@visactor/vtable 0.17.10-alpha.6 → 0.17.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (101) hide show
  1. package/cjs/ListTable.js +11 -4
  2. package/cjs/ListTable.js.map +1 -1
  3. package/cjs/PivotTable.js +10 -3
  4. package/cjs/PivotTable.js.map +1 -1
  5. package/cjs/components/axis/axis.js +4 -1
  6. package/cjs/components/axis/axis.js.map +1 -1
  7. package/cjs/core/BaseTable.d.ts +2 -2
  8. package/cjs/core/BaseTable.js +3 -3
  9. package/cjs/core/BaseTable.js.map +1 -1
  10. package/cjs/event/event.js +1 -1
  11. package/cjs/event/event.js.map +1 -1
  12. package/cjs/event/media-click.js +4 -0
  13. package/cjs/event/media-click.js.map +1 -1
  14. package/cjs/index.d.ts +1 -1
  15. package/cjs/index.js +1 -1
  16. package/cjs/index.js.map +1 -1
  17. package/cjs/layout/chart-helper/get-chart-spec.d.ts +1 -0
  18. package/cjs/layout/chart-helper/get-chart-spec.js +13 -2
  19. package/cjs/layout/chart-helper/get-chart-spec.js.map +1 -1
  20. package/cjs/layout/pivot-header-layout.d.ts +1 -0
  21. package/cjs/layout/pivot-header-layout.js +3 -0
  22. package/cjs/layout/pivot-header-layout.js.map +1 -1
  23. package/cjs/layout/simple-header-layout.d.ts +1 -0
  24. package/cjs/layout/simple-header-layout.js +3 -0
  25. package/cjs/layout/simple-header-layout.js.map +1 -1
  26. package/cjs/scenegraph/group-creater/cell-helper.js +3 -3
  27. package/cjs/scenegraph/group-creater/cell-helper.js.map +1 -1
  28. package/cjs/scenegraph/group-creater/cell-type/image-cell.js +41 -17
  29. package/cjs/scenegraph/group-creater/cell-type/image-cell.js.map +1 -1
  30. package/cjs/scenegraph/layout/compute-col-width.js +2 -1
  31. package/cjs/scenegraph/layout/compute-col-width.js.map +1 -1
  32. package/cjs/scenegraph/layout/update-row.js +40 -7
  33. package/cjs/scenegraph/layout/update-row.js.map +1 -1
  34. package/cjs/scenegraph/refresh-node/update-chart.js +11 -1
  35. package/cjs/scenegraph/refresh-node/update-chart.js.map +1 -1
  36. package/cjs/scenegraph/scenegraph.js.map +1 -1
  37. package/cjs/scenegraph/stick-text/index.js +9 -4
  38. package/cjs/scenegraph/stick-text/index.js.map +1 -1
  39. package/cjs/state/select/update-position.js +4 -10
  40. package/cjs/state/select/update-position.js.map +1 -1
  41. package/cjs/ts-types/base-table.d.ts +2 -2
  42. package/cjs/ts-types/base-table.js.map +1 -1
  43. package/cjs/ts-types/list-table/define/image-define.d.ts +2 -0
  44. package/cjs/ts-types/list-table/define/image-define.js.map +1 -1
  45. package/cjs/ts-types/pivot-table/dimension/image-dimension.d.ts +1 -0
  46. package/cjs/ts-types/pivot-table/dimension/image-dimension.js.map +1 -1
  47. package/cjs/ts-types/pivot-table/indicator/image-indicator.d.ts +2 -0
  48. package/cjs/ts-types/pivot-table/indicator/image-indicator.js.map +1 -1
  49. package/cjs/vrender.js.map +1 -1
  50. package/dist/vtable.js +333 -132
  51. package/dist/vtable.min.js +2 -2
  52. package/es/ListTable.js +11 -4
  53. package/es/ListTable.js.map +1 -1
  54. package/es/PivotTable.js +10 -3
  55. package/es/PivotTable.js.map +1 -1
  56. package/es/components/axis/axis.js +4 -1
  57. package/es/components/axis/axis.js.map +1 -1
  58. package/es/core/BaseTable.d.ts +2 -2
  59. package/es/core/BaseTable.js +3 -3
  60. package/es/core/BaseTable.js.map +1 -1
  61. package/es/event/event.js +1 -1
  62. package/es/event/event.js.map +1 -1
  63. package/es/event/media-click.js +4 -0
  64. package/es/event/media-click.js.map +1 -1
  65. package/es/index.d.ts +1 -1
  66. package/es/index.js +1 -1
  67. package/es/index.js.map +1 -1
  68. package/es/layout/chart-helper/get-chart-spec.d.ts +1 -0
  69. package/es/layout/chart-helper/get-chart-spec.js +11 -0
  70. package/es/layout/chart-helper/get-chart-spec.js.map +1 -1
  71. package/es/layout/pivot-header-layout.d.ts +1 -0
  72. package/es/layout/pivot-header-layout.js +4 -1
  73. package/es/layout/pivot-header-layout.js.map +1 -1
  74. package/es/layout/simple-header-layout.d.ts +1 -0
  75. package/es/layout/simple-header-layout.js +4 -1
  76. package/es/layout/simple-header-layout.js.map +1 -1
  77. package/es/scenegraph/group-creater/cell-helper.js +2 -2
  78. package/es/scenegraph/group-creater/cell-helper.js.map +1 -1
  79. package/es/scenegraph/group-creater/cell-type/image-cell.js +36 -15
  80. package/es/scenegraph/group-creater/cell-type/image-cell.js.map +1 -1
  81. package/es/scenegraph/layout/compute-col-width.js +2 -1
  82. package/es/scenegraph/layout/compute-col-width.js.map +1 -1
  83. package/es/scenegraph/layout/update-row.js +40 -7
  84. package/es/scenegraph/layout/update-row.js.map +1 -1
  85. package/es/scenegraph/refresh-node/update-chart.js +11 -1
  86. package/es/scenegraph/refresh-node/update-chart.js.map +1 -1
  87. package/es/scenegraph/scenegraph.js.map +1 -1
  88. package/es/scenegraph/stick-text/index.js +9 -4
  89. package/es/scenegraph/stick-text/index.js.map +1 -1
  90. package/es/state/select/update-position.js +4 -10
  91. package/es/state/select/update-position.js.map +1 -1
  92. package/es/ts-types/base-table.d.ts +2 -2
  93. package/es/ts-types/base-table.js.map +1 -1
  94. package/es/ts-types/list-table/define/image-define.d.ts +2 -0
  95. package/es/ts-types/list-table/define/image-define.js.map +1 -1
  96. package/es/ts-types/pivot-table/dimension/image-dimension.d.ts +1 -0
  97. package/es/ts-types/pivot-table/dimension/image-dimension.js.map +1 -1
  98. package/es/ts-types/pivot-table/indicator/image-indicator.d.ts +2 -0
  99. package/es/ts-types/pivot-table/indicator/image-indicator.js.map +1 -1
  100. package/es/vrender.js.map +1 -1
  101. package/package.json +8 -8
@@ -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 const rowHeightsMap = table.rowHeightsMap;\n removeRows.forEach(row => {\n rowHeightsMap.delAndReorder(row);\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 rowHeightsMap.addAndReorder(row);\n });\n\n // reset attribute y and row number in CellGroup\n // const newTotalHeight = resetRowNumberAndY(scene);\n resetRowNumberAndY(scene);\n\n for (let col = 0; col < table.colCount; col++) {\n // add cells\n updateRows.forEach(r => {\n // updateRowAttr(row, scene);\n const mergeInfo = getCellMergeInfo(scene.table, col, r);\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(col, r, 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 && (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 = Math.min(minRow, scene.proxy.rowUpdatePos);\n }\n scene.proxy.rowUpdateDirection = 'up';\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n updateBottomFrozeCellGroups();\n scene.proxy.progress();\n } else if (removeRows.length) {\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n\n updateBottomFrozeCellGroups();\n scene.proxy.progress();\n }\n\n // update table size\n const newTotalHeight = table.getRowsHeight(table.frozenRowCount, table.rowCount - 1 - table.bottomFrozenRowCount);\n scene.updateContainerHeight(scene.table.frozenRowCount, newTotalHeight - scene.bodyGroup.attribute.height);\n\n function updateBottomFrozeCellGroups() {\n if (\n addRows?.[addRows?.length - 1] >= table.rowCount - table.bottomFrozenRowCount ||\n updateRows?.[updateRows?.length - 1] >= table.rowCount - table.bottomFrozenRowCount ||\n removeRows?.[0] >= table.rowCount - table.bottomFrozenRowCount\n ) {\n for (let col = 0; col < table.colCount; col++) {\n for (let row = table.rowCount - table.bottomFrozenRowCount; row < table.rowCount; row++) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n cellGroup && (cellGroup.needUpdate = true);\n }\n }\n scene.proxy.updateBottomFrozenCellGroups();\n }\n }\n}\nfunction removeRow(row: number, scene: Scenegraph) {\n removeCellGroup(row, scene);\n const proxy = scene.proxy;\n\n // TODO 需要整体更新proxy的状态\n if (row >= proxy.rowStart && row <= proxy.rowEnd) {\n proxy.rowEnd--;\n proxy.currentRow--;\n }\n proxy.bodyBottomRow--;\n // proxy.totalRow--;\n const totalActualBodyRowCount = Math.min(proxy.rowLimit, proxy.bodyBottomRow - proxy.bodyTopRow + 1); // 渐进加载总row数量\n proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n proxy.totalRow = proxy.rowStart + totalActualBodyRowCount - 1; // 目标渐进完成的row\n}\n\nfunction addRow(row: number, scene: Scenegraph) {\n const proxy = scene.proxy;\n proxy.bodyBottomRow++;\n // proxy.totalRow++;\n const totalActualBodyRowCount = Math.min(proxy.rowLimit, proxy.bodyBottomRow - proxy.bodyTopRow + 1); // 渐进加载总row数量\n proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n proxy.totalRow = proxy.rowStart + totalActualBodyRowCount - 1; // 目标渐进完成的row\n\n if (row < proxy.rowStart) {\n return undefined;\n } else if (row > proxy.rowEnd) {\n if (proxy.rowEnd - proxy.rowStart + 1 < proxy.rowLimit) {\n // can add row\n proxy.rowEnd++;\n proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n return row;\n }\n return undefined;\n }\n if (proxy.rowEnd - proxy.rowStart + 1 < proxy.rowLimit) {\n // can add row\n proxy.rowEnd++;\n proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n return row;\n }\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\n// function 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 = 0; //(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// const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n// if (merge) {\n// cellGroup.mergeStartCol = merge.start.col;\n// cellGroup.mergeStartRow = merge.start.row;\n// cellGroup.mergeEndCol = merge.end.col;\n// cellGroup.mergeEndRow = merge.end.row;\n// }\n// rowIndex++;\n// });\n// // rowIndex = (colGroup.firstChild as Group)?.row;\n// // rowIndex = scene.table.columnHeaderLevelCount;\n// rowIndex = scene.bodyRowStart;\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// const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n// if (merge) {\n// cellGroup.mergeStartCol = merge.start.col;\n// cellGroup.mergeStartRow = merge.start.row;\n// cellGroup.mergeEndCol = merge.end.col;\n// cellGroup.mergeEndRow = merge.end.row;\n// }\n// rowIndex++;\n// });\n// }\n// }\n\n// function 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); // body, row header, right frozen\n// const bottomGroup =\n// scene.getColGroupInBottom(col) ||\n// scene.getColGroupInLeftBottomCorner(col) ||\n// scene.getColGroupInRightTopCorner(col);\n// if (!headerColGroup && !colGroup && !bottomGroup) {\n// continue;\n// }\n// let y = 0;\n// // reset row number\n// // let rowIndex = (headerColGroup.firstChild as Group)?.row;\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// // let rowIndex = (colGroup.firstChild as Group)?.row;\n// let rowIndex = scene.bodyRowStart;\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// const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n// if (merge) {\n// cellGroup.mergeStartCol = merge.start.col;\n// cellGroup.mergeStartRow = merge.start.row;\n// cellGroup.mergeEndCol = merge.end.col;\n// cellGroup.mergeEndRow = merge.end.row;\n// }\n// rowIndex++;\n// if (cellGroup.role !== 'cell') {\n// return;\n// }\n// cellGroup.setAttribute('y', y);\n// y += cellGroup.attribute.height;\n// });\n// newTotalHeight = y;\n\n// rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n// // update bottom frozen cell row index\n// bottomGroup?.forEachChildren((cellGroup: Group) => {\n// cellGroup.row = rowIndex;\n// const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n// if (merge) {\n// cellGroup.mergeStartCol = merge.start.col;\n// cellGroup.mergeStartRow = merge.start.row;\n// cellGroup.mergeEndCol = merge.end.col;\n// cellGroup.mergeEndRow = merge.end.row;\n// }\n// rowIndex++;\n// });\n// }\n// return newTotalHeight;\n// }\nfunction resetRowNumber(scene: Scenegraph) {\n scene.bodyGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n\n scene.rowHeaderGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n\n scene.rightFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.bottomFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.leftBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.rightBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n function processCell(cellGroup: Group, rowIndex: number) {\n cellGroup.row = rowIndex;\n const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n if (merge) {\n cellGroup.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeStartRow = merge.start.row;\n cellGroup.mergeEndRow = merge.end.row;\n } else {\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndRow = undefined;\n }\n }\n}\n\nfunction resetRowNumberAndY(scene: Scenegraph) {\n scene.bodyGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n\n scene.rowHeaderGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n\n scene.rightFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.bottomFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.leftBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.rightBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n function processCell(cellGroup: Group, rowIndex: number, y: number) {\n cellGroup.row = rowIndex;\n cellGroup.setAttribute('y', y);\n const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n if (merge) {\n cellGroup.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeStartRow = merge.start.row;\n cellGroup.mergeEndRow = merge.end.row;\n } else {\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndRow = undefined;\n }\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\nfunction removeCellGroup(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"]}
1
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{ isNumber, isValid } from '@visactor/vutils';\nimport type { CellAddress, CellRange } 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 const rowHeightsMap = table.rowHeightsMap;\n removeRows.forEach(row => {\n rowHeightsMap.delAndReorder(row);\n });\n\n if (removeRows.length) {\n resetRowNumber(scene);\n const beforeRow = removeRows[removeRows.length - 1] - 1;\n const afterRow = removeRows[0] - removeRows.length + 1;\n const rowUpdatePos = updateMergeCellGroup(beforeRow, afterRow, scene);\n isNumber(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));\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 rowHeightsMap.addAndReorder(row);\n });\n\n // reset attribute y and row number in CellGroup\n // const newTotalHeight = resetRowNumberAndY(scene);\n resetRowNumberAndY(scene);\n\n if (addRows.length) {\n const beforeRow = addRows[0] - 1;\n const afterRow = addRows[addRows.length - 1] + 1;\n const rowUpdatePos = updateMergeCellGroup(beforeRow, afterRow, scene);\n isNumber(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));\n }\n\n for (let col = 0; col < table.colCount; col++) {\n // add cells\n updateRows.forEach(r => {\n // updateRowAttr(row, scene);\n const mergeInfo = getCellMergeInfo(scene.table, col, r);\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(col, r, scene.table, false);\n }\n });\n }\n\n if (updateRows.length) {\n const beforeRow = updateRows[0] - 1;\n const afterRow = updateRows[updateRows.length - 1] + 1;\n const rowUpdatePos = updateMergeCellGroup(beforeRow, afterRow, scene);\n isNumber(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));\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 && (cellGroup.needUpdate = true);\n }\n }\n scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, updateAfter);\n }\n\n if (addRows.length) {\n if (!isNumber(updateAfter)) {\n const minRow = Math.min(...addRows);\n scene.proxy.rowUpdatePos = Math.min(minRow, scene.proxy.rowUpdatePos);\n }\n scene.proxy.rowUpdateDirection = 'up';\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n updateBottomFrozeCellGroups();\n // scene.proxy.progress();\n } else if (removeRows.length) {\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n\n updateBottomFrozeCellGroups();\n scene.proxy.progress();\n }\n scene.proxy.progress();\n\n // update table size\n const newTotalHeight = table.getRowsHeight(table.frozenRowCount, table.rowCount - 1 - table.bottomFrozenRowCount);\n scene.updateContainerHeight(scene.table.frozenRowCount, newTotalHeight - scene.bodyGroup.attribute.height);\n\n function updateBottomFrozeCellGroups() {\n if (\n addRows?.[addRows?.length - 1] >= table.rowCount - table.bottomFrozenRowCount ||\n updateRows?.[updateRows?.length - 1] >= table.rowCount - table.bottomFrozenRowCount ||\n removeRows?.[0] >= table.rowCount - table.bottomFrozenRowCount\n ) {\n for (let col = 0; col < table.colCount; col++) {\n for (let row = table.rowCount - table.bottomFrozenRowCount; row < table.rowCount; row++) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n cellGroup && (cellGroup.needUpdate = true);\n }\n }\n scene.proxy.updateBottomFrozenCellGroups();\n }\n }\n}\nfunction removeRow(row: number, scene: Scenegraph) {\n // const infectCellRange = removeCellGroup(row, scene);\n // for (let i = 0; i < infectCellRange.length; i++) {\n // const { mergeStartCol, mergeEndCol, mergeStartRow, mergeEndRow } = infectCellRange[i];\n // for (let col = mergeStartCol; col <= mergeEndCol; col++) {\n // for (let row = mergeStartRow; row <= mergeEndRow; row++) {\n // const cellGroup = scene.getCell(col, row, true);\n // if (cellGroup) {\n // cellGroup.needUpdate = true;\n // }\n // }\n // }\n // }\n removeCellGroup(row, scene);\n\n const proxy = scene.proxy;\n\n // TODO 需要整体更新proxy的状态\n if (row >= proxy.rowStart && row <= proxy.rowEnd) {\n proxy.rowEnd--;\n proxy.currentRow--;\n }\n proxy.bodyBottomRow--;\n // proxy.totalRow--;\n const totalActualBodyRowCount = Math.min(proxy.rowLimit, proxy.bodyBottomRow - proxy.bodyTopRow + 1); // 渐进加载总row数量\n proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n proxy.totalRow = proxy.rowStart + totalActualBodyRowCount - 1; // 目标渐进完成的row\n}\n\nfunction addRow(row: number, scene: Scenegraph) {\n const proxy = scene.proxy;\n proxy.bodyBottomRow++;\n // proxy.totalRow++;\n const totalActualBodyRowCount = Math.min(proxy.rowLimit, proxy.bodyBottomRow - proxy.bodyTopRow + 1); // 渐进加载总row数量\n proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n proxy.totalRow = proxy.rowStart + totalActualBodyRowCount - 1; // 目标渐进完成的row\n\n if (row < proxy.rowStart) {\n return undefined;\n } else if (row > proxy.rowEnd) {\n if (proxy.rowEnd - proxy.rowStart + 1 < proxy.rowLimit) {\n // can add row\n proxy.rowEnd++;\n proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n return row;\n }\n return undefined;\n }\n if (proxy.rowEnd - proxy.rowStart + 1 < proxy.rowLimit) {\n // can add row\n proxy.rowEnd++;\n proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n return row;\n }\n\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 scene.bodyGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n\n scene.rowHeaderGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n\n scene.rightFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.bottomFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.leftBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.rightBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n function processCell(cellGroup: Group, rowIndex: number) {\n cellGroup.row = rowIndex;\n const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n if (merge) {\n cellGroup.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeStartRow = merge.start.row;\n cellGroup.mergeEndRow = merge.end.row;\n } else {\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndRow = undefined;\n }\n }\n}\n\nfunction resetRowNumberAndY(scene: Scenegraph) {\n scene.bodyGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n\n scene.rowHeaderGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n\n scene.rightFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.bottomFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.leftBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.rightBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n function processCell(cellGroup: Group, rowIndex: number, y: number) {\n cellGroup.row = rowIndex;\n cellGroup.setAttribute('y', y);\n const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n if (merge) {\n cellGroup.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeStartRow = merge.start.row;\n cellGroup.mergeEndRow = merge.end.row;\n } else {\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndRow = undefined;\n }\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\nfunction removeCellGroup(row: number, scene: Scenegraph) {\n // const infectCellRange = [];\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\n // remove cellGroup in colGroup\n let cellGroup: Group;\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 // if (\n // isValid(cellGroup.mergeStartCol) &&\n // isValid(cellGroup.mergeEndCol) &&\n // isValid(cellGroup.mergeStartRow) &&\n // isValid(cellGroup.mergeEndRow)\n // ) {\n // infectCellRange.push({\n // col: cellGroup.col,\n // row: cellGroup.row,\n // mergeStartCol: cellGroup.mergeStartCol,\n // mergeEndCol: cellGroup.mergeEndCol,\n // mergeStartRow: cellGroup.mergeStartRow,\n // mergeEndRow: cellGroup.mergeEndRow\n // });\n // }\n }\n }\n // return infectCellRange;\n}\n\nfunction updateMergeCellGroup(beforeRow: number, afterRow: number, scene: Scenegraph) {\n let updateRow;\n for (let col = 0; col < scene.table.colCount; col++) {\n const rangeBefore = scene.table.getCellRange(col, beforeRow);\n if (rangeBefore.start.row <= beforeRow + 1 && rangeBefore.end.row >= beforeRow + 1) {\n updateCellGroup(rangeBefore, scene);\n updateRow = rangeBefore.start.row;\n }\n\n const rangeAfter = scene.table.getCellRange(col, afterRow);\n if (rangeAfter.start.row <= afterRow - 1 && rangeAfter.end.row >= afterRow - 1) {\n updateCellGroup(rangeAfter, scene);\n updateRow = rangeBefore.start.row;\n }\n }\n return updateRow;\n}\n\nfunction updateCellGroup(range: CellRange, scene: Scenegraph) {\n const { start, end } = range;\n for (let col = start.col; col <= end.col; col++) {\n for (let row = start.row; row <= end.row; row++) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n if (!cellGroup) {\n continue;\n }\n cellGroup.needUpdate = true;\n }\n }\n}\n"]}
@@ -7,7 +7,7 @@ Object.defineProperty(exports, "__esModule", {
7
7
  const vutils_1 = require("@visactor/vutils"), axis_1 = require("../../components/axis/axis"), padding_1 = require("../utils/padding"), get_prop_1 = require("../utils/get-prop");
8
8
 
9
9
  function updateChartSize(scenegraph, col) {
10
- var _a;
10
+ var _a, _b;
11
11
  for (let c = col; c <= scenegraph.proxy.colEnd; c++) {
12
12
  const columnGroup = scenegraph.getColGroup(c);
13
13
  null === (_a = null == columnGroup ? void 0 : columnGroup.getChildren()) || void 0 === _a || _a.forEach((cellNode => {
@@ -18,6 +18,16 @@ function updateChartSize(scenegraph, col) {
18
18
  }));
19
19
  }));
20
20
  }
21
+ if (!scenegraph.table.isPivotChart() && scenegraph.table.rightFrozenColCount >= 1) for (let c = scenegraph.table.colCount - scenegraph.table.rightFrozenColCount; c <= scenegraph.table.colCount - 1; c++) {
22
+ const columnGroup = scenegraph.getColGroup(c);
23
+ null === (_b = null == columnGroup ? void 0 : columnGroup.getChildren()) || void 0 === _b || _b.forEach((cellNode => {
24
+ const width = scenegraph.table.getColWidth(cellNode.col), height = scenegraph.table.getRowHeight(cellNode.row);
25
+ cellNode.children.forEach((node => {
26
+ "chart" === node.type && (node.cacheCanvas = null, node.setAttribute("width", Math.ceil(width - node.attribute.cellPadding[3] - node.attribute.cellPadding[1])),
27
+ node.setAttribute("height", Math.ceil(height - node.attribute.cellPadding[0] - node.attribute.cellPadding[2])));
28
+ }));
29
+ }));
30
+ }
21
31
  }
22
32
 
23
33
  function clearChartCacheImage(scenegraph) {
@@ -1 +1 @@
1
- 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{ isEqual } from '@visactor/vutils';\nimport type { PivotChart } from '../../PivotChart';\nimport { CartesianAxis } from '../../components/axis/axis';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { Chart } from '../graphic/chart';\nimport type { Group } from '../graphic/group';\nimport type { Scenegraph } from '../scenegraph';\nimport type { PivotHeaderLayoutMap } from '../../layout/pivot-header-layout';\nimport { getQuadProps } from '../utils/padding';\nimport { getProp } from '../utils/get-prop';\n\n/** 供调整列宽后更新chart使用 */\nexport function updateChartSize(scenegraph: Scenegraph, col: number) {\n // 将调整列宽的后面的面也都一起需要调整viewbox。 TODO:columnResizeType支持后需要根据变化的列去调整,范围可能变多或者变少\n for (let c = col; c <= scenegraph.proxy.colEnd; c++) {\n const columnGroup = scenegraph.getColGroup(c);\n // const chartInstance = (columnGroup.attribute as any)?.chartInstance;\n // if (chartInstance) {\n columnGroup?.getChildren()?.forEach((cellNode: Group) => {\n const width = scenegraph.table.getColWidth(cellNode.col);\n const height = scenegraph.table.getRowHeight(cellNode.row);\n\n cellNode.children.forEach((node: Chart) => {\n if ((node as any).type === 'chart') {\n // 调试问题使用\n // if (columnGroup.col === 2) {\n // columnGroup.AABBBounds.width();\n // node.AABBBounds.width();\n // console.log(\n // 'set viewbox y1',\n // Math.ceil(cellNode.globalAABBBounds.y1 + node.attribute.cellPadding[0] + scenegraph.table.scrollTop),\n // node.globalAABBBounds.height()\n // );\n\n // console.log(\n // 'updateChartSize',\n // columnGroup,\n // columnGroup.globalAABBBounds.y1,\n // cellNode.globalAABBBounds.y1,\n // node.globalAABBBounds.y1\n // );\n // }\n\n node.cacheCanvas = null;\n node.setAttribute('width', Math.ceil(width - node.attribute.cellPadding[3] - node.attribute.cellPadding[1]));\n node.setAttribute(\n 'height',\n Math.ceil(height - node.attribute.cellPadding[0] - node.attribute.cellPadding[2])\n );\n\n // node.setAttribute('viewBox', {\n // x1: Math.ceil(cellNode.globalAABBBounds.x1 + node.attribute.cellPadding[3] + scenegraph.table.scrollLeft),\n // x2: Math.ceil(\n // cellNode.globalAABBBounds.x1 + width - node.attribute.cellPadding[1] + scenegraph.table.scrollLeft\n // ),\n // y1: Math.ceil(cellNode.globalAABBBounds.y1 + node.attribute.cellPadding[0] + scenegraph.table.scrollTop),\n // y2: Math.ceil(\n // cellNode.globalAABBBounds.y1 + height - node.attribute.cellPadding[2] + scenegraph.table.scrollTop\n // )\n // });\n }\n });\n });\n // }\n }\n}\n\n/** 清理所有chart节点的 图表缓存图片 */\nexport function clearChartCacheImage(scenegraph: Scenegraph) {\n // 将调整列宽的后面的面也都一起需要调整viewbox。 TODO:columnResizeType支持后需要根据变化的列去调整,范围可能变多或者变少\n for (let c = scenegraph.proxy.colStart; c <= scenegraph.proxy.colEnd; c++) {\n const columnGroup = scenegraph.getColGroup(c);\n columnGroup?.getChildren()?.forEach((cellNode: Group) => {\n cellNode.children.forEach((node: Chart) => {\n if ((node as any).type === 'chart') {\n node.cacheCanvas = null;\n node.addUpdateBoundTag();\n }\n });\n });\n }\n}\n\n/** 更新所有的图表chart节点上缓存attribute中的data数据 */\nexport function updateChartData(scenegraph: Scenegraph) {\n const table = scenegraph.table;\n // 将调整列宽的后面的面也都一起需要调整viewbox。 TODO:columnResizeType支持后需要根据变化的列去调整,范围可能变多或者变少\n for (let c = scenegraph.proxy.colStart; c <= scenegraph.proxy.colEnd; c++) {\n const columnGroup = scenegraph.getColGroup(c);\n columnGroup?.getChildren()?.forEach((cellNode: Group) => {\n const col = cellNode.col;\n const row = cellNode.row;\n cellNode.children.forEach((node: Chart) => {\n if ((node as any).type === 'chart') {\n node.updateData(table.getCellValue(col, row));\n const newAxes = table.internalProps.layoutMap.getChartAxes(col, row);\n node.setAttribute('axes', newAxes);\n const chartSpec = node.attribute.spec;\n chartSpec.axes = newAxes;\n node.setAttribute('spec', chartSpec);\n // node.addUpdateBoundTag();\n }\n });\n });\n }\n\n // update left axes\n updateTableAxes(scenegraph.rowHeaderGroup, scenegraph.table);\n // update top axes\n updateTableAxes(scenegraph.colHeaderGroup, scenegraph.table);\n // update right axes\n updateTableAxes(scenegraph.rightFrozenGroup, scenegraph.table);\n // update bottom axes\n updateTableAxes(scenegraph.bottomFrozenGroup, scenegraph.table);\n}\n/** 组织图表数据状态_selectedDataItemsInChart 更新选中的图表图元状态 */\nexport function updateChartState(scenegraph: Scenegraph, datum: any) {\n const table = scenegraph.table;\n if (table.isPivotChart()) {\n const preSelectItemsCount = (table as PivotChart)._selectedDataItemsInChart.length;\n if ((datum === null || datum?.length === 0 || Object.keys(datum).length === 0) && preSelectItemsCount === 0) {\n //避免无效的更新\n return;\n }\n // (table as PivotChart)._selectedDataItemsInChart = [];\n const newSelectedDataItemsInChart = [];\n if (Array.isArray(datum)) {\n datum.forEach((dataItem: any) => {\n if (dataItem && dataItem.key !== 0 && Object.keys(dataItem).length > 0) {\n //本以为没有点击到图元上 datum为空 发现是{key:0}或者{}\n const selectedState = {};\n for (const itemKey in dataItem) {\n if (!itemKey.startsWith('VGRAMMAR_') && !itemKey.startsWith('__VCHART')) {\n selectedState[itemKey] = dataItem[itemKey];\n }\n }\n newSelectedDataItemsInChart.push(selectedState);\n }\n });\n } else if (datum && datum.key !== 0 && Object.keys(datum).length > 0) {\n //本以为没有点击到图元上 datum为空 发现是{key:0}或者{}\n const selectedState = {};\n for (const itemKey in datum) {\n if (!itemKey.startsWith('VGRAMMAR_') && !itemKey.startsWith('__VCHART')) {\n selectedState[itemKey] = datum[itemKey];\n }\n }\n newSelectedDataItemsInChart.push(selectedState);\n }\n //避免无效的更新\n if (!isEqual((table as PivotChart)._selectedDataItemsInChart, newSelectedDataItemsInChart)) {\n (table as PivotChart)._selectedDataItemsInChart = newSelectedDataItemsInChart;\n (table.internalProps.layoutMap as PivotHeaderLayoutMap).updateDataStateToChartInstance();\n // 清楚chart缓存图片\n clearChartCacheImage(scenegraph);\n table.scenegraph.updateNextFrame();\n }\n }\n}\n\n/**\n * @description: update table axis component\n * @param {Group} containerGroup\n * @param {BaseTableAPI} table\n * @return {*}\n */\nfunction updateTableAxes(containerGroup: Group, table: BaseTableAPI) {\n containerGroup.forEachChildren((column: Group) => {\n if (column.role === 'column') {\n column.forEachChildren((cell: Group) => {\n if (cell.role === 'cell') {\n let isAxisComponent = false;\n cell.forEachChildren((mark: Group) => {\n if (mark.name === 'axis') {\n isAxisComponent = true;\n return true;\n }\n return false;\n });\n if (isAxisComponent) {\n const axisConfig = table.internalProps.layoutMap.getAxisConfigInPivotChart(cell.col, cell.row);\n const cellStyle = table._getCellStyle(cell.col, cell.row);\n const padding = getQuadProps(getProp('padding', cellStyle, cell.col, cell.row, table));\n const axis = new CartesianAxis(axisConfig, cell.attribute.width, cell.attribute.height, padding, table);\n cell.clear();\n cell.appendChild(axis.component);\n axis.overlap();\n }\n }\n });\n }\n });\n}\n"]}
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{ isEqual } from '@visactor/vutils';\nimport type { PivotChart } from '../../PivotChart';\nimport { CartesianAxis } from '../../components/axis/axis';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { Chart } from '../graphic/chart';\nimport type { Group } from '../graphic/group';\nimport type { Scenegraph } from '../scenegraph';\nimport type { PivotHeaderLayoutMap } from '../../layout/pivot-header-layout';\nimport { getQuadProps } from '../utils/padding';\nimport { getProp } from '../utils/get-prop';\n\n/** 供调整列宽后更新chart使用 */\nexport function updateChartSize(scenegraph: Scenegraph, col: number) {\n // 将调整列宽的后面的面也都一起需要调整viewbox。 TODO:columnResizeType支持后需要根据变化的列去调整,范围可能变多或者变少\n for (let c = col; c <= scenegraph.proxy.colEnd; c++) {\n const columnGroup = scenegraph.getColGroup(c);\n // const chartInstance = (columnGroup.attribute as any)?.chartInstance;\n // if (chartInstance) {\n columnGroup?.getChildren()?.forEach((cellNode: Group) => {\n const width = scenegraph.table.getColWidth(cellNode.col);\n const height = scenegraph.table.getRowHeight(cellNode.row);\n\n cellNode.children.forEach((node: Chart) => {\n if ((node as any).type === 'chart') {\n // 调试问题使用\n // if (columnGroup.col === 2) {\n // columnGroup.AABBBounds.width();\n // node.AABBBounds.width();\n // console.log(\n // 'set viewbox y1',\n // Math.ceil(cellNode.globalAABBBounds.y1 + node.attribute.cellPadding[0] + scenegraph.table.scrollTop),\n // node.globalAABBBounds.height()\n // );\n\n // console.log(\n // 'updateChartSize',\n // columnGroup,\n // columnGroup.globalAABBBounds.y1,\n // cellNode.globalAABBBounds.y1,\n // node.globalAABBBounds.y1\n // );\n // }\n\n node.cacheCanvas = null;\n node.setAttribute('width', Math.ceil(width - node.attribute.cellPadding[3] - node.attribute.cellPadding[1]));\n node.setAttribute(\n 'height',\n Math.ceil(height - node.attribute.cellPadding[0] - node.attribute.cellPadding[2])\n );\n\n // node.setAttribute('viewBox', {\n // x1: Math.ceil(cellNode.globalAABBBounds.x1 + node.attribute.cellPadding[3] + scenegraph.table.scrollLeft),\n // x2: Math.ceil(\n // cellNode.globalAABBBounds.x1 + width - node.attribute.cellPadding[1] + scenegraph.table.scrollLeft\n // ),\n // y1: Math.ceil(cellNode.globalAABBBounds.y1 + node.attribute.cellPadding[0] + scenegraph.table.scrollTop),\n // y2: Math.ceil(\n // cellNode.globalAABBBounds.y1 + height - node.attribute.cellPadding[2] + scenegraph.table.scrollTop\n // )\n // });\n }\n });\n });\n // }\n }\n // 右侧冻结的单元格也需要调整\n if (!scenegraph.table.isPivotChart() && scenegraph.table.rightFrozenColCount >= 1) {\n for (\n let c = scenegraph.table.colCount - scenegraph.table.rightFrozenColCount;\n c <= scenegraph.table.colCount - 1;\n c++\n ) {\n const columnGroup = scenegraph.getColGroup(c);\n columnGroup?.getChildren()?.forEach((cellNode: Group) => {\n const width = scenegraph.table.getColWidth(cellNode.col);\n const height = scenegraph.table.getRowHeight(cellNode.row);\n\n cellNode.children.forEach((node: Chart) => {\n if ((node as any).type === 'chart') {\n node.cacheCanvas = null;\n node.setAttribute(\n 'width',\n Math.ceil(width - node.attribute.cellPadding[3] - node.attribute.cellPadding[1])\n );\n node.setAttribute(\n 'height',\n Math.ceil(height - node.attribute.cellPadding[0] - node.attribute.cellPadding[2])\n );\n }\n });\n });\n }\n }\n}\n\n/** 清理所有chart节点的 图表缓存图片 */\nexport function clearChartCacheImage(scenegraph: Scenegraph) {\n // 将调整列宽的后面的面也都一起需要调整viewbox。 TODO:columnResizeType支持后需要根据变化的列去调整,范围可能变多或者变少\n for (let c = scenegraph.proxy.colStart; c <= scenegraph.proxy.colEnd; c++) {\n const columnGroup = scenegraph.getColGroup(c);\n columnGroup?.getChildren()?.forEach((cellNode: Group) => {\n cellNode.children.forEach((node: Chart) => {\n if ((node as any).type === 'chart') {\n node.cacheCanvas = null;\n node.addUpdateBoundTag();\n }\n });\n });\n }\n}\n\n/** 更新所有的图表chart节点上缓存attribute中的data数据 */\nexport function updateChartData(scenegraph: Scenegraph) {\n const table = scenegraph.table;\n // 将调整列宽的后面的面也都一起需要调整viewbox。 TODO:columnResizeType支持后需要根据变化的列去调整,范围可能变多或者变少\n for (let c = scenegraph.proxy.colStart; c <= scenegraph.proxy.colEnd; c++) {\n const columnGroup = scenegraph.getColGroup(c);\n columnGroup?.getChildren()?.forEach((cellNode: Group) => {\n const col = cellNode.col;\n const row = cellNode.row;\n cellNode.children.forEach((node: Chart) => {\n if ((node as any).type === 'chart') {\n node.updateData(table.getCellValue(col, row));\n const newAxes = table.internalProps.layoutMap.getChartAxes(col, row);\n node.setAttribute('axes', newAxes);\n const chartSpec = node.attribute.spec;\n chartSpec.axes = newAxes;\n node.setAttribute('spec', chartSpec);\n // node.addUpdateBoundTag();\n }\n });\n });\n }\n\n // update left axes\n updateTableAxes(scenegraph.rowHeaderGroup, scenegraph.table);\n // update top axes\n updateTableAxes(scenegraph.colHeaderGroup, scenegraph.table);\n // update right axes\n updateTableAxes(scenegraph.rightFrozenGroup, scenegraph.table);\n // update bottom axes\n updateTableAxes(scenegraph.bottomFrozenGroup, scenegraph.table);\n}\n/** 组织图表数据状态_selectedDataItemsInChart 更新选中的图表图元状态 */\nexport function updateChartState(scenegraph: Scenegraph, datum: any) {\n const table = scenegraph.table;\n if (table.isPivotChart()) {\n const preSelectItemsCount = (table as PivotChart)._selectedDataItemsInChart.length;\n if ((datum === null || datum?.length === 0 || Object.keys(datum).length === 0) && preSelectItemsCount === 0) {\n //避免无效的更新\n return;\n }\n // (table as PivotChart)._selectedDataItemsInChart = [];\n const newSelectedDataItemsInChart = [];\n if (Array.isArray(datum)) {\n datum.forEach((dataItem: any) => {\n if (dataItem && dataItem.key !== 0 && Object.keys(dataItem).length > 0) {\n //本以为没有点击到图元上 datum为空 发现是{key:0}或者{}\n const selectedState = {};\n for (const itemKey in dataItem) {\n if (!itemKey.startsWith('VGRAMMAR_') && !itemKey.startsWith('__VCHART')) {\n selectedState[itemKey] = dataItem[itemKey];\n }\n }\n newSelectedDataItemsInChart.push(selectedState);\n }\n });\n } else if (datum && datum.key !== 0 && Object.keys(datum).length > 0) {\n //本以为没有点击到图元上 datum为空 发现是{key:0}或者{}\n const selectedState = {};\n for (const itemKey in datum) {\n if (!itemKey.startsWith('VGRAMMAR_') && !itemKey.startsWith('__VCHART')) {\n selectedState[itemKey] = datum[itemKey];\n }\n }\n newSelectedDataItemsInChart.push(selectedState);\n }\n //避免无效的更新\n if (!isEqual((table as PivotChart)._selectedDataItemsInChart, newSelectedDataItemsInChart)) {\n (table as PivotChart)._selectedDataItemsInChart = newSelectedDataItemsInChart;\n (table.internalProps.layoutMap as PivotHeaderLayoutMap).updateDataStateToChartInstance();\n // 清楚chart缓存图片\n clearChartCacheImage(scenegraph);\n table.scenegraph.updateNextFrame();\n }\n }\n}\n\n/**\n * @description: update table axis component\n * @param {Group} containerGroup\n * @param {BaseTableAPI} table\n * @return {*}\n */\nfunction updateTableAxes(containerGroup: Group, table: BaseTableAPI) {\n containerGroup.forEachChildren((column: Group) => {\n if (column.role === 'column') {\n column.forEachChildren((cell: Group) => {\n if (cell.role === 'cell') {\n let isAxisComponent = false;\n cell.forEachChildren((mark: Group) => {\n if (mark.name === 'axis') {\n isAxisComponent = true;\n return true;\n }\n return false;\n });\n if (isAxisComponent) {\n const axisConfig = table.internalProps.layoutMap.getAxisConfigInPivotChart(cell.col, cell.row);\n const cellStyle = table._getCellStyle(cell.col, cell.row);\n const padding = getQuadProps(getProp('padding', cellStyle, cell.col, cell.row, table));\n const axis = new CartesianAxis(axisConfig, cell.attribute.width, cell.attribute.height, padding, table);\n cell.clear();\n cell.appendChild(axis.component);\n axis.overlap();\n }\n }\n });\n }\n });\n}\n"]}