@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.
@@ -1 +1 @@
1
- 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type { IRect } from '@visactor/vrender';\nimport type { Scenegraph } from '../scenegraph';\nimport type { CellSubLocation } from '../../ts-types';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\n\nexport function updateAllSelectComponent(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n });\n}\n\nfunction updateComponent(selectComp: { rect: IRect; role: CellSubLocation }, key: string, scene: Scenegraph) {\n const [startColStr, startRowStr, endColStr, endRowStr] = key.split('-');\n let startCol = parseInt(startColStr, 10);\n let startRow = parseInt(startRowStr, 10);\n let endCol = parseInt(endColStr, 10);\n let endRow = parseInt(endRowStr, 10);\n // const cellsBounds;\n // 下面逻辑根据选中区域所属表格部分 来判断可视区域内容的选中单元格范围\n let visibleCellRange;\n switch (selectComp.role) {\n case 'rowHeader':\n visibleCellRange = scene.table.getBodyVisibleRowRange();\n if (visibleCellRange) {\n startRow = Math.max(startRow, visibleCellRange.rowStart);\n endRow = Math.min(endRow, visibleCellRange.rowEnd);\n }\n break;\n case 'columnHeader':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n startCol = Math.max(startCol, visibleCellRange.colStart);\n endCol = Math.min(endCol, visibleCellRange.colEnd);\n }\n break;\n case 'cornerHeader':\n break;\n case 'bottomFrozen':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n startCol = Math.max(startCol, visibleCellRange.colStart);\n endCol = Math.min(endCol, visibleCellRange.colEnd);\n }\n break;\n case 'rightFrozen':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n startRow = Math.max(startRow, visibleCellRange.rowStart);\n endRow = Math.min(endRow, visibleCellRange.rowEnd);\n }\n break;\n case 'rightTopCorner':\n break;\n case 'leftBottomCorner':\n break;\n case 'rightBottomCorner':\n break;\n default:\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n startRow = Math.max(startRow, visibleCellRange.rowStart);\n endRow = Math.min(endRow, visibleCellRange.rowEnd);\n startCol = Math.max(startCol, visibleCellRange.colStart);\n endCol = Math.min(endCol, visibleCellRange.colEnd);\n }\n break;\n }\n const cellRange = scene.table.getCellRange(startCol, startRow);\n const colsWidth = scene.table.getColsWidth(cellRange.start.col, endCol);\n const rowsHeight = scene.table.getRowsHeight(cellRange.start.row, endRow);\n const firstCellBound = scene.highPerformanceGetCell(cellRange.start.col, cellRange.start.row).globalAABBBounds;\n // if (!cellsBounds) {\n // // 选中区域在实际单元格区域外,不显示选择框\n // selectComp.rect.setAttributes({\n // visible: false\n // });\n // } else {\n selectComp.rect.setAttributes({\n x: firstCellBound.x1 - scene.tableGroup.attribute.x, //坐标xy在下面的逻辑中会做适当调整\n y: firstCellBound.y1 - scene.tableGroup.attribute.y,\n width: colsWidth,\n height: rowsHeight,\n visible: true\n });\n // }\n\n //#region 判断是不是按着表头部分的选中框 因为绘制层级的原因 线宽会被遮住一半,因此需要动态调整层级\n const isNearRowHeader =\n // scene.table.scrollLeft === 0 &&\n cellRange.start.col === scene.table.frozenColCount;\n const isNearRightRowHeader =\n // scene.table.scrollLeft === 0 &&\n endCol === scene.table.colCount - scene.table.rightFrozenColCount - 1;\n const isNearColHeader =\n // scene.table.scrollTop === 0 &&\n cellRange.start.row === scene.table.frozenRowCount;\n const isNearBottomColHeader =\n // scene.table.scrollTop === 0 &&\n endRow === scene.table.rowCount - scene.table.bottomFrozenRowCount - 1;\n if (\n (isNearRowHeader && selectComp.rect.attribute.stroke[3]) ||\n (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) ||\n (isNearColHeader && selectComp.rect.attribute.stroke[0]) ||\n (isNearBottomColHeader && selectComp.rect.attribute.stroke[2])\n ) {\n if (isNearRowHeader && selectComp.rect.attribute.stroke[3]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.leftBottomCornerGroup\n : scene.rowHeaderGroup\n );\n }\n\n if (isNearBottomColHeader && selectComp.rect.attribute.stroke[2]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightBottomCornerGroup\n : scene.bottomFrozenGroup\n );\n }\n\n if (isNearColHeader && selectComp.rect.attribute.stroke[0]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightTopCornerGroup\n : scene.colHeaderGroup\n );\n }\n if (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.rightBottomCornerGroup\n : scene.rightFrozenGroup\n );\n }\n\n //#region 调整层级后 滚动情况下会出现绘制范围出界 如body的选中框 渲染在了rowheader上面,所有需要调整选中框rect的 边界\n if (\n selectComp.rect.attribute.x < scene.rowHeaderGroup.attribute.width &&\n // selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rowHeaderGroup.attribute.width &&\n scene.table.scrollLeft > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + (scene.rowHeaderGroup.attribute.width - selectComp.rect.attribute.x),\n width: selectComp.rect.attribute.width - (scene.rowHeaderGroup.attribute.width - selectComp.rect.attribute.x)\n });\n }\n if (\n // selectComp.rect.attribute.x < scene.rightFrozenGroup.attribute.x &&\n scene.rightFrozenGroup.attribute.width > 0 && // right冻结列存在的情况下\n scene.rightFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rightFrozenGroup.attribute.x &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x,\n width: scene.rightFrozenGroup.attribute.x - selectComp.rect.attribute.x\n });\n }\n if (\n selectComp.rect.attribute.y < scene.colHeaderGroup.attribute.height &&\n scene.table.scrollTop > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y),\n height: selectComp.rect.attribute.height - (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y)\n });\n }\n if (\n scene.bottomFrozenGroup.attribute.width > 0 &&\n scene.bottomFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.y + selectComp.rect.attribute.height > scene.bottomFrozenGroup.attribute.y &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y,\n height: scene.bottomFrozenGroup.attribute.y - selectComp.rect.attribute.y\n });\n }\n //#endregion\n } else {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'body'\n ? scene.bodyGroup\n : selectComp.role === 'columnHeader'\n ? scene.colHeaderGroup\n : selectComp.role === 'rowHeader'\n ? scene.rowHeaderGroup\n : selectComp.role === 'cornerHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightTopCorner'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightFrozenGroup\n : selectComp.role === 'leftBottomCorner'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.bottomFrozenGroup\n : scene.rightBottomCornerGroup\n );\n }\n //#endregion\n}\n\nexport function updateCellSelectBorder(\n scene: Scenegraph,\n newStartCol: number,\n newStartRow: number,\n newEndCol: number,\n newEndRow: number\n) {\n let startCol = Math.min(newEndCol, newStartCol);\n let startRow = Math.min(newEndRow, newStartRow);\n let endCol = Math.max(newEndCol, newStartCol);\n let endRow = Math.max(newEndRow, newStartRow);\n //#region region 校验四周的单元格有没有合并的情况,如有则扩大范围\n const extendSelectRange = () => {\n let isExtend = false;\n for (let col = startCol; col <= endCol; col++) {\n if (col === startCol) {\n for (let row = startRow; row <= endRow; row++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.col < startCol) {\n startCol = mergeInfo.start.col;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && col === endCol) {\n for (let row = startRow; row <= endRow; row++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.col > endCol) {\n endCol = mergeInfo.end.col;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n if (!isExtend) {\n for (let row = startRow; row <= endRow; row++) {\n if (row === startRow) {\n for (let col = startCol; col <= endCol; col++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.row < startRow) {\n startRow = mergeInfo.start.row;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && row === endRow) {\n for (let col = startCol; col <= endCol; col++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.row > endRow) {\n endRow = mergeInfo.end.row;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n }\n if (isExtend) {\n extendSelectRange();\n }\n };\n extendSelectRange();\n //#endregion\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.delete();\n });\n scene.selectingRangeComponents = new Map();\n\n let needRowHeader = false;\n let needRightRowHeader = false; // 右侧冻结\n let needColumnHeader = false;\n let needBottomColumnHeader = false; // 底部冻结\n let needBody = false;\n let needCornerHeader = false;\n let needRightTopCornerHeader = false;\n let needRightBottomCornerHeader = false;\n let needLeftBottomCornerHeader = false;\n if (startCol <= scene.table.frozenColCount - 1 && startRow <= scene.table.frozenRowCount - 1) {\n needCornerHeader = true;\n }\n if (endCol >= scene.table.colCount - scene.table.rightFrozenColCount && startRow <= scene.table.frozenRowCount - 1) {\n needRightTopCornerHeader = true;\n }\n\n if (startCol <= scene.table.frozenColCount - 1 && endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount) {\n needLeftBottomCornerHeader = true;\n }\n\n if (\n endCol >= scene.table.colCount - scene.table.rightFrozenColCount &&\n endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount\n ) {\n needRightBottomCornerHeader = true;\n }\n\n if (\n startCol <= scene.table.frozenColCount - 1 &&\n endRow >= scene.table.frozenRowCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n ) {\n needRowHeader = true;\n }\n if (\n endCol >= scene.table.colCount - scene.table.rightFrozenColCount &&\n endRow >= scene.table.frozenRowCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n ) {\n needRightRowHeader = true;\n }\n\n if (\n startRow <= scene.table.frozenRowCount - 1 &&\n endCol >= scene.table.frozenColCount &&\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1\n ) {\n needColumnHeader = true;\n }\n if (\n endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount &&\n endCol >= scene.table.frozenColCount &&\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1\n ) {\n needBottomColumnHeader = true;\n }\n if (\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1 &&\n endCol >= scene.table.frozenColCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1 &&\n endRow >= scene.table.frozenRowCount\n ) {\n needBody = true;\n }\n\n // TODO 可以尝试不拆分三个表头和body【前提是theme中合并配置】 用一个SelectBorder 需要结合clip,并动态设置border的范围【依据区域范围 已经是否跨表头及body】\n if (needCornerHeader) {\n const cornerEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const cornerEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, !needColumnHeader, !needRowHeader, true];\n scene.createCellSelectBorder(\n startCol,\n startRow,\n cornerEndCol,\n cornerEndRow,\n 'cornerHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightTopCornerHeader) {\n const cornerStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const cornerEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, true, !needRightRowHeader, !needColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n startRow,\n endCol,\n cornerEndRow,\n 'rightTopCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n\n if (needLeftBottomCornerHeader) {\n const cornerEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const cornerStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needRowHeader, !needBottomColumnHeader, true, true];\n scene.createCellSelectBorder(\n startCol,\n cornerStartRow,\n cornerEndCol,\n endRow,\n 'leftBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightBottomCornerHeader) {\n const cornerStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const cornerStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needRightRowHeader, true, true, !needBottomColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n cornerStartRow,\n endCol,\n endRow,\n 'rightBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, !needRightTopCornerHeader, !needBody, !needCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n startRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'columnHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBottomColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needBody, !needRightBottomCornerHeader, true, !needLeftBottomCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n endRow,\n 'bottomFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const columnHeaderEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const strokeArray = [!needCornerHeader, !needBody, !needLeftBottomCornerHeader, true];\n scene.createCellSelectBorder(\n startCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'rowHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const columnHeaderStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const strokeArray = [!needRightTopCornerHeader, true, !needRightBottomCornerHeader, !needBody];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n endCol,\n columnHeaderEndRow,\n 'rightFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBody) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const strokeArray = [!needColumnHeader, !needRightRowHeader, !needBottomColumnHeader, !needRowHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'body',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n}\n"]}
1
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type { IRect } from '@visactor/vrender';\nimport type { Scenegraph } from '../scenegraph';\nimport type { CellSubLocation } from '../../ts-types';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\n\nexport function updateAllSelectComponent(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n });\n}\n\nfunction updateComponent(selectComp: { rect: IRect; role: CellSubLocation }, key: string, scene: Scenegraph) {\n const [startColStr, startRowStr, endColStr, endRowStr] = key.split('-');\n const startCol = parseInt(startColStr, 10);\n const startRow = parseInt(startRowStr, 10);\n const endCol = parseInt(endColStr, 10);\n const endRow = parseInt(endRowStr, 10);\n // 下面为计算选中区域使用的行列值\n let computeRectCellRangeStartCol = startCol;\n let computeRectCellRangeStartRow = startRow;\n let computeRectCellRangeEndCol = endCol;\n let computeRectCellRangeEndRow = endRow;\n // 下面逻辑根据选中区域所属表格部分 来判断可视区域内容的选中单元格范围\n let visibleCellRange;\n switch (selectComp.role) {\n case 'rowHeader':\n visibleCellRange = scene.table.getBodyVisibleRowRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'columnHeader':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'cornerHeader':\n break;\n case 'bottomFrozen':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'rightFrozen':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'rightTopCorner':\n break;\n case 'leftBottomCorner':\n break;\n case 'rightBottomCorner':\n break;\n default:\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n }\n // const cellRange = scene.table.getCellRange(startCol, startRow);\n // const colsWidth = scene.table.getColsWidth(cellRange.start.col, endCol);\n // const rowsHeight = scene.table.getRowsHeight(cellRange.start.row, endRow);\n const colsWidth = scene.table.getColsWidth(computeRectCellRangeStartCol, computeRectCellRangeEndCol);\n const rowsHeight = scene.table.getRowsHeight(computeRectCellRangeStartRow, computeRectCellRangeEndRow);\n const firstCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeStartCol,\n computeRectCellRangeStartRow\n ).globalAABBBounds;\n\n selectComp.rect.setAttributes({\n x: firstCellBound.x1 - scene.tableGroup.attribute.x, //坐标xy在下面的逻辑中会做适当调整\n y: firstCellBound.y1 - scene.tableGroup.attribute.y,\n width: colsWidth,\n height: rowsHeight,\n visible: true\n });\n\n //#region 判断是不是按着表头部分的选中框 因为绘制层级的原因 线宽会被遮住一半,因此需要动态调整层级\n const isNearRowHeader =\n // scene.table.scrollLeft === 0 &&\n startCol === scene.table.frozenColCount;\n const isNearRightRowHeader =\n // scene.table.scrollLeft === 0 &&\n scene.table.rightFrozenColCount > 0 && endCol === scene.table.colCount - scene.table.rightFrozenColCount - 1;\n const isNearColHeader =\n // scene.table.scrollTop === 0 &&\n startRow === scene.table.frozenRowCount;\n const isNearBottomColHeader =\n // scene.table.scrollTop === 0 &&\n endRow === scene.table.rowCount - scene.table.bottomFrozenRowCount - 1;\n if (\n (isNearRowHeader && selectComp.rect.attribute.stroke[3]) ||\n (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) ||\n (isNearColHeader && selectComp.rect.attribute.stroke[0]) ||\n (isNearBottomColHeader && selectComp.rect.attribute.stroke[2])\n ) {\n if (isNearRowHeader && selectComp.rect.attribute.stroke[3]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.leftBottomCornerGroup\n : scene.rowHeaderGroup\n );\n }\n\n if (isNearBottomColHeader && selectComp.rect.attribute.stroke[2]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightBottomCornerGroup\n : scene.bottomFrozenGroup\n );\n }\n\n if (isNearColHeader && selectComp.rect.attribute.stroke[0]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightTopCornerGroup\n : scene.colHeaderGroup\n );\n }\n if (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.rightBottomCornerGroup\n : scene.rightFrozenGroup\n );\n }\n\n //#region 调整层级后 滚动情况下会出现绘制范围出界 如body的选中框 渲染在了rowheader上面,所有需要调整选中框rect的 边界\n if (\n selectComp.rect.attribute.x < scene.rowHeaderGroup.attribute.width &&\n // selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rowHeaderGroup.attribute.width &&\n scene.table.scrollLeft > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + (scene.rowHeaderGroup.attribute.width - selectComp.rect.attribute.x),\n width: selectComp.rect.attribute.width - (scene.rowHeaderGroup.attribute.width - selectComp.rect.attribute.x)\n });\n }\n if (\n // selectComp.rect.attribute.x < scene.rightFrozenGroup.attribute.x &&\n scene.rightFrozenGroup.attribute.width > 0 && // right冻结列存在的情况下\n scene.rightFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rightFrozenGroup.attribute.x &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x,\n width: scene.rightFrozenGroup.attribute.x - selectComp.rect.attribute.x\n });\n }\n if (\n selectComp.rect.attribute.y < scene.colHeaderGroup.attribute.height &&\n scene.table.scrollTop > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y),\n height: selectComp.rect.attribute.height - (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y)\n });\n }\n if (\n scene.bottomFrozenGroup.attribute.width > 0 &&\n scene.bottomFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.y + selectComp.rect.attribute.height > scene.bottomFrozenGroup.attribute.y &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y,\n height: scene.bottomFrozenGroup.attribute.y - selectComp.rect.attribute.y\n });\n }\n //#endregion\n } else {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'body'\n ? scene.bodyGroup\n : selectComp.role === 'columnHeader'\n ? scene.colHeaderGroup\n : selectComp.role === 'rowHeader'\n ? scene.rowHeaderGroup\n : selectComp.role === 'cornerHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightTopCorner'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightFrozenGroup\n : selectComp.role === 'leftBottomCorner'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.bottomFrozenGroup\n : scene.rightBottomCornerGroup\n );\n }\n //#endregion\n}\n\nexport function updateCellSelectBorder(\n scene: Scenegraph,\n newStartCol: number,\n newStartRow: number,\n newEndCol: number,\n newEndRow: number\n) {\n let startCol = Math.min(newEndCol, newStartCol);\n let startRow = Math.min(newEndRow, newStartRow);\n let endCol = Math.max(newEndCol, newStartCol);\n let endRow = Math.max(newEndRow, newStartRow);\n //#region region 校验四周的单元格有没有合并的情况,如有则扩大范围\n const extendSelectRange = () => {\n let isExtend = false;\n for (let col = startCol; col <= endCol; col++) {\n if (col === startCol) {\n for (let row = startRow; row <= endRow; row++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.col < startCol) {\n startCol = mergeInfo.start.col;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && col === endCol) {\n for (let row = startRow; row <= endRow; row++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.col > endCol) {\n endCol = mergeInfo.end.col;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n if (!isExtend) {\n for (let row = startRow; row <= endRow; row++) {\n if (row === startRow) {\n for (let col = startCol; col <= endCol; col++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.row < startRow) {\n startRow = mergeInfo.start.row;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && row === endRow) {\n for (let col = startCol; col <= endCol; col++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.row > endRow) {\n endRow = mergeInfo.end.row;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n }\n if (isExtend) {\n extendSelectRange();\n }\n };\n extendSelectRange();\n //#endregion\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.delete();\n });\n scene.selectingRangeComponents = new Map();\n\n let needRowHeader = false;\n let needRightRowHeader = false; // 右侧冻结\n let needColumnHeader = false;\n let needBottomColumnHeader = false; // 底部冻结\n let needBody = false;\n let needCornerHeader = false;\n let needRightTopCornerHeader = false;\n let needRightBottomCornerHeader = false;\n let needLeftBottomCornerHeader = false;\n if (startCol <= scene.table.frozenColCount - 1 && startRow <= scene.table.frozenRowCount - 1) {\n needCornerHeader = true;\n }\n if (endCol >= scene.table.colCount - scene.table.rightFrozenColCount && startRow <= scene.table.frozenRowCount - 1) {\n needRightTopCornerHeader = true;\n }\n\n if (startCol <= scene.table.frozenColCount - 1 && endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount) {\n needLeftBottomCornerHeader = true;\n }\n\n if (\n endCol >= scene.table.colCount - scene.table.rightFrozenColCount &&\n endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount\n ) {\n needRightBottomCornerHeader = true;\n }\n\n if (\n startCol <= scene.table.frozenColCount - 1 &&\n endRow >= scene.table.frozenRowCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n ) {\n needRowHeader = true;\n }\n if (\n endCol >= scene.table.colCount - scene.table.rightFrozenColCount &&\n endRow >= scene.table.frozenRowCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n ) {\n needRightRowHeader = true;\n }\n\n if (\n startRow <= scene.table.frozenRowCount - 1 &&\n endCol >= scene.table.frozenColCount &&\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1\n ) {\n needColumnHeader = true;\n }\n if (\n endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount &&\n endCol >= scene.table.frozenColCount &&\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1\n ) {\n needBottomColumnHeader = true;\n }\n if (\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1 &&\n endCol >= scene.table.frozenColCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1 &&\n endRow >= scene.table.frozenRowCount\n ) {\n needBody = true;\n }\n\n // TODO 可以尝试不拆分三个表头和body【前提是theme中合并配置】 用一个SelectBorder 需要结合clip,并动态设置border的范围【依据区域范围 已经是否跨表头及body】\n if (needCornerHeader) {\n const cornerEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const cornerEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, !needColumnHeader, !needRowHeader, true];\n scene.createCellSelectBorder(\n startCol,\n startRow,\n cornerEndCol,\n cornerEndRow,\n 'cornerHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightTopCornerHeader) {\n const cornerStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const cornerEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, true, !needRightRowHeader, !needColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n startRow,\n endCol,\n cornerEndRow,\n 'rightTopCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n\n if (needLeftBottomCornerHeader) {\n const cornerEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const cornerStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needRowHeader, !needBottomColumnHeader, true, true];\n scene.createCellSelectBorder(\n startCol,\n cornerStartRow,\n cornerEndCol,\n endRow,\n 'leftBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightBottomCornerHeader) {\n const cornerStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const cornerStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needRightRowHeader, true, true, !needBottomColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n cornerStartRow,\n endCol,\n endRow,\n 'rightBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, !needRightTopCornerHeader, !needBody, !needCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n startRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'columnHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBottomColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needBody, !needRightBottomCornerHeader, true, !needLeftBottomCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n endRow,\n 'bottomFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const columnHeaderEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const strokeArray = [!needCornerHeader, !needBody, !needLeftBottomCornerHeader, true];\n scene.createCellSelectBorder(\n startCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'rowHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const columnHeaderStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const strokeArray = [!needRightTopCornerHeader, true, !needRightBottomCornerHeader, !needBody];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n endCol,\n columnHeaderEndRow,\n 'rightFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBody) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const strokeArray = [!needColumnHeader, !needRightRowHeader, !needBottomColumnHeader, !needRowHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'body',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n}\n"]}
package/dist/vtable.js CHANGED
@@ -53921,7 +53921,8 @@
53921
53921
  const hierarchyOffset = getHierarchyOffset(singleCellGroup.col, singleCellGroup.row, table);
53922
53922
  if (hierarchyOffset) {
53923
53923
  const text = singleCellGroup.getChildByName('text');
53924
- if (text) {
53924
+ const icon = singleCellGroup.getChildByName('expand') || singleCellGroup.getChildByName('collapse');
53925
+ if (icon?.role !== 'icon-left' && text) {
53925
53926
  text.setAttribute('dx', hierarchyOffset);
53926
53927
  }
53927
53928
  }
@@ -57168,24 +57169,28 @@
57168
57169
  }
57169
57170
  function updateComponent(selectComp, key, scene) {
57170
57171
  const [startColStr, startRowStr, endColStr, endRowStr] = key.split('-');
57171
- let startCol = parseInt(startColStr, 10);
57172
- let startRow = parseInt(startRowStr, 10);
57173
- let endCol = parseInt(endColStr, 10);
57174
- let endRow = parseInt(endRowStr, 10);
57172
+ const startCol = parseInt(startColStr, 10);
57173
+ const startRow = parseInt(startRowStr, 10);
57174
+ const endCol = parseInt(endColStr, 10);
57175
+ const endRow = parseInt(endRowStr, 10);
57176
+ let computeRectCellRangeStartCol = startCol;
57177
+ let computeRectCellRangeStartRow = startRow;
57178
+ let computeRectCellRangeEndCol = endCol;
57179
+ let computeRectCellRangeEndRow = endRow;
57175
57180
  let visibleCellRange;
57176
57181
  switch (selectComp.role) {
57177
57182
  case 'rowHeader':
57178
57183
  visibleCellRange = scene.table.getBodyVisibleRowRange();
57179
57184
  if (visibleCellRange) {
57180
- startRow = Math.max(startRow, visibleCellRange.rowStart);
57181
- endRow = Math.min(endRow, visibleCellRange.rowEnd);
57185
+ computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);
57186
+ computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);
57182
57187
  }
57183
57188
  break;
57184
57189
  case 'columnHeader':
57185
57190
  visibleCellRange = scene.table.getBodyVisibleCellRange();
57186
57191
  if (visibleCellRange) {
57187
- startCol = Math.max(startCol, visibleCellRange.colStart);
57188
- endCol = Math.min(endCol, visibleCellRange.colEnd);
57192
+ computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);
57193
+ computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);
57189
57194
  }
57190
57195
  break;
57191
57196
  case 'cornerHeader':
@@ -57193,15 +57198,15 @@
57193
57198
  case 'bottomFrozen':
57194
57199
  visibleCellRange = scene.table.getBodyVisibleCellRange();
57195
57200
  if (visibleCellRange) {
57196
- startCol = Math.max(startCol, visibleCellRange.colStart);
57197
- endCol = Math.min(endCol, visibleCellRange.colEnd);
57201
+ computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);
57202
+ computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);
57198
57203
  }
57199
57204
  break;
57200
57205
  case 'rightFrozen':
57201
57206
  visibleCellRange = scene.table.getBodyVisibleCellRange();
57202
57207
  if (visibleCellRange) {
57203
- startRow = Math.max(startRow, visibleCellRange.rowStart);
57204
- endRow = Math.min(endRow, visibleCellRange.rowEnd);
57208
+ computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);
57209
+ computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);
57205
57210
  }
57206
57211
  break;
57207
57212
  case 'rightTopCorner':
@@ -57213,17 +57218,16 @@
57213
57218
  default:
57214
57219
  visibleCellRange = scene.table.getBodyVisibleCellRange();
57215
57220
  if (visibleCellRange) {
57216
- startRow = Math.max(startRow, visibleCellRange.rowStart);
57217
- endRow = Math.min(endRow, visibleCellRange.rowEnd);
57218
- startCol = Math.max(startCol, visibleCellRange.colStart);
57219
- endCol = Math.min(endCol, visibleCellRange.colEnd);
57221
+ computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);
57222
+ computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);
57223
+ computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);
57224
+ computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);
57220
57225
  }
57221
57226
  break;
57222
57227
  }
57223
- const cellRange = scene.table.getCellRange(startCol, startRow);
57224
- const colsWidth = scene.table.getColsWidth(cellRange.start.col, endCol);
57225
- const rowsHeight = scene.table.getRowsHeight(cellRange.start.row, endRow);
57226
- const firstCellBound = scene.highPerformanceGetCell(cellRange.start.col, cellRange.start.row).globalAABBBounds;
57228
+ const colsWidth = scene.table.getColsWidth(computeRectCellRangeStartCol, computeRectCellRangeEndCol);
57229
+ const rowsHeight = scene.table.getRowsHeight(computeRectCellRangeStartRow, computeRectCellRangeEndRow);
57230
+ const firstCellBound = scene.highPerformanceGetCell(computeRectCellRangeStartCol, computeRectCellRangeStartRow).globalAABBBounds;
57227
57231
  selectComp.rect.setAttributes({
57228
57232
  x: firstCellBound.x1 - scene.tableGroup.attribute.x,
57229
57233
  y: firstCellBound.y1 - scene.tableGroup.attribute.y,
@@ -57231,9 +57235,9 @@
57231
57235
  height: rowsHeight,
57232
57236
  visible: true
57233
57237
  });
57234
- const isNearRowHeader = cellRange.start.col === scene.table.frozenColCount;
57235
- const isNearRightRowHeader = endCol === scene.table.colCount - scene.table.rightFrozenColCount - 1;
57236
- const isNearColHeader = cellRange.start.row === scene.table.frozenRowCount;
57238
+ const isNearRowHeader = startCol === scene.table.frozenColCount;
57239
+ const isNearRightRowHeader = scene.table.rightFrozenColCount > 0 && endCol === scene.table.colCount - scene.table.rightFrozenColCount - 1;
57240
+ const isNearColHeader = startRow === scene.table.frozenRowCount;
57237
57241
  const isNearBottomColHeader = endRow === scene.table.rowCount - scene.table.bottomFrozenRowCount - 1;
57238
57242
  if ((isNearRowHeader && selectComp.rect.attribute.stroke[3]) ||
57239
57243
  (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) ||
@@ -57591,8 +57595,10 @@
57591
57595
  resetRowNumber(scene);
57592
57596
  }
57593
57597
  scene.table._clearRowRangeHeightsMap();
57598
+ let updateAfter;
57594
57599
  addRows.forEach(row => {
57595
- addRow(row, scene);
57600
+ const needUpdateAfter = addRow(row, scene);
57601
+ updateAfter = updateAfter || needUpdateAfter;
57596
57602
  scene.table.rowHeightsMap.adjustOrder(row, row + 1, scene.table.rowHeightsMap.count() - row);
57597
57603
  });
57598
57604
  const newTotalHeight = resetRowNumberAndY(scene);
@@ -57612,9 +57618,20 @@
57612
57618
  updateCell$1(cell.col, cell.row, scene.table, false);
57613
57619
  }
57614
57620
  });
57621
+ if (isNumber$7(updateAfter)) {
57622
+ for (let col = 0; col < table.colCount; col++) {
57623
+ for (let row = updateAfter; row < table.rowCount; row++) {
57624
+ const cellGroup = scene.highPerformanceGetCell(col, row, true);
57625
+ cellGroup.needUpdate = true;
57626
+ }
57627
+ }
57628
+ scene.proxy.rowUpdatePos = updateAfter;
57629
+ }
57615
57630
  if (addRows.length) {
57616
- const minRow = Math.min(...addRows);
57617
- scene.proxy.rowUpdatePos = minRow;
57631
+ if (!isNumber$7(updateAfter)) {
57632
+ const minRow = Math.min(...addRows);
57633
+ scene.proxy.rowUpdatePos = minRow;
57634
+ }
57618
57635
  scene.proxy.rowUpdateDirection = 'up';
57619
57636
  scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);
57620
57637
  scene.proxy.progress();
@@ -57654,46 +57671,29 @@
57654
57671
  scene.proxy.totalRow = scene.proxy.bodyTopRow + totalActualBodyRowCount - 1;
57655
57672
  }
57656
57673
  function addRow(row, scene) {
57657
- for (let col = 0; col < scene.table.colCount; col++) {
57658
- const cellGroup = new Group$1({
57659
- x: 0,
57660
- y: 0,
57661
- width: scene.table.getColWidth(col),
57662
- height: scene.table.getRowHeight(row)
57663
- });
57664
- cellGroup.role = 'cell';
57665
- cellGroup.col = col;
57666
- cellGroup.row = row;
57667
- cellGroup.needUpdate = true;
57668
- if (!cellGroup) {
57669
- continue;
57670
- }
57671
- const colGroup = scene.getColGroup(col);
57672
- if (!colGroup) {
57673
- continue;
57674
- }
57675
- if (colGroup.firstChild && row < colGroup.firstChild.row) {
57676
- colGroup.insertBefore(cellGroup, colGroup.firstChild);
57677
- colGroup.firstChild.row = colGroup.firstChild.row + 1;
57678
- }
57679
- else if (colGroup.lastChild && row > colGroup.lastChild.row) {
57680
- colGroup.appendChild(cellGroup);
57681
- }
57682
- else {
57683
- const cellBefore = scene.highPerformanceGetCell(col, row, true);
57684
- if (cellBefore !== cellGroup) {
57685
- colGroup.insertBefore(cellGroup, cellBefore);
57686
- cellBefore && (cellBefore.row = cellBefore.row + 1);
57687
- if (cellBefore !== colGroup.lastChild) {
57688
- colGroup.lastChild && (colGroup.lastChild.row = colGroup.lastChild.row + 1);
57689
- }
57690
- }
57691
- }
57692
- }
57674
+ const proxy = scene.proxy;
57693
57675
  scene.proxy.bodyBottomRow++;
57694
57676
  scene.proxy.totalRow++;
57695
- scene.proxy.rowEnd++;
57696
- scene.proxy.currentRow++;
57677
+ if (row < proxy.rowStart) {
57678
+ return undefined;
57679
+ }
57680
+ else if (row > proxy.rowEnd) {
57681
+ if (proxy.rowEnd - proxy.rowStart < scene.proxy.rowLimit) {
57682
+ scene.proxy.rowEnd++;
57683
+ scene.proxy.currentRow++;
57684
+ addRowCellGroup(row, scene);
57685
+ }
57686
+ return undefined;
57687
+ }
57688
+ if (proxy.rowEnd - proxy.rowStart < scene.proxy.rowLimit) {
57689
+ scene.proxy.rowEnd++;
57690
+ scene.proxy.currentRow++;
57691
+ addRowCellGroup(row, scene);
57692
+ }
57693
+ else {
57694
+ return row;
57695
+ }
57696
+ return undefined;
57697
57697
  }
57698
57698
  function deduplication(array) {
57699
57699
  const result = [];
@@ -57749,7 +57749,7 @@
57749
57749
  let rowIndex = headerColGroup.firstChild?.row;
57750
57750
  let y = 0;
57751
57751
  rowIndex = colGroup.firstChild?.row;
57752
- y = 0;
57752
+ y = scene.getCellGroupY(rowIndex);
57753
57753
  colGroup.forEachChildren((cellGroup) => {
57754
57754
  const oldRow = cellGroup.row;
57755
57755
  if (isNumber$7(cellGroup.mergeStartRow)) {
@@ -57770,6 +57770,58 @@
57770
57770
  }
57771
57771
  return newTotalHeight;
57772
57772
  }
57773
+ function addRowCellGroup(row, scene) {
57774
+ for (let col = 0; col < scene.table.colCount; col++) {
57775
+ const cellGroup = new Group$1({
57776
+ x: 0,
57777
+ y: 0,
57778
+ width: scene.table.getColWidth(col),
57779
+ height: scene.table.getRowHeight(row)
57780
+ });
57781
+ cellGroup.role = 'cell';
57782
+ cellGroup.col = col;
57783
+ cellGroup.row = row;
57784
+ cellGroup.needUpdate = true;
57785
+ if (!cellGroup) {
57786
+ continue;
57787
+ }
57788
+ const colGroup = scene.getColGroup(col);
57789
+ if (!colGroup) {
57790
+ continue;
57791
+ }
57792
+ if (colGroup.firstChild && row < colGroup.firstChild.row) {
57793
+ colGroup.insertBefore(cellGroup, colGroup.firstChild);
57794
+ colGroup.firstChild.row = colGroup.firstChild.row + 1;
57795
+ if (isNumber$7(colGroup.firstChild.mergeStartRow) &&
57796
+ isNumber$7(colGroup.firstChild.mergeEndRow)) {
57797
+ colGroup.firstChild.mergeStartRow = colGroup.firstChild.mergeStartRow + 1;
57798
+ colGroup.firstChild.mergeEndRow = colGroup.firstChild.mergeEndRow + 1;
57799
+ }
57800
+ }
57801
+ else if (colGroup.lastChild && row > colGroup.lastChild.row) {
57802
+ colGroup.appendChild(cellGroup);
57803
+ }
57804
+ else {
57805
+ const cellBefore = scene.highPerformanceGetCell(col, row, true);
57806
+ if (cellBefore !== cellGroup) {
57807
+ colGroup.insertBefore(cellGroup, cellBefore);
57808
+ cellBefore && (cellBefore.row = cellBefore.row + 1);
57809
+ if (isNumber$7(cellBefore.mergeStartRow) && isNumber$7(cellBefore.mergeEndRow)) {
57810
+ cellBefore.mergeStartRow = cellBefore.mergeStartRow + 1;
57811
+ cellBefore.mergeEndRow = cellBefore.mergeEndRow + 1;
57812
+ }
57813
+ if (cellBefore !== colGroup.lastChild) {
57814
+ colGroup.lastChild && (colGroup.lastChild.row = colGroup.lastChild.row + 1);
57815
+ if (isNumber$7(colGroup.lastChild.mergeStartRow) &&
57816
+ isNumber$7(colGroup.lastChild.mergeEndRow)) {
57817
+ colGroup.lastChild.mergeStartRow = colGroup.lastChild.mergeStartRow + 1;
57818
+ colGroup.lastChild.mergeEndRow = colGroup.lastChild.mergeEndRow + 1;
57819
+ }
57820
+ }
57821
+ }
57822
+ }
57823
+ }
57824
+ }
57773
57825
 
57774
57826
  function handleTextStick(table) {
57775
57827
  const { changedCells } = table.internalProps.stick;
@@ -65719,7 +65771,7 @@
65719
65771
  return TABLE_EVENT_TYPE;
65720
65772
  }
65721
65773
  options;
65722
- version = "0.14.2";
65774
+ version = "0.14.3-alpha.1";
65723
65775
  pagination;
65724
65776
  id = `VTable${Date.now()}`;
65725
65777
  headerStyleCache;
@@ -75122,7 +75174,7 @@
75122
75174
  return new Tag$1(params ? params.attribute : {});
75123
75175
  }
75124
75176
 
75125
- const version = "0.14.2";
75177
+ const version = "0.14.3-alpha.1";
75126
75178
  function getIcons() {
75127
75179
  return get$1();
75128
75180
  }