columns.type.clearGlobal();\n}\nTYPES.AggregationType;\n"]}
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+ {"version":3,"sources":["index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;AACA,kDAAoC;AA8ClC,sBAAK;AA7CP,6CAA+B;AA8C7B,oBAAI;AA7CN,6CAA+B;AAkE7B,oBAAI;AAjEN,+CAAiC;AACjC,qDAAuC;AAqErC,4BAAQ;AApEV,iDAAmC;AA8DjC,wBAAM;AA7DR,yEAA2D;AAuEzD,wCAAc;AApDhB,2CAAwC;AAuBtC,0FAvBO,qBAAS,OAuBP;AAtBX,6CAA0C;AAwBxC,2FAxBO,uBAAU,OAwBP;AAvBZ,6CAA0C;AA0BxC,2FA1BO,uBAAU,OA0BP;AAxBZ,8DAAgD;AAiD9C,oCAAY;AA5Cd,uDAAwD;AAA/C,gHAAA,eAAe,OAAA;AACxB,+CAA6B;AAEhB,QAAA,OAAO,GAAG,gBAAgB,CAAC;AA6CxC,SAAS,QAAQ;IAGf,OAAO,KAAK,CAAC,GAAG,EAAE,CAAC;AACrB,CAAC;AAhBC,4BAAQ;AAkBV,SAAS,WAAW;IAClB,QAAQ,CAAC,QAAQ,EAAE,CAAC;AAGtB,CAAC;AArBC,kCAAW;AAsBb,KAAK,CAAC,eAAe,CAAC","file":"index.js","sourcesContent":["/* eslint-disable sort-imports */\nimport * as TYPES from './ts-types';\nimport * as core from './core';\nimport * as data from './data';\nimport * as icons from './icons';\nimport * as register from './register';\nimport * as themes from './themes';\nimport * as DataStatistics from './dataset/DataStatistics';\nimport type {\n ColumnDefine,\n ColumnsDefine,\n LinkColumnDefine,\n ChartColumnDefine,\n ImageColumnDefine,\n SparklineColumnDefine,\n ProgressbarColumnDefine,\n TextColumnDefine,\n GroupColumnDefine,\n ListTableConstructorOptions,\n PivotTableConstructorOptions,\n PivotChartConstructorOptions,\n IHeaderTreeDefine,\n IDimension,\n TextAlignType,\n TextBaselineType\n} from './ts-types';\nimport { ListTable } from './ListTable';\nimport { PivotTable } from './PivotTable';\nimport { PivotChart } from './PivotChart';\nimport type { MousePointerCellEvent } from './ts-types/events';\nimport * as CustomLayout from './render/layout';\n\n// import { container, loadCanvasPicker } from '@visactor/vrender';\n// loadCanvasPicker(container);\n\nexport { getDataCellPath } from './tools/get-data-path';\nexport * from './render/jsx';\n\nexport const version = \"0.14.3-alpha.1\";\n/**\n * @namespace VTable\n */\nexport {\n /**\n * Types\n * @namespace VTable.TYPES\n */\n TYPES,\n core,\n ListTable,\n ListTableConstructorOptions,\n PivotTable,\n PivotTableConstructorOptions,\n PivotChartConstructorOptions,\n PivotChart,\n IHeaderTreeDefine,\n IDimension,\n ColumnsDefine,\n ColumnDefine,\n LinkColumnDefine,\n ChartColumnDefine,\n ImageColumnDefine,\n SparklineColumnDefine,\n ProgressbarColumnDefine,\n TextColumnDefine,\n GroupColumnDefine,\n TextAlignType,\n TextBaselineType,\n themes,\n data,\n MousePointerCellEvent,\n getIcons,\n clearGlobal,\n //plugin registers\n register,\n /**\n * 暂不推荐使用\n */\n DataStatistics,\n CustomLayout\n};\n\n/** @private */\nfunction getIcons(): {\n [key: string]: TYPES.ColumnIconOption;\n} {\n return icons.get();\n}\n/** 清理内部的全局变量 如注册的icon theme等 以及共享的header column类实例 */\nfunction clearGlobal() {\n register.clearAll();\n // headers.type.clearGlobal();\n // columns.type.clearGlobal();\n}\nTYPES.AggregationType;\n"]}
@@ -8,6 +8,7 @@ const vutils_1 = require("@visactor/vutils"), group_1 = require("../graphic/grou
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  function updateRow(removeCells, addCells, updateCells, table) {
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  const scene = table.scenegraph, removeRows = deduplication(removeCells.map((cell => cell.row))).sort(((a, b) => b - a)), addRows = deduplication(addCells.map((cell => cell.row))).sort(((a, b) => a - b));
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+ let updateAfter;
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  removeRows.forEach((row => {
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  removeRow(row, scene);
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  })), removeRows.forEach((row => {
@@ -15,7 +16,8 @@ function updateRow(removeCells, addCells, updateCells, table) {
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  scene.table.rowHeightsMap.del(scene.table.rowHeightsMap.count() - 1);
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  })), removeRows.length && resetRowNumber(scene), scene.table._clearRowRangeHeightsMap(),
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  addRows.forEach((row => {
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- addRow(row, scene), scene.table.rowHeightsMap.adjustOrder(row, row + 1, scene.table.rowHeightsMap.count() - row);
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+ const needUpdateAfter = addRow(row, scene);
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+ updateAfter = updateAfter || needUpdateAfter, scene.table.rowHeightsMap.adjustOrder(row, row + 1, scene.table.rowHeightsMap.count() - row);
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  }));
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  const newTotalHeight = resetRowNumberAndY(scene);
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  if (updateCells.forEach((cell => {
@@ -23,9 +25,18 @@ function updateRow(removeCells, addCells, updateCells, table) {
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  const mergeInfo = (0, get_cell_merge_1.getCellMergeInfo)(scene.table, cell.col, cell.row);
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  if (mergeInfo) for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) (0,
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  cell_helper_1.updateCell)(col, row, scene.table, !1); else (0, cell_helper_1.updateCell)(cell.col, cell.row, scene.table, !1);
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- })), addRows.length) {
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- const minRow = Math.min(...addRows);
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- scene.proxy.rowUpdatePos = minRow, scene.proxy.rowUpdateDirection = "up", scene.proxy.updateCellGroups(2 * scene.proxy.screenRowCount),
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+ })), (0, vutils_1.isNumber)(updateAfter)) {
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+ for (let col = 0; col < table.colCount; col++) for (let row = updateAfter; row < table.rowCount; row++) {
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+ scene.highPerformanceGetCell(col, row, !0).needUpdate = !0;
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+ }
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+ scene.proxy.rowUpdatePos = updateAfter;
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+ }
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+ if (addRows.length) {
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+ if (!(0, vutils_1.isNumber)(updateAfter)) {
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+ const minRow = Math.min(...addRows);
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+ scene.proxy.rowUpdatePos = minRow;
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+ }
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+ scene.proxy.rowUpdateDirection = "up", scene.proxy.updateCellGroups(2 * scene.proxy.screenRowCount),
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  scene.proxy.progress();
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  } else removeRows.length && (scene.proxy.updateCellGroups(2 * scene.proxy.screenRowCount),
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  scene.proxy.progress());
@@ -46,24 +57,13 @@ function removeRow(row, scene) {
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  }
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  function addRow(row, scene) {
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- for (let col = 0; col < scene.table.colCount; col++) {
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- const cellGroup = new group_1.Group({
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- x: 0,
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- y: 0,
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- width: scene.table.getColWidth(col),
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- height: scene.table.getRowHeight(row)
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- });
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- if (cellGroup.role = "cell", cellGroup.col = col, cellGroup.row = row, cellGroup.needUpdate = !0,
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- !cellGroup) continue;
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- const colGroup = scene.getColGroup(col);
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- if (colGroup) if (colGroup.firstChild && row < colGroup.firstChild.row) colGroup.insertBefore(cellGroup, colGroup.firstChild),
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- colGroup.firstChild.row = colGroup.firstChild.row + 1; else if (colGroup.lastChild && row > colGroup.lastChild.row) colGroup.appendChild(cellGroup); else {
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- const cellBefore = scene.highPerformanceGetCell(col, row, !0);
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- cellBefore !== cellGroup && (colGroup.insertBefore(cellGroup, cellBefore), cellBefore && (cellBefore.row = cellBefore.row + 1),
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- cellBefore !== colGroup.lastChild && colGroup.lastChild && (colGroup.lastChild.row = colGroup.lastChild.row + 1));
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- }
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+ const proxy = scene.proxy;
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+ if (scene.proxy.bodyBottomRow++, scene.proxy.totalRow++, !(row < proxy.rowStart)) {
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+ if (!(row > proxy.rowEnd)) return proxy.rowEnd - proxy.rowStart < scene.proxy.rowLimit ? (scene.proxy.rowEnd++,
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+ scene.proxy.currentRow++, void addRowCellGroup(row, scene)) : row;
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+ proxy.rowEnd - proxy.rowStart < scene.proxy.rowLimit && (scene.proxy.rowEnd++, scene.proxy.currentRow++,
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+ addRowCellGroup(row, scene));
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  }
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- scene.proxy.bodyBottomRow++, scene.proxy.totalRow++, scene.proxy.rowEnd++, scene.proxy.currentRow++;
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  }
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  function deduplication(array) {
@@ -102,7 +102,7 @@ function resetRowNumberAndY(scene) {
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  if (!headerColGroup || !colGroup) continue;
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  let rowIndex = null === (_a = headerColGroup.firstChild) || void 0 === _a ? void 0 : _a.row, y = 0;
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  rowIndex = null === (_b = colGroup.firstChild) || void 0 === _b ? void 0 : _b.row;
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- y = 0, colGroup.forEachChildren((cellGroup => {
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+ y = scene.getCellGroupY(rowIndex), colGroup.forEachChildren((cellGroup => {
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  const oldRow = cellGroup.row;
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  (0, vutils_1.isNumber)(cellGroup.mergeStartRow) && (cellGroup.mergeStartRow = cellGroup.mergeStartRow - oldRow + rowIndex),
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  (0, vutils_1.isNumber)(cellGroup.mergeEndRow) && (cellGroup.mergeEndRow = cellGroup.mergeEndRow - oldRow + rowIndex),
@@ -113,5 +113,30 @@ function resetRowNumberAndY(scene) {
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  return newTotalHeight;
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  }
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+ function addRowCellGroup(row, scene) {
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+ for (let col = 0; col < scene.table.colCount; col++) {
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+ const cellGroup = new group_1.Group({
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+ x: 0,
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+ y: 0,
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+ width: scene.table.getColWidth(col),
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+ height: scene.table.getRowHeight(row)
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+ });
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+ if (cellGroup.role = "cell", cellGroup.col = col, cellGroup.row = row, cellGroup.needUpdate = !0,
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+ !cellGroup) continue;
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+ const colGroup = scene.getColGroup(col);
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+ if (colGroup) if (colGroup.firstChild && row < colGroup.firstChild.row) colGroup.insertBefore(cellGroup, colGroup.firstChild),
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+ colGroup.firstChild.row = colGroup.firstChild.row + 1, (0, vutils_1.isNumber)(colGroup.firstChild.mergeStartRow) && (0,
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+ vutils_1.isNumber)(colGroup.firstChild.mergeEndRow) && (colGroup.firstChild.mergeStartRow = colGroup.firstChild.mergeStartRow + 1,
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+ colGroup.firstChild.mergeEndRow = colGroup.firstChild.mergeEndRow + 1); else if (colGroup.lastChild && row > colGroup.lastChild.row) colGroup.appendChild(cellGroup); else {
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+ const cellBefore = scene.highPerformanceGetCell(col, row, !0);
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+ cellBefore !== cellGroup && (colGroup.insertBefore(cellGroup, cellBefore), cellBefore && (cellBefore.row = cellBefore.row + 1),
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+ (0, vutils_1.isNumber)(cellBefore.mergeStartRow) && (0, vutils_1.isNumber)(cellBefore.mergeEndRow) && (cellBefore.mergeStartRow = cellBefore.mergeStartRow + 1,
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+ cellBefore.mergeEndRow = cellBefore.mergeEndRow + 1), cellBefore !== colGroup.lastChild && (colGroup.lastChild && (colGroup.lastChild.row = colGroup.lastChild.row + 1),
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+ (0, vutils_1.isNumber)(colGroup.lastChild.mergeStartRow) && (0, vutils_1.isNumber)(colGroup.lastChild.mergeEndRow) && (colGroup.lastChild.mergeStartRow = colGroup.lastChild.mergeStartRow + 1,
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+ colGroup.lastChild.mergeEndRow = colGroup.lastChild.mergeEndRow + 1)));
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+ }
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+ }
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+ }
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+
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  exports.updateRow = updateRow;
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  //# sourceMappingURL=update-row.js.map
@@ -1 +1 @@
1
- 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{ isNumber } from '@visactor/vutils';\nimport type { CellAddress } from '../../ts-types';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport { Group } from '../graphic/group';\nimport { updateCell } from '../group-creater/cell-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\n\n/**\n * add and remove rows in scenegraph\n */\nexport function updateRow(\n removeCells: CellAddress[],\n addCells: CellAddress[],\n updateCells: CellAddress[],\n table: BaseTableAPI\n) {\n const scene = table.scenegraph;\n // deduplication\n const removeRows = deduplication(removeCells.map(cell => cell.row)).sort((a, b) => b - a);\n const addRows = deduplication(addCells.map(cell => cell.row)).sort((a, b) => a - b);\n // const updateRows = deduplication(updateCells.map(cell => cell.row)).sort((a, b) => a - b);\n\n // remove cells\n removeRows.forEach(row => {\n removeRow(row, scene);\n });\n\n removeRows.forEach(row => {\n scene.table.rowHeightsMap.adjustOrder(row + 1, row, scene.table.rowHeightsMap.count() - row - 1);\n scene.table.rowHeightsMap.del(scene.table.rowHeightsMap.count() - 1);\n });\n\n if (removeRows.length) {\n resetRowNumber(scene);\n }\n\n scene.table._clearRowRangeHeightsMap();\n\n // add cells\n addRows.forEach(row => {\n addRow(row, scene);\n scene.table.rowHeightsMap.adjustOrder(row, row + 1, scene.table.rowHeightsMap.count() - row);\n });\n\n // reset attribute y and row number in CellGroup\n const newTotalHeight = resetRowNumberAndY(scene);\n\n // add cells\n updateCells.forEach(cell => {\n // updateRowAttr(row, scene);\n if (!cell) {\n return;\n }\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo) {\n for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n updateCell(col, row, scene.table, false);\n }\n }\n } else {\n updateCell(cell.col, cell.row, scene.table, false);\n }\n });\n if (addRows.length) {\n const minRow = Math.min(...addRows);\n scene.proxy.rowUpdatePos = minRow;\n scene.proxy.rowUpdateDirection = 'up';\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n scene.proxy.progress();\n } else if (removeRows.length) {\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n scene.proxy.progress();\n }\n\n // update table size\n scene.updateContainerHeight(scene.table.frozenRowCount, newTotalHeight - scene.bodyGroup.attribute.height);\n}\n\nfunction removeRow(row: number, scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n // const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n if (!colGroup) {\n continue;\n }\n // // remove cellGroup in headerColGroup\n // let headerCellGroup;\n // headerColGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.row === row) {\n // headerCellGroup = cellGroup;\n // return true;\n // }\n // return false;\n // });\n // if (headerCellGroup) {\n // headerColGroup.removeChild(headerCellGroup);\n // }\n\n // remove cellGroup in colGroup\n let cellGroup;\n colGroup.forEachChildren((cell: Group) => {\n if (cell.row === row) {\n cellGroup = cell;\n return true;\n }\n return false;\n });\n if (cellGroup) {\n colGroup.updateColumnHeight(-(cellGroup as Group).attribute.height);\n colGroup.removeChild(cellGroup);\n }\n }\n\n // TODO 需要整体更新proxy的状态\n if (row <= scene.proxy.rowEnd) {\n scene.proxy.rowEnd--;\n scene.proxy.currentRow--;\n }\n scene.proxy.bodyBottomRow--;\n // scene.proxy.totalRow--;\n const totalActualBodyRowCount = Math.min(\n scene.proxy.rowLimit,\n scene.proxy.bodyBottomRow - scene.proxy.bodyTopRow + 1\n ); // 渐进加载总row数量\n scene.proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n scene.proxy.totalRow = scene.proxy.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n}\n\nfunction addRow(row: number, scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n // create cellGroup\n // const cellGroup = updateCell(col, row, scene.table, true);\n const cellGroup = new Group({\n x: 0,\n y: 0,\n width: scene.table.getColWidth(col),\n height: scene.table.getRowHeight(row)\n });\n cellGroup.role = 'cell';\n cellGroup.col = col;\n cellGroup.row = row;\n cellGroup.needUpdate = true;\n\n if (!cellGroup) {\n // TODO: deal with data promise situation\n continue;\n }\n\n // insert cellGroup in colGroup\n const colGroup = scene.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n\n if (colGroup.firstChild && row < (colGroup.firstChild as Group).row) {\n colGroup.insertBefore(cellGroup, colGroup.firstChild);\n (colGroup.firstChild as Group).row = (colGroup.firstChild as Group).row + 1;\n } else if (colGroup.lastChild && row > (colGroup.lastChild as Group).row) {\n colGroup.appendChild(cellGroup);\n } else {\n // let cellBefore: Group;\n // colGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.row === row) {\n // cellBefore = cellGroup;\n // return true;\n // }\n // return false;\n // });\n\n const cellBefore = scene.highPerformanceGetCell(col, row, true);\n if (cellBefore !== cellGroup) {\n colGroup.insertBefore(cellGroup, cellBefore);\n cellBefore && (cellBefore.row = cellBefore.row + 1);\n if (cellBefore !== colGroup.lastChild) {\n colGroup.lastChild && ((colGroup.lastChild as Group).row = (colGroup.lastChild as Group).row + 1);\n }\n }\n }\n\n // // reset row number\n // let rowIndex = (colGroup.firstChild as Group)?.row;\n // colGroup.forEachChildren((cellGroup: Group) => {\n // cellGroup.row = rowIndex;\n // rowIndex++;\n // });\n }\n // TODO 需要整体更新proxy的状态\n scene.proxy.bodyBottomRow++;\n scene.proxy.totalRow++;\n scene.proxy.rowEnd++;\n scene.proxy.currentRow++;\n}\n\n// array deduplication\nfunction deduplication(array: number[]) {\n const result = [];\n for (let i = 0; i < array.length; i++) {\n if (result.indexOf(array[i]) === -1) {\n result.push(array[i]);\n }\n }\n return result;\n}\n\nfunction resetRowNumber(scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n if (!headerColGroup || !colGroup) {\n continue;\n }\n // reset row number\n let rowIndex = (headerColGroup.firstChild as Group)?.row;\n headerColGroup.forEachChildren((cellGroup: Group) => {\n const oldRow = cellGroup.row;\n if (isNumber(cellGroup.mergeStartRow)) {\n cellGroup.mergeStartRow = cellGroup.mergeStartRow - oldRow + rowIndex;\n }\n if (isNumber(cellGroup.mergeEndRow)) {\n cellGroup.mergeEndRow = cellGroup.mergeEndRow - oldRow + rowIndex;\n }\n cellGroup.row = rowIndex;\n rowIndex++;\n });\n rowIndex = (colGroup.firstChild as Group)?.row;\n colGroup.forEachChildren((cellGroup: Group) => {\n const oldRow = cellGroup.row;\n if (isNumber(cellGroup.mergeStartRow)) {\n cellGroup.mergeStartRow = cellGroup.mergeStartRow - oldRow + rowIndex;\n }\n if (isNumber(cellGroup.mergeEndRow)) {\n cellGroup.mergeEndRow = cellGroup.mergeEndRow - oldRow + rowIndex;\n }\n cellGroup.row = rowIndex;\n rowIndex++;\n });\n }\n}\n\nfunction resetRowNumberAndY(scene: Scenegraph) {\n const table = scene.table;\n let newTotalHeight = 0;\n for (let col = 0; col < scene.table.colCount; col++) {\n const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n if (!headerColGroup || !colGroup) {\n continue;\n }\n // reset row number\n let rowIndex = (headerColGroup.firstChild as Group)?.row;\n let y = 0;\n // headerColGroup.forEachChildren((cellGroup: Group) => {\n // cellGroup.row = rowIndex;\n // rowIndex++;\n // if (cellGroup.role !== 'cell') {\n // return;\n // }\n // cellGroup.setAttribute('y', y);\n // y+= cellGroup.attribute.height;\n // });\n rowIndex = (colGroup.firstChild as Group)?.row;\n const rowStart = rowIndex;\n y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n const oldRow = cellGroup.row;\n if (isNumber(cellGroup.mergeStartRow)) {\n cellGroup.mergeStartRow = cellGroup.mergeStartRow - oldRow + rowIndex;\n }\n if (isNumber(cellGroup.mergeEndRow)) {\n cellGroup.mergeEndRow = cellGroup.mergeEndRow - oldRow + rowIndex;\n }\n cellGroup.row = rowIndex;\n rowIndex++;\n if (cellGroup.role !== 'cell') {\n return;\n }\n cellGroup.setAttribute('y', y);\n y += cellGroup.attribute.height;\n\n // const { col, row } = cellGroup;\n // const mergeInfo = getCellMergeInfo(table, col, row);\n // if (mergeInfo) {\n // cellGroup.mergeStartCol = mergeInfo.start.col;\n // cellGroup.mergeStartRow = mergeInfo.start.row;\n // cellGroup.mergeEndCol = mergeInfo.end.col;\n // cellGroup.mergeEndRow = mergeInfo.end.row;\n\n // const rangeHeight = table.getRowHeight(row);\n // const rangeWidth = table.getColWidth(col);\n // cellGroup.forEachChildren((child: IGraphic) => {\n // child.setAttributes({\n // dx: 0,\n // dy: 0\n // });\n // });\n // resizeCellGroup(cellGroup, rangeWidth, rangeHeight, mergeInfo, table);\n // }\n });\n newTotalHeight = y;\n\n // const rowCount = rowIndex - rowStart;\n // if (col === 0 && scene.proxy.rowEnd - scene.proxy.rowStart + 1 !== rowCount) {\n // scene.proxy.rowEnd = scene.proxy.rowStart + rowCount - 1;\n // scene.proxy.referenceRow = scene.proxy.rowStart + Math.floor((scene.proxy.rowEnd - scene.proxy.rowStart) / 2);\n // }\n }\n return newTotalHeight;\n}\n"]}
1
+ 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{ isNumber } from '@visactor/vutils';\nimport type { CellAddress } from '../../ts-types';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport { Group } from '../graphic/group';\nimport { updateCell } from '../group-creater/cell-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\n\n/**\n * add and remove rows in scenegraph\n */\nexport function updateRow(\n removeCells: CellAddress[],\n addCells: CellAddress[],\n updateCells: CellAddress[],\n table: BaseTableAPI\n) {\n const scene = table.scenegraph;\n // deduplication\n const removeRows = deduplication(removeCells.map(cell => cell.row)).sort((a, b) => b - a);\n const addRows = deduplication(addCells.map(cell => cell.row)).sort((a, b) => a - b);\n // const updateRows = deduplication(updateCells.map(cell => cell.row)).sort((a, b) => a - b);\n\n // remove cells\n removeRows.forEach(row => {\n removeRow(row, scene);\n });\n\n removeRows.forEach(row => {\n scene.table.rowHeightsMap.adjustOrder(row + 1, row, scene.table.rowHeightsMap.count() - row - 1);\n scene.table.rowHeightsMap.del(scene.table.rowHeightsMap.count() - 1);\n });\n\n if (removeRows.length) {\n resetRowNumber(scene);\n }\n\n scene.table._clearRowRangeHeightsMap();\n\n // add cells\n let updateAfter: number;\n addRows.forEach(row => {\n const needUpdateAfter = addRow(row, scene);\n updateAfter = updateAfter || needUpdateAfter;\n scene.table.rowHeightsMap.adjustOrder(row, row + 1, scene.table.rowHeightsMap.count() - row);\n });\n\n // reset attribute y and row number in CellGroup\n const newTotalHeight = resetRowNumberAndY(scene);\n\n // add cells\n updateCells.forEach(cell => {\n // updateRowAttr(row, scene);\n if (!cell) {\n return;\n }\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo) {\n for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n updateCell(col, row, scene.table, false);\n }\n }\n } else {\n updateCell(cell.col, cell.row, scene.table, false);\n }\n });\n\n if (isNumber(updateAfter)) {\n for (let col = 0; col < table.colCount; col++) {\n for (let row = updateAfter; row < table.rowCount; row++) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n cellGroup.needUpdate = true;\n }\n }\n scene.proxy.rowUpdatePos = updateAfter;\n }\n\n if (addRows.length) {\n if (!isNumber(updateAfter)) {\n const minRow = Math.min(...addRows);\n scene.proxy.rowUpdatePos = minRow;\n }\n scene.proxy.rowUpdateDirection = 'up';\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n scene.proxy.progress();\n } else if (removeRows.length) {\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n scene.proxy.progress();\n }\n\n // update table size\n scene.updateContainerHeight(scene.table.frozenRowCount, newTotalHeight - scene.bodyGroup.attribute.height);\n}\n\nfunction removeRow(row: number, scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n // const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n if (!colGroup) {\n continue;\n }\n // // remove cellGroup in headerColGroup\n // let headerCellGroup;\n // headerColGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.row === row) {\n // headerCellGroup = cellGroup;\n // return true;\n // }\n // return false;\n // });\n // if (headerCellGroup) {\n // headerColGroup.removeChild(headerCellGroup);\n // }\n\n // remove cellGroup in colGroup\n let cellGroup;\n colGroup.forEachChildren((cell: Group) => {\n if (cell.row === row) {\n cellGroup = cell;\n return true;\n }\n return false;\n });\n if (cellGroup) {\n colGroup.updateColumnHeight(-(cellGroup as Group).attribute.height);\n colGroup.removeChild(cellGroup);\n }\n }\n\n // TODO 需要整体更新proxy的状态\n if (row <= scene.proxy.rowEnd) {\n scene.proxy.rowEnd--;\n scene.proxy.currentRow--;\n }\n scene.proxy.bodyBottomRow--;\n // scene.proxy.totalRow--;\n const totalActualBodyRowCount = Math.min(\n scene.proxy.rowLimit,\n scene.proxy.bodyBottomRow - scene.proxy.bodyTopRow + 1\n ); // 渐进加载总row数量\n scene.proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n scene.proxy.totalRow = scene.proxy.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n}\n\nfunction addRow(row: number, scene: Scenegraph) {\n const proxy = scene.proxy;\n scene.proxy.bodyBottomRow++;\n scene.proxy.totalRow++;\n if (row < proxy.rowStart) {\n return undefined;\n } else if (row > proxy.rowEnd) {\n if (proxy.rowEnd - proxy.rowStart < scene.proxy.rowLimit) {\n // can add row\n scene.proxy.rowEnd++;\n scene.proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n }\n return undefined;\n }\n if (proxy.rowEnd - proxy.rowStart < scene.proxy.rowLimit) {\n // can add row\n scene.proxy.rowEnd++;\n scene.proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n } else {\n // update rows after\n return row;\n }\n return undefined;\n\n // // TODO 需要整体更新proxy的状态\n // scene.proxy.bodyBottomRow++;\n // scene.proxy.totalRow++;\n // scene.proxy.rowEnd++;\n // scene.proxy.currentRow++;\n}\n\n// array deduplication\nfunction deduplication(array: number[]) {\n const result = [];\n for (let i = 0; i < array.length; i++) {\n if (result.indexOf(array[i]) === -1) {\n result.push(array[i]);\n }\n }\n return result;\n}\n\nfunction resetRowNumber(scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n if (!headerColGroup || !colGroup) {\n continue;\n }\n // reset row number\n let rowIndex = (headerColGroup.firstChild as Group)?.row;\n headerColGroup.forEachChildren((cellGroup: Group) => {\n const oldRow = cellGroup.row;\n if (isNumber(cellGroup.mergeStartRow)) {\n cellGroup.mergeStartRow = cellGroup.mergeStartRow - oldRow + rowIndex;\n }\n if (isNumber(cellGroup.mergeEndRow)) {\n cellGroup.mergeEndRow = cellGroup.mergeEndRow - oldRow + rowIndex;\n }\n cellGroup.row = rowIndex;\n rowIndex++;\n });\n rowIndex = (colGroup.firstChild as Group)?.row;\n colGroup.forEachChildren((cellGroup: Group) => {\n const oldRow = cellGroup.row;\n if (isNumber(cellGroup.mergeStartRow)) {\n cellGroup.mergeStartRow = cellGroup.mergeStartRow - oldRow + rowIndex;\n }\n if (isNumber(cellGroup.mergeEndRow)) {\n cellGroup.mergeEndRow = cellGroup.mergeEndRow - oldRow + rowIndex;\n }\n cellGroup.row = rowIndex;\n rowIndex++;\n });\n }\n}\n\nfunction resetRowNumberAndY(scene: Scenegraph) {\n const table = scene.table;\n let newTotalHeight = 0;\n for (let col = 0; col < scene.table.colCount; col++) {\n const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n if (!headerColGroup || !colGroup) {\n continue;\n }\n // reset row number\n let rowIndex = (headerColGroup.firstChild as Group)?.row;\n let y = 0;\n // headerColGroup.forEachChildren((cellGroup: Group) => {\n // cellGroup.row = rowIndex;\n // rowIndex++;\n // if (cellGroup.role !== 'cell') {\n // return;\n // }\n // cellGroup.setAttribute('y', y);\n // y+= cellGroup.attribute.height;\n // });\n rowIndex = (colGroup.firstChild as Group)?.row;\n const rowStart = rowIndex;\n y = scene.getCellGroupY(rowIndex);\n colGroup.forEachChildren((cellGroup: Group) => {\n const oldRow = cellGroup.row;\n if (isNumber(cellGroup.mergeStartRow)) {\n cellGroup.mergeStartRow = cellGroup.mergeStartRow - oldRow + rowIndex;\n }\n if (isNumber(cellGroup.mergeEndRow)) {\n cellGroup.mergeEndRow = cellGroup.mergeEndRow - oldRow + rowIndex;\n }\n cellGroup.row = rowIndex;\n rowIndex++;\n if (cellGroup.role !== 'cell') {\n return;\n }\n cellGroup.setAttribute('y', y);\n y += cellGroup.attribute.height;\n\n // const { col, row } = cellGroup;\n // const mergeInfo = getCellMergeInfo(table, col, row);\n // if (mergeInfo) {\n // cellGroup.mergeStartCol = mergeInfo.start.col;\n // cellGroup.mergeStartRow = mergeInfo.start.row;\n // cellGroup.mergeEndCol = mergeInfo.end.col;\n // cellGroup.mergeEndRow = mergeInfo.end.row;\n\n // const rangeHeight = table.getRowHeight(row);\n // const rangeWidth = table.getColWidth(col);\n // cellGroup.forEachChildren((child: IGraphic) => {\n // child.setAttributes({\n // dx: 0,\n // dy: 0\n // });\n // });\n // resizeCellGroup(cellGroup, rangeWidth, rangeHeight, mergeInfo, table);\n // }\n });\n newTotalHeight = y;\n\n // const rowCount = rowIndex - rowStart;\n // if (col === 0 && scene.proxy.rowEnd - scene.proxy.rowStart + 1 !== rowCount) {\n // scene.proxy.rowEnd = scene.proxy.rowStart + rowCount - 1;\n // scene.proxy.referenceRow = scene.proxy.rowStart + Math.floor((scene.proxy.rowEnd - scene.proxy.rowStart) / 2);\n // }\n }\n return newTotalHeight;\n}\n\nfunction addRowCellGroup(row: number, scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n // create cellGroup\n // const cellGroup = updateCell(col, row, scene.table, true);\n const cellGroup = new Group({\n x: 0,\n y: 0,\n width: scene.table.getColWidth(col),\n height: scene.table.getRowHeight(row)\n });\n cellGroup.role = 'cell';\n cellGroup.col = col;\n cellGroup.row = row;\n cellGroup.needUpdate = true;\n\n if (!cellGroup) {\n // TODO: deal with data promise situation\n continue;\n }\n\n // insert cellGroup in colGroup\n const colGroup = scene.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n\n if (colGroup.firstChild && row < (colGroup.firstChild as Group).row) {\n colGroup.insertBefore(cellGroup, colGroup.firstChild);\n (colGroup.firstChild as Group).row = (colGroup.firstChild as Group).row + 1;\n if (\n isNumber((colGroup.firstChild as Group).mergeStartRow) &&\n isNumber((colGroup.firstChild as Group).mergeEndRow)\n ) {\n (colGroup.firstChild as Group).mergeStartRow = (colGroup.firstChild as Group).mergeStartRow + 1;\n (colGroup.firstChild as Group).mergeEndRow = (colGroup.firstChild as Group).mergeEndRow + 1;\n }\n } else if (colGroup.lastChild && row > (colGroup.lastChild as Group).row) {\n colGroup.appendChild(cellGroup);\n } else {\n // let cellBefore: Group;\n // colGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.row === row) {\n // cellBefore = cellGroup;\n // return true;\n // }\n // return false;\n // });\n\n const cellBefore = scene.highPerformanceGetCell(col, row, true);\n if (cellBefore !== cellGroup) {\n colGroup.insertBefore(cellGroup, cellBefore);\n cellBefore && (cellBefore.row = cellBefore.row + 1);\n if (isNumber(cellBefore.mergeStartRow) && isNumber(cellBefore.mergeEndRow)) {\n cellBefore.mergeStartRow = cellBefore.mergeStartRow + 1;\n cellBefore.mergeEndRow = cellBefore.mergeEndRow + 1;\n }\n if (cellBefore !== colGroup.lastChild) {\n colGroup.lastChild && ((colGroup.lastChild as Group).row = (colGroup.lastChild as Group).row + 1);\n if (\n isNumber((colGroup.lastChild as Group).mergeStartRow) &&\n isNumber((colGroup.lastChild as Group).mergeEndRow)\n ) {\n (colGroup.lastChild as Group).mergeStartRow = (colGroup.lastChild as Group).mergeStartRow + 1;\n (colGroup.lastChild as Group).mergeEndRow = (colGroup.lastChild as Group).mergeEndRow + 1;\n }\n }\n }\n }\n\n // // reset row number\n // let rowIndex = (colGroup.firstChild as Group)?.row;\n // colGroup.forEachChildren((cellGroup: Group) => {\n // cellGroup.row = rowIndex;\n // rowIndex++;\n // });\n }\n}\n"]}
@@ -138,8 +138,8 @@ function updateMergeCellContentWidth(cellGroup, distWidth, detaX, autoRowHeight,
138
138
  const changed = (0, text_icon_layout_1.updateCellContentWidth)(singleCellGroup, distWidth, cellHeight, detaX, autoRowHeight, padding, textAlign, textBaseline, table.scenegraph), hierarchyOffset = (0,
139
139
  get_hierarchy_offset_1.getHierarchyOffset)(singleCellGroup.col, singleCellGroup.row, table);
140
140
  if (hierarchyOffset) {
141
- const text = singleCellGroup.getChildByName("text");
142
- text && text.setAttribute("dx", hierarchyOffset);
141
+ const text = singleCellGroup.getChildByName("text"), icon = singleCellGroup.getChildByName("expand") || singleCellGroup.getChildByName("collapse");
142
+ "icon-left" !== (null == icon ? void 0 : icon.role) && text && text.setAttribute("dx", hierarchyOffset);
143
143
  }
144
144
  const rangeHeight = table.getRowHeight(row), rangeWidth = table.getColWidth(col);
145
145
  singleCellGroup.contentWidth = distWidth, (0, column_helper_1.resizeCellGroup)(singleCellGroup, rangeWidth, rangeHeight, {
@@ -1 +1 @@
1
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type { IGraphic } from '@visactor/vrender';\nimport type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport { CartesianAxis } from '../../components/axis/axis';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport type { Group } from '../graphic/group';\nimport type { Icon } from '../graphic/icon';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport { resizeCellGroup } from '../group-creater/column-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { isMergeCellGroup } from '../utils/is-merge-cell-group';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\nimport { computeRowHeight, computeRowsHeight } from './compute-row-height';\nimport { updateCellHeightForRow } from './update-height';\nimport { getHierarchyOffset } from '../utils/get-hierarchy-offset';\n// import { updateAutoRowHeight } from './auto-height';\n\n/**\n * @description: 更新指定列列宽,在拖拽调整列宽中使用\n * @param {Scenegraph} scene\n * @param {number} col\n * @param {number} detaX\n * @return {*}\n */\nexport function updateColWidth(scene: Scenegraph, col: number, detaX: number) {\n scene.table.setColWidth(col, scene.table.getColWidth(col) + detaX, true);\n\n const autoRowHeight = scene.table.heightMode === 'autoHeight';\n // deal with corner header or column header\n const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n if (colOrCornerHeaderColumn) {\n updateColunmWidth(colOrCornerHeaderColumn, detaX, autoRowHeight, 'col-corner', scene);\n }\n // deal with row header or body or right frozen cells\n const rowHeaderOrBodyColumn = scene.getColGroup(col) as Group;\n if (rowHeaderOrBodyColumn) {\n updateColunmWidth(rowHeaderOrBodyColumn, detaX, autoRowHeight, 'row-body', scene);\n }\n\n const leftBottomColumn = scene.getColGroupInLeftBottomCorner(col);\n // deal with left bottom frozen cells\n if (leftBottomColumn) {\n updateColunmWidth(leftBottomColumn, detaX, autoRowHeight, 'left-bottom', scene);\n }\n // deal with bottom frozen cells\n const bottomColumn = scene.getColGroupInBottom(col);\n if (bottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'bottom', scene);\n }\n // deal with right bottom frozen cells\n const rightBottomColumn = scene.getColGroupInRightBottomCorner(col);\n if (rightBottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'right-bottom', scene);\n }\n\n // 更新剩余列位置\n if (col < scene.frozenColCount) {\n scene.cornerHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.rowHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n } else {\n scene.colHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.bodyGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n if (leftBottomColumn) {\n scene.leftBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (bottomColumn) {\n scene.bottomFrozenGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (rightBottomColumn) {\n scene.rightBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n // scene.table.setColWidth(col, rowHeaderOrBodyColumn.attribute.width, true);\n}\n\nfunction updateColunmWidth(\n columnGroup: Group,\n detaX: number,\n autoRowHeight: boolean,\n mode: 'col-corner' | 'row-body' | 'bottom' | 'left-bottom' | 'right-bottom',\n scene: Scenegraph\n) {\n let needRerangeRow = false;\n // const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const oldColumnWidth = columnGroup?.attribute.width ?? 0;\n columnGroup?.setAttribute('width', oldColumnWidth + detaX);\n // 更新单元格宽度\n columnGroup?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n cell.col,\n cell.row,\n oldColumnWidth,\n oldColumnWidth + detaX,\n detaX,\n mode === 'row-body' ? cell.col < scene.table.rowHeaderLevelCount : true,\n autoRowHeight\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n let colGroup;\n let oldContainerHeight;\n let row;\n for (let col = 0; col < scene.table.colCount; col++) {\n // const colGroup = scene.getColGroup(col, true);\n if (mode === 'col-corner') {\n row = 0;\n colGroup = scene.getColGroup(col, true);\n oldContainerHeight = scene.colHeaderGroup.attribute.height ?? 0;\n } else if (mode === 'row-body') {\n row = scene.table.frozenRowCount;\n colGroup = scene.getColGroup(col, false);\n oldContainerHeight = scene.bodyGroup.attribute.height ?? 0;\n } else if (mode === 'bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInBottom(col);\n oldContainerHeight = scene.bottomFrozenGroup.attribute.height ?? 0;\n } else if (mode === 'left-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInLeftBottomCorner(col);\n oldContainerHeight = scene.leftBottomCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInRightBottomCorner(col);\n oldContainerHeight = scene.rightBottomCornerGroup.attribute.height ?? 0;\n }\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.role !== 'cell') {\n // cellGroup.setAttribute('y', y);\n // y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n // return;\n // }\n // y += cellGroup.attribute.height ?? 0;\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(row, newTotalHeight - oldContainerHeight);\n }\n}\n\n/**\n * @description: 更新单个单元格宽度\n * @return {*}\n */\nfunction updateCellWidth(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n oldWidth: number, // old width, not dist\n distWidth: number, // old width, not dist\n detaX: number,\n isHeader: boolean,\n // autoColWidth: boolean,\n autoRowHeight: boolean\n): boolean {\n if (cell.attribute.width === distWidth) {\n return false;\n }\n\n cell.setAttribute('width', distWidth);\n // const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // if (mergeInfo && mergeInfo.start.row !== row) {\n // return false;\n // }\n const cellGroup = cell;\n // const distWidth = width + detaX;\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return false;\n }\n\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n let isHeightChange = false;\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cellGroup.attribute.width,\n // cellGroup.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cellGroup.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cellGroup.insertBefore(newBarCell, oldBarCell);\n cellGroup.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cellGroup.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cellGroup,\n cellGroup.parent,\n cellGroup.attribute.x,\n cellGroup.attribute.y,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n updateImageCellContentWhileResize(cellGroup, col, row, scene.table);\n } else if (cellGroup.firstChild?.name === 'axis') {\n // recreate axis component\n const axisConfig = scene.table.internalProps.layoutMap.getAxisConfigInPivotChart(col, row);\n if (axisConfig) {\n const axis = new CartesianAxis(axisConfig, cellGroup.attribute.width, cellGroup.attribute.height, scene.table);\n cellGroup.clear();\n cellGroup.appendChild(axis.component);\n axis.overlap();\n }\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n let renderDefault = true;\n const customContainer = cell.getChildByName('custom-container') as Group;\n if (customContainer) {\n let customElementsGroup;\n customContainer.removeAllChild();\n cell.removeChild(customContainer);\n\n let customRender;\n let customLayout;\n const cellType = scene.table.getCellLocation(col, row);\n if (cellType !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = define?.headerCustomRender;\n customLayout = define?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = define?.customRender || scene.table.customRender;\n customLayout = define?.customLayout;\n }\n\n if (customLayout || customRender) {\n // const { autoRowHeight } = table.internalProps;\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n false,\n scene.table.heightMode === 'autoHeight',\n scene.table\n );\n customElementsGroup = customResult.elementsGroup;\n renderDefault = customResult.renderDefault;\n isHeightChange = true;\n }\n\n if (cell.childrenCount > 0) {\n cell.insertBefore(customElementsGroup, cell.firstChild);\n } else {\n cell.appendChild(customElementsGroup);\n }\n }\n\n if (renderDefault) {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n isHeightChange = updateMergeCellContentWidth(\n cellGroup,\n distWidth,\n detaX,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline,\n scene.table\n );\n }\n }\n\n return autoRowHeight ? isHeightChange : false;\n}\n\nfunction updateMergeCellContentWidth(\n cellGroup: Group,\n distWidth: number,\n detaX: number,\n autoRowHeight: boolean,\n padding: [number, number, number, number],\n textAlign: CanvasTextAlign,\n textBaseline: CanvasTextBaseline,\n table: BaseTableAPI\n) {\n if (isMergeCellGroup(cellGroup)) {\n distWidth = 0;\n let isHeightChange = false;\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n distWidth += table.getColWidth(col);\n }\n let cellHeight = 0;\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n cellHeight += table.getRowHeight(row);\n }\n\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n const singleCellGroup = table.scenegraph.getCell(col, row);\n singleCellGroup.forEachChildren((child: IGraphic) => {\n child.setAttributes({\n dx: 0,\n dy: 0\n });\n });\n const changed = updateCellContentWidth(\n singleCellGroup,\n distWidth,\n cellHeight,\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n\n // reset hierarchy offset\n const hierarchyOffset = getHierarchyOffset(singleCellGroup.col, singleCellGroup.row, table);\n if (hierarchyOffset) {\n const text = singleCellGroup.getChildByName('text');\n if (text) {\n text.setAttribute('dx', hierarchyOffset);\n }\n }\n\n const rangeHeight = table.getRowHeight(row);\n const rangeWidth = table.getColWidth(col);\n\n // const { width: contentWidth } = cellGroup.attribute;\n singleCellGroup.contentWidth = distWidth;\n\n resizeCellGroup(\n singleCellGroup,\n rangeWidth,\n rangeHeight,\n {\n start: {\n col: cellGroup.mergeStartCol,\n row: cellGroup.mergeStartRow\n },\n end: {\n col: cellGroup.mergeEndCol,\n row: cellGroup.mergeEndRow\n }\n },\n table\n );\n isHeightChange = isHeightChange || changed;\n }\n }\n return isHeightChange;\n }\n return updateCellContentWidth(\n cellGroup,\n distWidth,\n table.getRowHeight(cellGroup.row),\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n}\n\n/**\n * @description: 重置指定行行高\n * @param {Scenegraph} scene\n * @param {number} row\n * @return {*}\n */\nfunction resetRowHeight(scene: Scenegraph, row: number) {\n // 获取高度\n const maxHeight = computeRowHeight(row, 0, scene.table.colCount - 1, scene.table);\n // 更新table行高存储\n scene.table.setRowHeight(row, maxHeight, true);\n\n // 更新高度\n for (let col = 0; col < scene.table.colCount; col++) {\n const distHeight = maxHeight;\n const cell = scene.highPerformanceGetCell(col, row);\n if (cell.role === 'empty') {\n return;\n }\n\n updateCellHeightForRow(\n scene,\n cell,\n col,\n row,\n distHeight,\n distHeight - cell.attribute.height,\n scene.table.isHeader(col, row)\n );\n }\n}\n"]}
1
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type { IGraphic } from '@visactor/vrender';\nimport type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport { CartesianAxis } from '../../components/axis/axis';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport type { Group } from '../graphic/group';\nimport type { Icon } from '../graphic/icon';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport { resizeCellGroup } from '../group-creater/column-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { isMergeCellGroup } from '../utils/is-merge-cell-group';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\nimport { computeRowHeight, computeRowsHeight } from './compute-row-height';\nimport { updateCellHeightForRow } from './update-height';\nimport { getHierarchyOffset } from '../utils/get-hierarchy-offset';\n// import { updateAutoRowHeight } from './auto-height';\n\n/**\n * @description: 更新指定列列宽,在拖拽调整列宽中使用\n * @param {Scenegraph} scene\n * @param {number} col\n * @param {number} detaX\n * @return {*}\n */\nexport function updateColWidth(scene: Scenegraph, col: number, detaX: number) {\n scene.table.setColWidth(col, scene.table.getColWidth(col) + detaX, true);\n\n const autoRowHeight = scene.table.heightMode === 'autoHeight';\n // deal with corner header or column header\n const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n if (colOrCornerHeaderColumn) {\n updateColunmWidth(colOrCornerHeaderColumn, detaX, autoRowHeight, 'col-corner', scene);\n }\n // deal with row header or body or right frozen cells\n const rowHeaderOrBodyColumn = scene.getColGroup(col) as Group;\n if (rowHeaderOrBodyColumn) {\n updateColunmWidth(rowHeaderOrBodyColumn, detaX, autoRowHeight, 'row-body', scene);\n }\n\n const leftBottomColumn = scene.getColGroupInLeftBottomCorner(col);\n // deal with left bottom frozen cells\n if (leftBottomColumn) {\n updateColunmWidth(leftBottomColumn, detaX, autoRowHeight, 'left-bottom', scene);\n }\n // deal with bottom frozen cells\n const bottomColumn = scene.getColGroupInBottom(col);\n if (bottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'bottom', scene);\n }\n // deal with right bottom frozen cells\n const rightBottomColumn = scene.getColGroupInRightBottomCorner(col);\n if (rightBottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'right-bottom', scene);\n }\n\n // 更新剩余列位置\n if (col < scene.frozenColCount) {\n scene.cornerHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.rowHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n } else {\n scene.colHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.bodyGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n if (leftBottomColumn) {\n scene.leftBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (bottomColumn) {\n scene.bottomFrozenGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (rightBottomColumn) {\n scene.rightBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n // scene.table.setColWidth(col, rowHeaderOrBodyColumn.attribute.width, true);\n}\n\nfunction updateColunmWidth(\n columnGroup: Group,\n detaX: number,\n autoRowHeight: boolean,\n mode: 'col-corner' | 'row-body' | 'bottom' | 'left-bottom' | 'right-bottom',\n scene: Scenegraph\n) {\n let needRerangeRow = false;\n // const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const oldColumnWidth = columnGroup?.attribute.width ?? 0;\n columnGroup?.setAttribute('width', oldColumnWidth + detaX);\n // 更新单元格宽度\n columnGroup?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n cell.col,\n cell.row,\n oldColumnWidth,\n oldColumnWidth + detaX,\n detaX,\n mode === 'row-body' ? cell.col < scene.table.rowHeaderLevelCount : true,\n autoRowHeight\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n let colGroup;\n let oldContainerHeight;\n let row;\n for (let col = 0; col < scene.table.colCount; col++) {\n // const colGroup = scene.getColGroup(col, true);\n if (mode === 'col-corner') {\n row = 0;\n colGroup = scene.getColGroup(col, true);\n oldContainerHeight = scene.colHeaderGroup.attribute.height ?? 0;\n } else if (mode === 'row-body') {\n row = scene.table.frozenRowCount;\n colGroup = scene.getColGroup(col, false);\n oldContainerHeight = scene.bodyGroup.attribute.height ?? 0;\n } else if (mode === 'bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInBottom(col);\n oldContainerHeight = scene.bottomFrozenGroup.attribute.height ?? 0;\n } else if (mode === 'left-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInLeftBottomCorner(col);\n oldContainerHeight = scene.leftBottomCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInRightBottomCorner(col);\n oldContainerHeight = scene.rightBottomCornerGroup.attribute.height ?? 0;\n }\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.role !== 'cell') {\n // cellGroup.setAttribute('y', y);\n // y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n // return;\n // }\n // y += cellGroup.attribute.height ?? 0;\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(row, newTotalHeight - oldContainerHeight);\n }\n}\n\n/**\n * @description: 更新单个单元格宽度\n * @return {*}\n */\nfunction updateCellWidth(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n oldWidth: number, // old width, not dist\n distWidth: number, // old width, not dist\n detaX: number,\n isHeader: boolean,\n // autoColWidth: boolean,\n autoRowHeight: boolean\n): boolean {\n if (cell.attribute.width === distWidth) {\n return false;\n }\n\n cell.setAttribute('width', distWidth);\n // const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // if (mergeInfo && mergeInfo.start.row !== row) {\n // return false;\n // }\n const cellGroup = cell;\n // const distWidth = width + detaX;\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return false;\n }\n\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n let isHeightChange = false;\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cellGroup.attribute.width,\n // cellGroup.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cellGroup.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cellGroup.insertBefore(newBarCell, oldBarCell);\n cellGroup.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cellGroup.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cellGroup,\n cellGroup.parent,\n cellGroup.attribute.x,\n cellGroup.attribute.y,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n updateImageCellContentWhileResize(cellGroup, col, row, scene.table);\n } else if (cellGroup.firstChild?.name === 'axis') {\n // recreate axis component\n const axisConfig = scene.table.internalProps.layoutMap.getAxisConfigInPivotChart(col, row);\n if (axisConfig) {\n const axis = new CartesianAxis(axisConfig, cellGroup.attribute.width, cellGroup.attribute.height, scene.table);\n cellGroup.clear();\n cellGroup.appendChild(axis.component);\n axis.overlap();\n }\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n let renderDefault = true;\n const customContainer = cell.getChildByName('custom-container') as Group;\n if (customContainer) {\n let customElementsGroup;\n customContainer.removeAllChild();\n cell.removeChild(customContainer);\n\n let customRender;\n let customLayout;\n const cellType = scene.table.getCellLocation(col, row);\n if (cellType !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = define?.headerCustomRender;\n customLayout = define?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = define?.customRender || scene.table.customRender;\n customLayout = define?.customLayout;\n }\n\n if (customLayout || customRender) {\n // const { autoRowHeight } = table.internalProps;\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n false,\n scene.table.heightMode === 'autoHeight',\n scene.table\n );\n customElementsGroup = customResult.elementsGroup;\n renderDefault = customResult.renderDefault;\n isHeightChange = true;\n }\n\n if (cell.childrenCount > 0) {\n cell.insertBefore(customElementsGroup, cell.firstChild);\n } else {\n cell.appendChild(customElementsGroup);\n }\n }\n\n if (renderDefault) {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n isHeightChange = updateMergeCellContentWidth(\n cellGroup,\n distWidth,\n detaX,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline,\n scene.table\n );\n }\n }\n\n return autoRowHeight ? isHeightChange : false;\n}\n\nfunction updateMergeCellContentWidth(\n cellGroup: Group,\n distWidth: number,\n detaX: number,\n autoRowHeight: boolean,\n padding: [number, number, number, number],\n textAlign: CanvasTextAlign,\n textBaseline: CanvasTextBaseline,\n table: BaseTableAPI\n) {\n if (isMergeCellGroup(cellGroup)) {\n distWidth = 0;\n let isHeightChange = false;\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n distWidth += table.getColWidth(col);\n }\n let cellHeight = 0;\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n cellHeight += table.getRowHeight(row);\n }\n\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n const singleCellGroup = table.scenegraph.getCell(col, row);\n singleCellGroup.forEachChildren((child: IGraphic) => {\n child.setAttributes({\n dx: 0,\n dy: 0\n });\n });\n const changed = updateCellContentWidth(\n singleCellGroup,\n distWidth,\n cellHeight,\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n\n // reset hierarchy offset\n const hierarchyOffset = getHierarchyOffset(singleCellGroup.col, singleCellGroup.row, table);\n if (hierarchyOffset) {\n const text = singleCellGroup.getChildByName('text');\n const icon = singleCellGroup.getChildByName('expand') || singleCellGroup.getChildByName('collapse');\n // icon-left deal with hierarchy offset, no need add to text dx\n if (icon?.role !== 'icon-left' && text) {\n text.setAttribute('dx', hierarchyOffset);\n }\n }\n\n const rangeHeight = table.getRowHeight(row);\n const rangeWidth = table.getColWidth(col);\n\n // const { width: contentWidth } = cellGroup.attribute;\n singleCellGroup.contentWidth = distWidth;\n\n resizeCellGroup(\n singleCellGroup,\n rangeWidth,\n rangeHeight,\n {\n start: {\n col: cellGroup.mergeStartCol,\n row: cellGroup.mergeStartRow\n },\n end: {\n col: cellGroup.mergeEndCol,\n row: cellGroup.mergeEndRow\n }\n },\n table\n );\n isHeightChange = isHeightChange || changed;\n }\n }\n return isHeightChange;\n }\n return updateCellContentWidth(\n cellGroup,\n distWidth,\n table.getRowHeight(cellGroup.row),\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n}\n\n/**\n * @description: 重置指定行行高\n * @param {Scenegraph} scene\n * @param {number} row\n * @return {*}\n */\nfunction resetRowHeight(scene: Scenegraph, row: number) {\n // 获取高度\n const maxHeight = computeRowHeight(row, 0, scene.table.colCount - 1, scene.table);\n // 更新table行高存储\n scene.table.setRowHeight(row, maxHeight, true);\n\n // 更新高度\n for (let col = 0; col < scene.table.colCount; col++) {\n const distHeight = maxHeight;\n const cell = scene.highPerformanceGetCell(col, row);\n if (cell.role === 'empty') {\n return;\n }\n\n updateCellHeightForRow(\n scene,\n cell,\n col,\n row,\n distHeight,\n distHeight - cell.attribute.height,\n scene.table.isHeader(col, row)\n );\n }\n}\n"]}
@@ -15,18 +15,18 @@ function updateAllSelectComponent(scene) {
15
15
  }
16
16
 
17
17
  function updateComponent(selectComp, key, scene) {
18
- const [startColStr, startRowStr, endColStr, endRowStr] = key.split("-");
19
- let visibleCellRange, startCol = parseInt(startColStr, 10), startRow = parseInt(startRowStr, 10), endCol = parseInt(endColStr, 10), endRow = parseInt(endRowStr, 10);
18
+ const [startColStr, startRowStr, endColStr, endRowStr] = key.split("-"), startCol = parseInt(startColStr, 10), startRow = parseInt(startRowStr, 10), endCol = parseInt(endColStr, 10), endRow = parseInt(endRowStr, 10);
19
+ let visibleCellRange, computeRectCellRangeStartCol = startCol, computeRectCellRangeStartRow = startRow, computeRectCellRangeEndCol = endCol, computeRectCellRangeEndRow = endRow;
20
20
  switch (selectComp.role) {
21
21
  case "rowHeader":
22
- visibleCellRange = scene.table.getBodyVisibleRowRange(), visibleCellRange && (startRow = Math.max(startRow, visibleCellRange.rowStart),
23
- endRow = Math.min(endRow, visibleCellRange.rowEnd));
22
+ visibleCellRange = scene.table.getBodyVisibleRowRange(), visibleCellRange && (computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1),
23
+ computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1));
24
24
  break;
25
25
 
26
26
  case "columnHeader":
27
27
  case "bottomFrozen":
28
- visibleCellRange = scene.table.getBodyVisibleCellRange(), visibleCellRange && (startCol = Math.max(startCol, visibleCellRange.colStart),
29
- endCol = Math.min(endCol, visibleCellRange.colEnd));
28
+ visibleCellRange = scene.table.getBodyVisibleCellRange(), visibleCellRange && (computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1),
29
+ computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1));
30
30
  break;
31
31
 
32
32
  case "cornerHeader":
@@ -36,16 +36,16 @@ function updateComponent(selectComp, key, scene) {
36
36
  break;
37
37
 
38
38
  case "rightFrozen":
39
- visibleCellRange = scene.table.getBodyVisibleCellRange(), visibleCellRange && (startRow = Math.max(startRow, visibleCellRange.rowStart),
40
- endRow = Math.min(endRow, visibleCellRange.rowEnd));
39
+ visibleCellRange = scene.table.getBodyVisibleCellRange(), visibleCellRange && (computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1),
40
+ computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1));
41
41
  break;
42
42
 
43
43
  default:
44
- visibleCellRange = scene.table.getBodyVisibleCellRange(), visibleCellRange && (startRow = Math.max(startRow, visibleCellRange.rowStart),
45
- endRow = Math.min(endRow, visibleCellRange.rowEnd), startCol = Math.max(startCol, visibleCellRange.colStart),
46
- endCol = Math.min(endCol, visibleCellRange.colEnd));
44
+ visibleCellRange = scene.table.getBodyVisibleCellRange(), visibleCellRange && (computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1),
45
+ computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1), computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1),
46
+ computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1));
47
47
  }
48
- const cellRange = scene.table.getCellRange(startCol, startRow), colsWidth = scene.table.getColsWidth(cellRange.start.col, endCol), rowsHeight = scene.table.getRowsHeight(cellRange.start.row, endRow), firstCellBound = scene.highPerformanceGetCell(cellRange.start.col, cellRange.start.row).globalAABBBounds;
48
+ const colsWidth = scene.table.getColsWidth(computeRectCellRangeStartCol, computeRectCellRangeEndCol), rowsHeight = scene.table.getRowsHeight(computeRectCellRangeStartRow, computeRectCellRangeEndRow), firstCellBound = scene.highPerformanceGetCell(computeRectCellRangeStartCol, computeRectCellRangeStartRow).globalAABBBounds;
49
49
  selectComp.rect.setAttributes({
50
50
  x: firstCellBound.x1 - scene.tableGroup.attribute.x,
51
51
  y: firstCellBound.y1 - scene.tableGroup.attribute.y,
@@ -53,7 +53,7 @@ function updateComponent(selectComp, key, scene) {
53
53
  height: rowsHeight,
54
54
  visible: !0
55
55
  });
56
- const isNearRowHeader = cellRange.start.col === scene.table.frozenColCount, isNearRightRowHeader = endCol === scene.table.colCount - scene.table.rightFrozenColCount - 1, isNearColHeader = cellRange.start.row === scene.table.frozenRowCount, isNearBottomColHeader = endRow === scene.table.rowCount - scene.table.bottomFrozenRowCount - 1;
56
+ const isNearRowHeader = startCol === scene.table.frozenColCount, isNearRightRowHeader = scene.table.rightFrozenColCount > 0 && endCol === scene.table.colCount - scene.table.rightFrozenColCount - 1, isNearColHeader = startRow === scene.table.frozenRowCount, isNearBottomColHeader = endRow === scene.table.rowCount - scene.table.bottomFrozenRowCount - 1;
57
57
  isNearRowHeader && selectComp.rect.attribute.stroke[3] || isNearRightRowHeader && selectComp.rect.attribute.stroke[1] || isNearColHeader && selectComp.rect.attribute.stroke[0] || isNearBottomColHeader && selectComp.rect.attribute.stroke[2] ? (isNearRowHeader && selectComp.rect.attribute.stroke[3] && scene.tableGroup.insertAfter(selectComp.rect, "columnHeader" === selectComp.role ? scene.cornerHeaderGroup : "bottomFrozen" === selectComp.role ? scene.leftBottomCornerGroup : scene.rowHeaderGroup),
58
58
  isNearBottomColHeader && selectComp.rect.attribute.stroke[2] && scene.tableGroup.insertAfter(selectComp.rect, "rowHeader" === selectComp.role ? scene.leftBottomCornerGroup : "rightFrozen" === selectComp.role ? scene.rightBottomCornerGroup : scene.bottomFrozenGroup),
59
59
  isNearColHeader && selectComp.rect.attribute.stroke[0] && scene.tableGroup.insertAfter(selectComp.rect, "rowHeader" === selectComp.role ? scene.cornerHeaderGroup : "rightFrozen" === selectComp.role ? scene.rightTopCornerGroup : scene.colHeaderGroup),