@visactor/vtable 0.18.0-alpha.0 → 0.18.0-alpha.2

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 (581) hide show
  1. package/cjs/ListTable.d.ts +3 -0
  2. package/cjs/ListTable.js +74 -16
  3. package/cjs/ListTable.js.map +1 -1
  4. package/cjs/PivotChart.d.ts +2 -4
  5. package/cjs/PivotChart.js +42 -17
  6. package/cjs/PivotChart.js.map +1 -1
  7. package/cjs/PivotTable.d.ts +5 -0
  8. package/cjs/PivotTable.js +109 -14
  9. package/cjs/PivotTable.js.map +1 -1
  10. package/cjs/body-helper/body-helper.js +2 -1
  11. package/cjs/body-helper/body-helper.js.map +1 -1
  12. package/cjs/components/axis/axis.js +4 -1
  13. package/cjs/components/axis/axis.js.map +1 -1
  14. package/cjs/components/axis/get-axis-attributes.d.ts +1 -0
  15. package/cjs/components/axis/get-axis-attributes.js +2 -1
  16. package/cjs/components/axis/get-axis-attributes.js.map +1 -1
  17. package/cjs/components/axis/label-overlap.js.map +1 -1
  18. package/cjs/components/axis/linear-scale.js +1 -0
  19. package/cjs/components/axis/linear-scale.js.map +1 -1
  20. package/cjs/components/tooltip/TooltipHandler.js +2 -5
  21. package/cjs/components/tooltip/TooltipHandler.js.map +1 -1
  22. package/cjs/core/BaseTable.d.ts +24 -4
  23. package/cjs/core/BaseTable.js +83 -52
  24. package/cjs/core/BaseTable.js.map +1 -1
  25. package/cjs/core/style.js +1 -2
  26. package/cjs/core/tableHelper.d.ts +3 -2
  27. package/cjs/core/tableHelper.js +20 -7
  28. package/cjs/core/tableHelper.js.map +1 -1
  29. package/cjs/dataset/dataset.js +8 -13
  30. package/cjs/dataset/dataset.js.map +1 -1
  31. package/cjs/edit/edit-manager.d.ts +1 -1
  32. package/cjs/edit/edit-manager.js +9 -12
  33. package/cjs/edit/edit-manager.js.map +1 -1
  34. package/cjs/event/EventHandler.d.ts +1 -0
  35. package/cjs/event/EventHandler.js +1 -1
  36. package/cjs/event/EventHandler.js.map +1 -1
  37. package/cjs/event/event.d.ts +12 -1
  38. package/cjs/event/event.js +8 -3
  39. package/cjs/event/event.js.map +1 -1
  40. package/cjs/event/listener/container-dom.js +51 -8
  41. package/cjs/event/listener/container-dom.js.map +1 -1
  42. package/cjs/event/listener/scroll-bar.js +24 -8
  43. package/cjs/event/listener/scroll-bar.js.map +1 -1
  44. package/cjs/event/listener/table-group.js +50 -42
  45. package/cjs/event/listener/table-group.js.map +1 -1
  46. package/cjs/event/listener/touch.js.map +1 -1
  47. package/cjs/event/media-click.js +5 -2
  48. package/cjs/event/media-click.js.map +1 -1
  49. package/cjs/event/pivot-chart/axis-click.js.map +1 -1
  50. package/cjs/event/scroll.js +1 -0
  51. package/cjs/event/util.d.ts +1 -1
  52. package/cjs/event/util.js.map +1 -1
  53. package/cjs/index.d.ts +5 -2
  54. package/cjs/index.js +29 -2
  55. package/cjs/index.js.map +1 -1
  56. package/cjs/layout/chart-helper/get-chart-spec.d.ts +1 -0
  57. package/cjs/layout/chart-helper/get-chart-spec.js +13 -2
  58. package/cjs/layout/chart-helper/get-chart-spec.js.map +1 -1
  59. package/cjs/layout/pivot-header-layout.d.ts +5 -4
  60. package/cjs/layout/pivot-header-layout.js +20 -16
  61. package/cjs/layout/pivot-header-layout.js.map +1 -1
  62. package/cjs/layout/pivot-layout-helper.d.ts +1 -0
  63. package/cjs/layout/pivot-layout-helper.js +16 -6
  64. package/cjs/layout/pivot-layout-helper.js.map +1 -1
  65. package/cjs/layout/simple-header-layout.d.ts +6 -4
  66. package/cjs/layout/simple-header-layout.js +44 -13
  67. package/cjs/layout/simple-header-layout.js.map +1 -1
  68. package/cjs/render/jsx/index.d.ts +2 -3
  69. package/cjs/render/jsx/index.js +1 -1
  70. package/cjs/render/jsx/index.js.map +1 -1
  71. package/cjs/render/layout/arc.d.ts +2 -2
  72. package/cjs/render/layout/arc.js +1 -1
  73. package/cjs/render/layout/arc.js.map +1 -1
  74. package/cjs/render/layout/circle.d.ts +2 -2
  75. package/cjs/render/layout/circle.js +1 -1
  76. package/cjs/render/layout/circle.js.map +1 -1
  77. package/cjs/render/layout/container.d.ts +2 -2
  78. package/cjs/render/layout/container.js +1 -1
  79. package/cjs/render/layout/container.js.map +1 -1
  80. package/cjs/render/layout/group.d.ts +2 -2
  81. package/cjs/render/layout/group.js +1 -1
  82. package/cjs/render/layout/group.js.map +1 -1
  83. package/cjs/render/layout/icon.d.ts +2 -2
  84. package/cjs/render/layout/icon.js +1 -1
  85. package/cjs/render/layout/icon.js.map +1 -1
  86. package/cjs/render/layout/image.d.ts +2 -2
  87. package/cjs/render/layout/image.js +1 -1
  88. package/cjs/render/layout/image.js.map +1 -1
  89. package/cjs/render/layout/rect.d.ts +2 -2
  90. package/cjs/render/layout/rect.js +1 -1
  91. package/cjs/render/layout/rect.js.map +1 -1
  92. package/cjs/render/layout/text.d.ts +3 -3
  93. package/cjs/render/layout/text.js +2 -2
  94. package/cjs/render/layout/text.js.map +1 -1
  95. package/cjs/scenegraph/component/cell-content.d.ts +4 -4
  96. package/cjs/scenegraph/component/cell-content.js +7 -6
  97. package/cjs/scenegraph/component/cell-content.js.map +1 -1
  98. package/cjs/scenegraph/component/cell-mover.d.ts +1 -1
  99. package/cjs/scenegraph/component/cell-mover.js +1 -1
  100. package/cjs/scenegraph/component/cell-mover.js.map +1 -1
  101. package/cjs/scenegraph/component/custom.d.ts +1 -1
  102. package/cjs/scenegraph/component/custom.js +34 -17
  103. package/cjs/scenegraph/component/custom.js.map +1 -1
  104. package/cjs/scenegraph/component/drill-icon.js.map +1 -1
  105. package/cjs/scenegraph/component/menu.d.ts +1 -1
  106. package/cjs/scenegraph/component/menu.js +1 -1
  107. package/cjs/scenegraph/component/menu.js.map +1 -1
  108. package/cjs/scenegraph/component/table-component.d.ts +1 -1
  109. package/cjs/scenegraph/component/table-component.js +13 -12
  110. package/cjs/scenegraph/component/table-component.js.map +1 -1
  111. package/cjs/scenegraph/debug-tool/debug-tool.d.ts +1 -1
  112. package/cjs/scenegraph/debug-tool/debug-tool.js +1 -1
  113. package/cjs/scenegraph/debug-tool/debug-tool.js.map +1 -1
  114. package/cjs/scenegraph/debug-tool/index.d.ts +1 -1
  115. package/cjs/scenegraph/debug-tool/index.js.map +1 -1
  116. package/cjs/scenegraph/graphic/chart.d.ts +2 -2
  117. package/cjs/scenegraph/graphic/chart.js +12 -5
  118. package/cjs/scenegraph/graphic/chart.js.map +1 -1
  119. package/cjs/scenegraph/graphic/contributions/chart-render-helper.js +5 -5
  120. package/cjs/scenegraph/graphic/contributions/chart-render-helper.js.map +1 -1
  121. package/cjs/scenegraph/graphic/contributions/chart-render.d.ts +1 -1
  122. package/cjs/scenegraph/graphic/contributions/chart-render.js +1 -1
  123. package/cjs/scenegraph/graphic/contributions/chart-render.js.map +1 -1
  124. package/cjs/scenegraph/graphic/contributions/group-contribution-render.d.ts +18 -3
  125. package/cjs/scenegraph/graphic/contributions/group-contribution-render.js +62 -6
  126. package/cjs/scenegraph/graphic/contributions/group-contribution-render.js.map +1 -1
  127. package/cjs/scenegraph/graphic/contributions/image-contribution-render.d.ts +2 -2
  128. package/cjs/scenegraph/graphic/contributions/image-contribution-render.js +1 -1
  129. package/cjs/scenegraph/graphic/contributions/image-contribution-render.js.map +1 -1
  130. package/cjs/scenegraph/graphic/contributions/index.d.ts +1 -1
  131. package/cjs/scenegraph/graphic/contributions/index.js +6 -2
  132. package/cjs/scenegraph/graphic/contributions/index.js.map +1 -1
  133. package/cjs/scenegraph/graphic/contributions/rect-contribution-render.d.ts +2 -2
  134. package/cjs/scenegraph/graphic/contributions/rect-contribution-render.js +2 -2
  135. package/cjs/scenegraph/graphic/contributions/rect-contribution-render.js.map +1 -1
  136. package/cjs/scenegraph/graphic/group.d.ts +4 -2
  137. package/cjs/scenegraph/graphic/group.js +4 -2
  138. package/cjs/scenegraph/graphic/group.js.map +1 -1
  139. package/cjs/scenegraph/graphic/icon.d.ts +2 -2
  140. package/cjs/scenegraph/graphic/icon.js +1 -1
  141. package/cjs/scenegraph/graphic/icon.js.map +1 -1
  142. package/cjs/scenegraph/graphic/text.d.ts +2 -2
  143. package/cjs/scenegraph/graphic/text.js +2 -2
  144. package/cjs/scenegraph/graphic/text.js.map +1 -1
  145. package/cjs/scenegraph/group-creater/cell-helper.d.ts +1 -1
  146. package/cjs/scenegraph/group-creater/cell-helper.js +16 -11
  147. package/cjs/scenegraph/group-creater/cell-helper.js.map +1 -1
  148. package/cjs/scenegraph/group-creater/cell-type/chart-cell.d.ts +1 -1
  149. package/cjs/scenegraph/group-creater/cell-type/chart-cell.js +2 -1
  150. package/cjs/scenegraph/group-creater/cell-type/chart-cell.js.map +1 -1
  151. package/cjs/scenegraph/group-creater/cell-type/checkbox-cell.d.ts +1 -1
  152. package/cjs/scenegraph/group-creater/cell-type/checkbox-cell.js +5 -3
  153. package/cjs/scenegraph/group-creater/cell-type/checkbox-cell.js.map +1 -1
  154. package/cjs/scenegraph/group-creater/cell-type/image-cell.d.ts +1 -1
  155. package/cjs/scenegraph/group-creater/cell-type/image-cell.js +44 -19
  156. package/cjs/scenegraph/group-creater/cell-type/image-cell.js.map +1 -1
  157. package/cjs/scenegraph/group-creater/cell-type/progress-bar-cell.js +1 -1
  158. package/cjs/scenegraph/group-creater/cell-type/progress-bar-cell.js.map +1 -1
  159. package/cjs/scenegraph/group-creater/cell-type/spark-line-cell.d.ts +1 -1
  160. package/cjs/scenegraph/group-creater/cell-type/spark-line-cell.js +3 -2
  161. package/cjs/scenegraph/group-creater/cell-type/spark-line-cell.js.map +1 -1
  162. package/cjs/scenegraph/group-creater/cell-type/text-cell.d.ts +1 -1
  163. package/cjs/scenegraph/group-creater/cell-type/text-cell.js +3 -2
  164. package/cjs/scenegraph/group-creater/cell-type/text-cell.js.map +1 -1
  165. package/cjs/scenegraph/group-creater/cell-type/video-cell.d.ts +1 -1
  166. package/cjs/scenegraph/group-creater/cell-type/video-cell.js +3 -2
  167. package/cjs/scenegraph/group-creater/cell-type/video-cell.js.map +1 -1
  168. package/cjs/scenegraph/group-creater/column-helper.d.ts +5 -2
  169. package/cjs/scenegraph/group-creater/column-helper.js +8 -3
  170. package/cjs/scenegraph/group-creater/column-helper.js.map +1 -1
  171. package/cjs/scenegraph/group-creater/init-scenegraph.js +11 -11
  172. package/cjs/scenegraph/group-creater/init-scenegraph.js.map +1 -1
  173. package/cjs/scenegraph/group-creater/progress/create-group-for-first-screen.js +4 -3
  174. package/cjs/scenegraph/group-creater/progress/create-group-for-first-screen.js.map +1 -1
  175. package/cjs/scenegraph/group-creater/progress/proxy.js +7 -6
  176. package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
  177. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.js +2 -2
  178. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.js.map +1 -1
  179. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +4 -3
  180. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -1
  181. package/cjs/scenegraph/icon/icon-update.d.ts +2 -0
  182. package/cjs/scenegraph/icon/icon-update.js +19 -4
  183. package/cjs/scenegraph/icon/icon-update.js.map +1 -1
  184. package/cjs/scenegraph/layout/compute-col-width.js +12 -9
  185. package/cjs/scenegraph/layout/compute-col-width.js.map +1 -1
  186. package/cjs/scenegraph/layout/compute-row-height.js +24 -14
  187. package/cjs/scenegraph/layout/compute-row-height.js.map +1 -1
  188. package/cjs/scenegraph/layout/frozen.js +3 -1
  189. package/cjs/scenegraph/layout/frozen.js.map +1 -1
  190. package/cjs/scenegraph/layout/move-cell.js.map +1 -1
  191. package/cjs/scenegraph/layout/update-col.js +6 -5
  192. package/cjs/scenegraph/layout/update-col.js.map +1 -1
  193. package/cjs/scenegraph/layout/update-height.d.ts +1 -1
  194. package/cjs/scenegraph/layout/update-height.js +7 -5
  195. package/cjs/scenegraph/layout/update-height.js.map +1 -1
  196. package/cjs/scenegraph/layout/update-row.js +50 -14
  197. package/cjs/scenegraph/layout/update-row.js.map +1 -1
  198. package/cjs/scenegraph/layout/update-width.d.ts +1 -1
  199. package/cjs/scenegraph/layout/update-width.js +12 -11
  200. package/cjs/scenegraph/layout/update-width.js.map +1 -1
  201. package/cjs/scenegraph/refresh-node/update-chart.js +11 -1
  202. package/cjs/scenegraph/refresh-node/update-chart.js.map +1 -1
  203. package/cjs/scenegraph/scenegraph.d.ts +7 -3
  204. package/cjs/scenegraph/scenegraph.js +54 -60
  205. package/cjs/scenegraph/scenegraph.js.map +1 -1
  206. package/cjs/scenegraph/select/create-select-border.js +1 -1
  207. package/cjs/scenegraph/select/create-select-border.js.map +1 -1
  208. package/cjs/scenegraph/select/delete-select-border.js.map +1 -1
  209. package/cjs/scenegraph/select/update-select-border.js +34 -17
  210. package/cjs/scenegraph/select/update-select-border.js.map +1 -1
  211. package/cjs/scenegraph/stick-text/index.js +9 -4
  212. package/cjs/scenegraph/stick-text/index.js.map +1 -1
  213. package/cjs/scenegraph/style/corner-cell.js.map +1 -1
  214. package/cjs/scenegraph/style/frame-border.d.ts +3 -1
  215. package/cjs/scenegraph/style/frame-border.js +21 -3
  216. package/cjs/scenegraph/style/frame-border.js.map +1 -1
  217. package/cjs/scenegraph/utils/get-cell-merge.js +1 -1
  218. package/cjs/scenegraph/utils/get-cell-merge.js.map +1 -1
  219. package/cjs/scenegraph/utils/padding.js +1 -1
  220. package/cjs/scenegraph/utils/padding.js.map +1 -1
  221. package/cjs/scenegraph/utils/render-service.d.ts +1 -1
  222. package/cjs/scenegraph/utils/render-service.js +1 -1
  223. package/cjs/scenegraph/utils/render-service.js.map +1 -1
  224. package/cjs/scenegraph/utils/text-icon-layout.d.ts +1 -1
  225. package/cjs/scenegraph/utils/text-icon-layout.js +13 -10
  226. package/cjs/scenegraph/utils/text-icon-layout.js.map +1 -1
  227. package/cjs/scenegraph/utils/text-measure.d.ts +2 -2
  228. package/cjs/scenegraph/utils/text-measure.js +1 -1
  229. package/cjs/scenegraph/utils/text-measure.js.map +1 -1
  230. package/cjs/scenegraph/utils/text-pos.d.ts +1 -1
  231. package/cjs/scenegraph/utils/text-pos.js.map +1 -1
  232. package/cjs/state/cell-move/adjust-header.js.map +1 -1
  233. package/cjs/state/cell-move/index.js +2 -1
  234. package/cjs/state/cell-move/index.js.map +1 -1
  235. package/cjs/state/select/update-position.js +60 -65
  236. package/cjs/state/select/update-position.js.map +1 -1
  237. package/cjs/state/spark-line/index.js +10 -6
  238. package/cjs/state/spark-line/index.js.map +1 -1
  239. package/cjs/state/state.d.ts +1 -1
  240. package/cjs/state/state.js +12 -16
  241. package/cjs/state/state.js.map +1 -1
  242. package/cjs/themes/ARCO.js +7 -2
  243. package/cjs/themes/ARCO.js.map +1 -1
  244. package/cjs/themes/BRIGHT.js +8 -1
  245. package/cjs/themes/BRIGHT.js.map +1 -1
  246. package/cjs/themes/DARK.js +7 -1
  247. package/cjs/themes/DARK.js.map +1 -1
  248. package/cjs/themes/DEFAULT.js +6 -0
  249. package/cjs/themes/DEFAULT.js.map +1 -1
  250. package/cjs/themes/SIMPLIFY.js +6 -0
  251. package/cjs/themes/SIMPLIFY.js.map +1 -1
  252. package/cjs/themes/component.d.ts +27 -0
  253. package/cjs/themes/component.js +29 -2
  254. package/cjs/themes/component.js.map +1 -1
  255. package/cjs/themes/theme.d.ts +2 -0
  256. package/cjs/themes/theme.js +29 -1
  257. package/cjs/themes/theme.js.map +1 -1
  258. package/cjs/tools/NumberMap.d.ts +4 -0
  259. package/cjs/tools/NumberMap.js +17 -1
  260. package/cjs/tools/NumberMap.js.map +1 -1
  261. package/cjs/ts-types/base-table.d.ts +10 -3
  262. package/cjs/ts-types/base-table.js.map +1 -1
  263. package/cjs/ts-types/common.d.ts +1 -0
  264. package/cjs/ts-types/common.js.map +1 -1
  265. package/cjs/ts-types/component/title.d.ts +1 -1
  266. package/cjs/ts-types/component/title.js.map +1 -1
  267. package/cjs/ts-types/customElement.d.ts +1 -1
  268. package/cjs/ts-types/customElement.js.map +1 -1
  269. package/cjs/ts-types/customLayout.d.ts +1 -1
  270. package/cjs/ts-types/customLayout.js.map +1 -1
  271. package/cjs/ts-types/events.d.ts +3 -4
  272. package/cjs/ts-types/events.js.map +1 -1
  273. package/cjs/ts-types/list-table/define/basic-define.d.ts +5 -1
  274. package/cjs/ts-types/list-table/define/basic-define.js.map +1 -1
  275. package/cjs/ts-types/list-table/define/image-define.d.ts +2 -0
  276. package/cjs/ts-types/list-table/define/image-define.js.map +1 -1
  277. package/cjs/ts-types/list-table/define/multilinetext-define.d.ts +0 -1
  278. package/cjs/ts-types/list-table/define/multilinetext-define.js.map +1 -1
  279. package/cjs/ts-types/pivot-table/dimension/image-dimension.d.ts +1 -0
  280. package/cjs/ts-types/pivot-table/dimension/image-dimension.js.map +1 -1
  281. package/cjs/ts-types/pivot-table/indicator/image-indicator.d.ts +2 -0
  282. package/cjs/ts-types/pivot-table/indicator/image-indicator.js.map +1 -1
  283. package/cjs/ts-types/table-engine.d.ts +17 -0
  284. package/cjs/ts-types/table-engine.js.map +1 -1
  285. package/cjs/ts-types/theme.d.ts +7 -0
  286. package/cjs/ts-types/theme.js.map +1 -1
  287. package/cjs/vrender.d.ts +4 -0
  288. package/cjs/vrender.js +40 -0
  289. package/cjs/vrender.js.map +1 -0
  290. package/dist/vtable.js +28869 -46496
  291. package/dist/vtable.min.js +2 -2
  292. package/es/ListTable.d.ts +3 -0
  293. package/es/ListTable.js +73 -16
  294. package/es/ListTable.js.map +1 -1
  295. package/es/PivotChart.d.ts +2 -4
  296. package/es/PivotChart.js +42 -17
  297. package/es/PivotChart.js.map +1 -1
  298. package/es/PivotTable.d.ts +5 -0
  299. package/es/PivotTable.js +109 -14
  300. package/es/PivotTable.js.map +1 -1
  301. package/es/body-helper/body-helper.js +2 -1
  302. package/es/body-helper/body-helper.js.map +1 -1
  303. package/es/components/axis/axis.js +4 -1
  304. package/es/components/axis/axis.js.map +1 -1
  305. package/es/components/axis/get-axis-attributes.d.ts +1 -0
  306. package/es/components/axis/get-axis-attributes.js +2 -1
  307. package/es/components/axis/get-axis-attributes.js.map +1 -1
  308. package/es/components/axis/label-overlap.js.map +1 -1
  309. package/es/components/axis/linear-scale.js +1 -0
  310. package/es/components/axis/linear-scale.js.map +1 -1
  311. package/es/components/tooltip/TooltipHandler.js +2 -5
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@@ -8,28 +8,40 @@ const vutils_1 = require("@visactor/vutils"), group_1 = require("../graphic/grou
8
8
 
9
9
  function updateRow(removeCells, addCells, updateCells, table) {
10
10
  const scene = table.scenegraph, removeRows = deduplication(removeCells.map((cell => cell.row))).sort(((a, b) => b - a)), addRows = deduplication(addCells.map((cell => cell.row))).sort(((a, b) => a - b)), updateRows = deduplication(updateCells.map((cell => cell.row))).sort(((a, b) => a - b));
11
- let updateAfter;
12
11
  removeRows.forEach((row => {
13
12
  removeRow(row, scene);
14
- })), removeRows.forEach((row => {
15
- scene.table.rowHeightsMap.adjustOrder(row + 1, row, scene.table.rowHeightsMap.count() - row - 1),
16
- scene.table.rowHeightsMap.del(scene.table.rowHeightsMap.count() - 1);
17
- })), removeRows.length && resetRowNumber(scene), scene.table._clearRowRangeHeightsMap(),
18
- addRows.forEach((row => {
13
+ }));
14
+ const rowHeightsMap = table.rowHeightsMap;
15
+ if (removeRows.forEach((row => {
16
+ rowHeightsMap.delAndReorder(row);
17
+ })), removeRows.length) {
18
+ resetRowNumber(scene);
19
+ const rowUpdatePos = updateMergeCellGroup(removeRows[removeRows.length - 1] - 1, removeRows[0] - removeRows.length + 1, scene);
20
+ (0, vutils_1.isNumber)(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));
21
+ }
22
+ let updateAfter;
23
+ if (scene.table._clearRowRangeHeightsMap(), addRows.forEach((row => {
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24
  const needUpdateAfter = addRow(row, scene);
20
- updateAfter = null != updateAfter ? updateAfter : needUpdateAfter, scene.table.rowHeightsMap.adjustOrder(row, row + 1, scene.table.rowHeightsMap.count() - row);
21
- })), resetRowNumberAndY(scene);
25
+ updateAfter = null != updateAfter ? updateAfter : needUpdateAfter, rowHeightsMap.addAndReorder(row);
26
+ })), resetRowNumberAndY(scene), addRows.length) {
27
+ const rowUpdatePos = updateMergeCellGroup(addRows[0] - 1, addRows[addRows.length - 1] + 1, scene);
28
+ (0, vutils_1.isNumber)(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));
29
+ }
22
30
  for (let col = 0; col < table.colCount; col++) updateRows.forEach((r => {
23
31
  const mergeInfo = (0, get_cell_merge_1.getCellMergeInfo)(scene.table, col, r);
24
32
  if (mergeInfo) for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) (0,
25
33
  cell_helper_1.updateCell)(col, row, scene.table, !1); else (0, cell_helper_1.updateCell)(col, r, scene.table, !1);
26
34
  }));
35
+ if (updateRows.length) {
36
+ const rowUpdatePos = updateMergeCellGroup(updateRows[0] - 1, updateRows[updateRows.length - 1] + 1, scene);
37
+ (0, vutils_1.isNumber)(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));
38
+ }
27
39
  if ((0, vutils_1.isNumber)(updateAfter)) {
28
40
  for (let col = 0; col < table.colCount; col++) for (let row = updateAfter; row < table.rowCount; row++) {
29
41
  const cellGroup = scene.highPerformanceGetCell(col, row, !0);
30
42
  cellGroup && (cellGroup.needUpdate = !0);
31
43
  }
32
- scene.proxy.rowUpdatePos = updateAfter;
44
+ scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, updateAfter);
33
45
  }
34
46
  if (addRows.length) {
35
47
  if (!(0, vutils_1.isNumber)(updateAfter)) {
@@ -37,9 +49,10 @@ function updateRow(removeCells, addCells, updateCells, table) {
37
49
  scene.proxy.rowUpdatePos = Math.min(minRow, scene.proxy.rowUpdatePos);
38
50
  }
39
51
  scene.proxy.rowUpdateDirection = "up", scene.proxy.updateCellGroups(2 * scene.proxy.screenRowCount),
40
- updateBottomFrozeCellGroups(), scene.proxy.progress();
52
+ updateBottomFrozeCellGroups();
41
53
  } else removeRows.length && (scene.proxy.updateCellGroups(2 * scene.proxy.screenRowCount),
42
54
  updateBottomFrozeCellGroups(), scene.proxy.progress());
55
+ scene.proxy.progress();
43
56
  const newTotalHeight = table.getRowsHeight(table.frozenRowCount, table.rowCount - 1 - table.bottomFrozenRowCount);
44
57
  function updateBottomFrozeCellGroups() {
45
58
  if ((null == addRows ? void 0 : addRows[(null == addRows ? void 0 : addRows.length) - 1]) >= table.rowCount - table.bottomFrozenRowCount || (null == updateRows ? void 0 : updateRows[(null == updateRows ? void 0 : updateRows.length) - 1]) >= table.rowCount - table.bottomFrozenRowCount || (null == removeRows ? void 0 : removeRows[0]) >= table.rowCount - table.bottomFrozenRowCount) {
@@ -82,8 +95,9 @@ function resetRowNumber(scene) {
82
95
  function processCell(cellGroup, rowIndex) {
83
96
  cellGroup.row = rowIndex;
84
97
  const merge = (0, get_cell_merge_1.getCellMergeInfo)(scene.table, cellGroup.col, cellGroup.row);
85
- merge && (cellGroup.mergeStartCol = merge.start.col, cellGroup.mergeStartCol = merge.start.col,
86
- cellGroup.mergeEndCol = merge.end.col, cellGroup.mergeEndCol = merge.end.col);
98
+ merge ? (cellGroup.mergeStartCol = merge.start.col, cellGroup.mergeEndCol = merge.end.col,
99
+ cellGroup.mergeStartRow = merge.start.row, cellGroup.mergeEndRow = merge.end.row) : (cellGroup.mergeStartCol = void 0,
100
+ cellGroup.mergeEndCol = void 0, cellGroup.mergeStartRow = void 0, cellGroup.mergeEndRow = void 0);
87
101
  }
88
102
  scene.bodyGroup.forEachChildren((colGroup => {
89
103
  let rowIndex = scene.bodyRowStart;
@@ -122,8 +136,9 @@ function resetRowNumberAndY(scene) {
122
136
  function processCell(cellGroup, rowIndex, y) {
123
137
  cellGroup.row = rowIndex, cellGroup.setAttribute("y", y);
124
138
  const merge = (0, get_cell_merge_1.getCellMergeInfo)(scene.table, cellGroup.col, cellGroup.row);
125
- merge && (cellGroup.mergeStartCol = merge.start.col, cellGroup.mergeStartCol = merge.start.col,
126
- cellGroup.mergeEndCol = merge.end.col, cellGroup.mergeEndCol = merge.end.col);
139
+ merge ? (cellGroup.mergeStartCol = merge.start.col, cellGroup.mergeEndCol = merge.end.col,
140
+ cellGroup.mergeStartRow = merge.start.row, cellGroup.mergeEndRow = merge.end.row) : (cellGroup.mergeStartCol = void 0,
141
+ cellGroup.mergeEndCol = void 0, cellGroup.mergeStartRow = void 0, cellGroup.mergeEndRow = void 0);
127
142
  }
128
143
  scene.bodyGroup.forEachChildren((colGroup => {
129
144
  let rowIndex = scene.bodyRowStart, y = scene.getCellGroupY(rowIndex);
@@ -188,5 +203,26 @@ function removeCellGroup(row, scene) {
188
203
  }
189
204
  }
190
205
 
206
+ function updateMergeCellGroup(beforeRow, afterRow, scene) {
207
+ let updateRow;
208
+ for (let col = 0; col < scene.table.colCount; col++) {
209
+ const rangeBefore = scene.table.getCellRange(col, beforeRow);
210
+ rangeBefore.start.row <= beforeRow + 1 && rangeBefore.end.row >= beforeRow + 1 && (updateCellGroup(rangeBefore, scene),
211
+ updateRow = rangeBefore.start.row);
212
+ const rangeAfter = scene.table.getCellRange(col, afterRow);
213
+ rangeAfter.start.row <= afterRow - 1 && rangeAfter.end.row >= afterRow - 1 && (updateCellGroup(rangeAfter, scene),
214
+ updateRow = rangeBefore.start.row);
215
+ }
216
+ return updateRow;
217
+ }
218
+
219
+ function updateCellGroup(range, scene) {
220
+ const {start: start, end: end} = range;
221
+ for (let col = start.col; col <= end.col; col++) for (let row = start.row; row <= end.row; row++) {
222
+ const cellGroup = scene.highPerformanceGetCell(col, row, !0);
223
+ cellGroup && (cellGroup.needUpdate = !0);
224
+ }
225
+ }
226
+
191
227
  exports.updateRow = updateRow;
192
228
  //# sourceMappingURL=update-row.js.map
@@ -1 +1 @@
1
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{ isNumber } from '@visactor/vutils';\nimport type { CellAddress } from '../../ts-types';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport { Group } from '../graphic/group';\nimport { updateCell } from '../group-creater/cell-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport type { IGraphic } from '@visactor/vrender';\n\n/**\n * add and remove rows in scenegraph\n */\nexport function updateRow(\n removeCells: CellAddress[],\n addCells: CellAddress[],\n updateCells: CellAddress[],\n table: BaseTableAPI\n) {\n const scene = table.scenegraph;\n // deduplication\n const removeRows = deduplication(removeCells.map(cell => cell.row)).sort((a, b) => b - a);\n const addRows = deduplication(addCells.map(cell => cell.row)).sort((a, b) => a - b);\n const updateRows = deduplication(updateCells.map(cell => cell.row)).sort((a, b) => a - b);\n\n // remove cells\n removeRows.forEach(row => {\n removeRow(row, scene);\n });\n\n removeRows.forEach(row => {\n scene.table.rowHeightsMap.adjustOrder(row + 1, row, scene.table.rowHeightsMap.count() - row - 1);\n scene.table.rowHeightsMap.del(scene.table.rowHeightsMap.count() - 1);\n });\n\n if (removeRows.length) {\n resetRowNumber(scene);\n }\n\n scene.table._clearRowRangeHeightsMap();\n\n // add cells\n let updateAfter: number;\n addRows.forEach(row => {\n const needUpdateAfter = addRow(row, scene);\n updateAfter = updateAfter ?? needUpdateAfter;\n scene.table.rowHeightsMap.adjustOrder(row, row + 1, scene.table.rowHeightsMap.count() - row);\n });\n\n // reset attribute y and row number in CellGroup\n // const newTotalHeight = resetRowNumberAndY(scene);\n 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.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeEndCol = merge.end.col;\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.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeEndCol = merge.end.col;\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"]}
@@ -1,2 +1,2 @@
1
1
  import type { Scenegraph } from '../scenegraph';
2
- export declare function updateColWidth(scene: Scenegraph, col: number, detaX: number): void;
2
+ export declare function updateColWidth(scene: Scenegraph, col: number, detaX: number, skipTableWidthMap?: boolean): void;
@@ -6,18 +6,17 @@ Object.defineProperty(exports, "__esModule", {
6
6
 
7
7
  const axis_1 = require("../../components/axis/axis"), tableHelper_1 = require("../../core/tableHelper"), custom_1 = require("../component/custom"), image_cell_1 = require("../group-creater/cell-type/image-cell"), progress_bar_cell_1 = require("../group-creater/cell-type/progress-bar-cell"), spark_line_cell_1 = require("../group-creater/cell-type/spark-line-cell"), column_helper_1 = require("../group-creater/column-helper"), get_cell_merge_1 = require("../utils/get-cell-merge"), get_prop_1 = require("../utils/get-prop"), is_merge_cell_group_1 = require("../utils/is-merge-cell-group"), padding_1 = require("../utils/padding"), text_icon_layout_1 = require("../utils/text-icon-layout"), compute_row_height_1 = require("./compute-row-height"), update_height_1 = require("./update-height"), get_hierarchy_offset_1 = require("../utils/get-hierarchy-offset");
8
8
 
9
- function updateColWidth(scene, col, detaX) {
10
- scene.table._setColWidth(col, scene.table.getColWidth(col) + detaX, !0);
11
- const autoRowHeight = "autoHeight" === scene.table.heightMode, colOrCornerHeaderColumn = scene.getColGroup(col, !0);
12
- colOrCornerHeaderColumn && updateColunmWidth(colOrCornerHeaderColumn, detaX, autoRowHeight, "col-corner", scene);
9
+ function updateColWidth(scene, col, detaX, skipTableWidthMap) {
10
+ skipTableWidthMap || scene.table._setColWidth(col, scene.table.getColWidth(col) + detaX, !0);
11
+ const autoRowHeight = "autoHeight" === scene.table.heightMode, colOrCornerHeaderColumn = scene.getColGroup(col, !0), rightTopColumn = scene.getColGroupInRightTopCorner(col);
12
+ colOrCornerHeaderColumn && !rightTopColumn && updateColunmWidth(colOrCornerHeaderColumn, detaX, autoRowHeight, "col-corner", scene),
13
+ rightTopColumn && updateColunmWidth(rightTopColumn, detaX, autoRowHeight, "right-top", scene);
13
14
  const rowHeaderOrBodyColumn = scene.getColGroup(col);
14
15
  rowHeaderOrBodyColumn && updateColunmWidth(rowHeaderOrBodyColumn, detaX, autoRowHeight, "row-body", scene);
15
16
  const leftBottomColumn = scene.getColGroupInLeftBottomCorner(col);
16
17
  leftBottomColumn && updateColunmWidth(leftBottomColumn, detaX, autoRowHeight, "left-bottom", scene);
17
18
  const bottomColumn = scene.getColGroupInBottom(col);
18
19
  bottomColumn && updateColunmWidth(bottomColumn, detaX, autoRowHeight, "bottom", scene);
19
- const rightTopColumn = scene.getColGroupInRightTopCorner(col);
20
- rightTopColumn && updateColunmWidth(rightTopColumn, detaX, autoRowHeight, "right-top", scene);
21
20
  const rightBottomColumn = scene.getColGroupInRightBottomCorner(col);
22
21
  rightBottomColumn && updateColunmWidth(rightBottomColumn, detaX, autoRowHeight, "right-bottom", scene),
23
22
  col < scene.frozenColCount ? (scene.cornerHeaderGroup.forEachChildrenSkipChild(((column, index) => {
@@ -70,8 +69,8 @@ function updateColunmWidth(columnGroup, detaX, autoRowHeight, mode, scene) {
70
69
 
71
70
  function updateCellWidth(scene, cell, col, row, oldWidth, distWidth, detaX, isHeader, autoRowHeight) {
72
71
  var _a, _b, _c;
73
- if (cell.attribute.width === distWidth) return !1;
74
- cell.setAttribute("width", distWidth);
72
+ if (cell.attribute.width === distWidth && !cell.needUpdateWidth) return !1;
73
+ cell.needUpdateWidth = !1, cell.setAttribute("width", distWidth);
75
74
  const cellGroup = cell;
76
75
  if (!cellGroup) return !1;
77
76
  const type = scene.table.isHeader(col, row) ? scene.table._getHeaderLayoutMap(col, row).headerType : scene.table.getBodyColumnType(col, row);
@@ -149,7 +148,8 @@ function updateMergeCellContentWidth(cellGroup, distWidth, detaX, autoRowHeight,
149
148
  "icon-left" !== (null == icon ? void 0 : icon.role) && text && text.setAttribute("dx", hierarchyOffset);
150
149
  }
151
150
  const rangeHeight = table.getRowHeight(row), rangeWidth = table.getColWidth(col);
152
- singleCellGroup.contentWidth = distWidth, (0, column_helper_1.resizeCellGroup)(singleCellGroup, rangeWidth, rangeHeight, {
151
+ singleCellGroup.contentWidth = distWidth;
152
+ const {heightChange: heightChange} = (0, column_helper_1.resizeCellGroup)(singleCellGroup, rangeWidth, rangeHeight, {
153
153
  start: {
154
154
  col: cellGroup.mergeStartCol,
155
155
  row: cellGroup.mergeStartRow
@@ -158,7 +158,8 @@ function updateMergeCellContentWidth(cellGroup, distWidth, detaX, autoRowHeight,
158
158
  col: cellGroup.mergeEndCol,
159
159
  row: cellGroup.mergeEndRow
160
160
  }
161
- }, table), isHeightChange = isHeightChange || changed;
161
+ }, table);
162
+ heightChange && (singleCellGroup.needUpdateHeight = !0), isHeightChange = isHeightChange || changed;
162
163
  }
163
164
  return isHeightChange;
164
165
  }
@@ -166,7 +167,7 @@ function updateMergeCellContentWidth(cellGroup, distWidth, detaX, autoRowHeight,
166
167
  }
167
168
 
168
169
  function resetRowHeight(scene, row) {
169
- const maxHeight = (0, compute_row_height_1.computeRowHeight)(row, 0, scene.table.colCount - 1, scene.table);
170
+ const maxHeight = Math.round((0, compute_row_height_1.computeRowHeight)(row, 0, scene.table.colCount - 1, scene.table));
170
171
  scene.table._setRowHeight(row, maxHeight, !0);
171
172
  for (let col = 0; col < scene.table.colCount; col++) {
172
173
  const distHeight = maxHeight, cell = scene.highPerformanceGetCell(col, row);
@@ -1 +1 @@
1
- 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type { IGraphic } from '@visactor/vrender';\nimport type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport { CartesianAxis } from '../../components/axis/axis';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport type { Group } from '../graphic/group';\nimport type { Icon } from '../graphic/icon';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport { resizeCellGroup } from '../group-creater/column-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { isMergeCellGroup } from '../utils/is-merge-cell-group';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\nimport { computeRowHeight, computeRowsHeight } from './compute-row-height';\nimport { updateCellHeightForRow } from './update-height';\nimport { getHierarchyOffset } from '../utils/get-hierarchy-offset';\n// import { updateAutoRowHeight } from './auto-height';\n\n/**\n * @description: 更新指定列列宽,在拖拽调整列宽中使用\n * @param {Scenegraph} scene\n * @param {number} col\n * @param {number} detaX\n * @return {*}\n */\nexport function updateColWidth(scene: Scenegraph, col: number, detaX: number) {\n scene.table._setColWidth(col, scene.table.getColWidth(col) + detaX, true);\n\n const autoRowHeight = scene.table.heightMode === 'autoHeight';\n // deal with corner header or column header\n const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n if (colOrCornerHeaderColumn) {\n updateColunmWidth(colOrCornerHeaderColumn, detaX, autoRowHeight, 'col-corner', scene);\n }\n // deal with row header or body or right frozen cells\n const rowHeaderOrBodyColumn = scene.getColGroup(col) as Group;\n if (rowHeaderOrBodyColumn) {\n updateColunmWidth(rowHeaderOrBodyColumn, detaX, autoRowHeight, 'row-body', scene);\n }\n\n const leftBottomColumn = scene.getColGroupInLeftBottomCorner(col);\n // deal with left bottom frozen cells\n if (leftBottomColumn) {\n updateColunmWidth(leftBottomColumn, detaX, autoRowHeight, 'left-bottom', scene);\n }\n // deal with bottom frozen cells\n const bottomColumn = scene.getColGroupInBottom(col);\n if (bottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'bottom', scene);\n }\n // deal with right bottom frozen cells\n const rightTopColumn = scene.getColGroupInRightTopCorner(col);\n if (rightTopColumn) {\n updateColunmWidth(rightTopColumn, detaX, autoRowHeight, 'right-top', scene);\n }\n // deal with right bottom frozen cells\n const rightBottomColumn = scene.getColGroupInRightBottomCorner(col);\n if (rightBottomColumn) {\n updateColunmWidth(rightBottomColumn, detaX, autoRowHeight, 'right-bottom', scene);\n }\n\n // 更新剩余列位置\n if (col < scene.frozenColCount) {\n scene.cornerHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.rowHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n } else {\n scene.colHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.bodyGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n if (leftBottomColumn) {\n scene.leftBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (bottomColumn) {\n scene.bottomFrozenGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (rightBottomColumn) {\n scene.rightBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n // scene.table.setColWidth(col, rowHeaderOrBodyColumn.attribute.width, true);\n}\n\nfunction updateColunmWidth(\n columnGroup: Group,\n detaX: number,\n autoRowHeight: boolean,\n mode: 'col-corner' | 'row-body' | 'bottom' | 'left-bottom' | 'right-top' | 'right-bottom',\n scene: Scenegraph\n) {\n let needRerangeRow = false;\n // const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const oldColumnWidth = columnGroup?.attribute.width ?? 0;\n columnGroup?.setAttribute('width', oldColumnWidth + detaX);\n // 更新单元格宽度\n columnGroup?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n cell.col,\n cell.row,\n oldColumnWidth,\n oldColumnWidth + detaX,\n detaX,\n mode === 'row-body' ? cell.col < scene.table.rowHeaderLevelCount : true,\n autoRowHeight\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n let colGroup;\n let oldContainerHeight;\n let row;\n for (let col = 0; col < scene.table.colCount; col++) {\n // const colGroup = scene.getColGroup(col, true);\n if (mode === 'col-corner') {\n row = 0;\n colGroup = scene.getColGroup(col, true);\n oldContainerHeight = scene.colHeaderGroup.attribute.height ?? 0;\n } else if (mode === 'row-body') {\n row = scene.table.frozenRowCount;\n colGroup = scene.getColGroup(col, false);\n oldContainerHeight = scene.bodyGroup.attribute.height ?? 0;\n } else if (mode === 'bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInBottom(col);\n oldContainerHeight = scene.bottomFrozenGroup.attribute.height ?? 0;\n } else if (mode === 'left-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInLeftBottomCorner(col);\n oldContainerHeight = scene.leftBottomCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-top') {\n row = 0;\n colGroup = scene.getColGroupInRightTopCorner(col);\n oldContainerHeight = scene.rightTopCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInRightBottomCorner(col);\n oldContainerHeight = scene.rightBottomCornerGroup.attribute.height ?? 0;\n }\n if (!colGroup) {\n continue;\n }\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.role !== 'cell') {\n // cellGroup.setAttribute('y', y);\n // y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n // return;\n // }\n // y += cellGroup.attribute.height ?? 0;\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(row, newTotalHeight - oldContainerHeight);\n }\n}\n\n/**\n * @description: 更新单个单元格宽度\n * @return {*}\n */\nfunction updateCellWidth(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n oldWidth: number, // old width, not dist\n distWidth: number, // old width, not dist\n detaX: number,\n isHeader: boolean,\n // autoColWidth: boolean,\n autoRowHeight: boolean\n): boolean {\n if (cell.attribute.width === distWidth) {\n return false;\n }\n\n cell.setAttribute('width', distWidth);\n // const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // if (mergeInfo && mergeInfo.start.row !== row) {\n // return false;\n // }\n const cellGroup = cell;\n // const distWidth = width + detaX;\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return false;\n }\n\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n let isHeightChange = false;\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cellGroup.attribute.width,\n // cellGroup.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cellGroup.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cellGroup.insertBefore(newBarCell, oldBarCell);\n cellGroup.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cellGroup.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cellGroup,\n cellGroup.parent,\n cellGroup.attribute.x,\n cellGroup.attribute.y,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n updateImageCellContentWhileResize(cellGroup, col, row, scene.table);\n } else if (cellGroup.firstChild?.name === 'axis') {\n // recreate axis component\n const axisConfig = scene.table.internalProps.layoutMap.getAxisConfigInPivotChart(col, row);\n const cellStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', cellStyle, col, row, scene.table));\n if (axisConfig) {\n const axis = new CartesianAxis(\n axisConfig,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table\n );\n cellGroup.clear();\n cellGroup.appendChild(axis.component);\n axis.overlap();\n }\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n let renderDefault = true;\n const customContainer = cell.getChildByName('custom-container') as Group;\n if (customContainer) {\n let customElementsGroup;\n customContainer.removeAllChild();\n cell.removeChild(customContainer);\n\n let customRender;\n let customLayout;\n const cellType = scene.table.getCellLocation(col, row);\n if (cellType !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = define?.headerCustomRender;\n customLayout = define?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = define?.customRender || scene.table.customRender;\n customLayout = define?.customLayout;\n }\n\n if (customLayout || customRender) {\n // const { autoRowHeight } = table.internalProps;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n false,\n scene.table.heightMode === 'autoHeight',\n padding,\n scene.table\n );\n customElementsGroup = customResult.elementsGroup;\n renderDefault = customResult.renderDefault;\n isHeightChange = true;\n }\n\n if (cell.childrenCount > 0) {\n cell.insertBefore(customElementsGroup, cell.firstChild);\n } else {\n cell.appendChild(customElementsGroup);\n }\n }\n\n if (renderDefault) {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n isHeightChange = updateMergeCellContentWidth(\n cellGroup,\n distWidth,\n detaX,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline,\n scene.table\n );\n }\n }\n\n return autoRowHeight ? isHeightChange : false;\n}\n\nfunction updateMergeCellContentWidth(\n cellGroup: Group,\n distWidth: number,\n detaX: number,\n autoRowHeight: boolean,\n padding: [number, number, number, number],\n textAlign: CanvasTextAlign,\n textBaseline: CanvasTextBaseline,\n table: BaseTableAPI\n) {\n if (isMergeCellGroup(cellGroup)) {\n distWidth = 0;\n let isHeightChange = false;\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n distWidth += table.getColWidth(col);\n }\n let cellHeight = 0;\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n cellHeight += table.getRowHeight(row);\n }\n\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n const singleCellGroup = table.scenegraph.getCell(col, row);\n singleCellGroup.forEachChildren((child: IGraphic) => {\n child.setAttributes({\n dx: 0,\n dy: 0\n });\n });\n const changed = updateCellContentWidth(\n singleCellGroup,\n distWidth,\n cellHeight,\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n\n // reset hierarchy offset\n const hierarchyOffset = getHierarchyOffset(singleCellGroup.col, singleCellGroup.row, table);\n if (hierarchyOffset) {\n const text = singleCellGroup.getChildByName('text');\n const icon = singleCellGroup.getChildByName('expand') || singleCellGroup.getChildByName('collapse');\n // icon-left deal with hierarchy offset, no need add to text dx\n if (icon?.role !== 'icon-left' && text) {\n text.setAttribute('dx', hierarchyOffset);\n }\n }\n\n const rangeHeight = table.getRowHeight(row);\n const rangeWidth = table.getColWidth(col);\n\n // const { width: contentWidth } = cellGroup.attribute;\n singleCellGroup.contentWidth = distWidth;\n\n resizeCellGroup(\n singleCellGroup,\n rangeWidth,\n rangeHeight,\n {\n start: {\n col: cellGroup.mergeStartCol,\n row: cellGroup.mergeStartRow\n },\n end: {\n col: cellGroup.mergeEndCol,\n row: cellGroup.mergeEndRow\n }\n },\n table\n );\n isHeightChange = isHeightChange || changed;\n }\n }\n return isHeightChange;\n }\n return updateCellContentWidth(\n cellGroup,\n distWidth,\n table.getRowHeight(cellGroup.row),\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n}\n\n/**\n * @description: 重置指定行行高\n * @param {Scenegraph} scene\n * @param {number} row\n * @return {*}\n */\nfunction resetRowHeight(scene: Scenegraph, row: number) {\n // 获取高度\n const maxHeight = computeRowHeight(row, 0, scene.table.colCount - 1, scene.table);\n // 更新table行高存储\n scene.table._setRowHeight(row, maxHeight, true);\n\n // 更新高度\n for (let col = 0; col < scene.table.colCount; col++) {\n const distHeight = maxHeight;\n const cell = scene.highPerformanceGetCell(col, row);\n if (cell.role === 'empty') {\n return;\n }\n\n updateCellHeightForRow(\n scene,\n cell,\n col,\n row,\n distHeight,\n distHeight - cell.attribute.height,\n scene.table.isHeader(col, row)\n );\n }\n}\n"]}
1
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type { IGraphic } from './../../vrender';\nimport type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport { CartesianAxis } from '../../components/axis/axis';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport type { Group } from '../graphic/group';\nimport type { Icon } from '../graphic/icon';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport { resizeCellGroup } from '../group-creater/column-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { isMergeCellGroup } from '../utils/is-merge-cell-group';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\nimport { computeRowHeight, computeRowsHeight } from './compute-row-height';\nimport { updateCellHeightForRow } from './update-height';\nimport { getHierarchyOffset } from '../utils/get-hierarchy-offset';\n// import { updateAutoRowHeight } from './auto-height';\n\n/**\n * @description: 更新指定列列宽,在拖拽调整列宽中使用\n * @param {Scenegraph} scene\n * @param {number} col\n * @param {number} detaX\n * @return {*}\n */\nexport function updateColWidth(scene: Scenegraph, col: number, detaX: number, skipTableWidthMap?: boolean) {\n if (!skipTableWidthMap) {\n scene.table._setColWidth(col, scene.table.getColWidth(col) + detaX, true);\n }\n\n const autoRowHeight = scene.table.heightMode === 'autoHeight';\n // deal with corner header or column header\n const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const rightTopColumn = scene.getColGroupInRightTopCorner(col);\n if (colOrCornerHeaderColumn && !rightTopColumn) {\n updateColunmWidth(colOrCornerHeaderColumn, detaX, autoRowHeight, 'col-corner', scene);\n }\n // deal with right bottom frozen cells\n if (rightTopColumn) {\n updateColunmWidth(rightTopColumn, detaX, autoRowHeight, 'right-top', scene);\n }\n\n // deal with row header or body or right frozen cells\n const rowHeaderOrBodyColumn = scene.getColGroup(col) as Group;\n if (rowHeaderOrBodyColumn) {\n updateColunmWidth(rowHeaderOrBodyColumn, detaX, autoRowHeight, 'row-body', scene);\n }\n\n const leftBottomColumn = scene.getColGroupInLeftBottomCorner(col);\n // deal with left bottom frozen cells\n if (leftBottomColumn) {\n updateColunmWidth(leftBottomColumn, detaX, autoRowHeight, 'left-bottom', scene);\n }\n // deal with bottom frozen cells\n const bottomColumn = scene.getColGroupInBottom(col);\n if (bottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'bottom', scene);\n }\n // deal with right bottom frozen cells\n const rightBottomColumn = scene.getColGroupInRightBottomCorner(col);\n if (rightBottomColumn) {\n updateColunmWidth(rightBottomColumn, detaX, autoRowHeight, 'right-bottom', scene);\n }\n\n // 更新剩余列位置\n if (col < scene.frozenColCount) {\n scene.cornerHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.rowHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n } else {\n scene.colHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.bodyGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n if (leftBottomColumn) {\n scene.leftBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (bottomColumn) {\n scene.bottomFrozenGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (rightBottomColumn) {\n scene.rightBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n // scene.table.setColWidth(col, rowHeaderOrBodyColumn.attribute.width, true);\n}\n\nfunction updateColunmWidth(\n columnGroup: Group,\n detaX: number,\n autoRowHeight: boolean,\n mode: 'col-corner' | 'row-body' | 'bottom' | 'left-bottom' | 'right-top' | 'right-bottom',\n scene: Scenegraph\n) {\n let needRerangeRow = false;\n // const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const oldColumnWidth = columnGroup?.attribute.width ?? 0;\n columnGroup?.setAttribute('width', oldColumnWidth + detaX);\n // 更新单元格宽度\n columnGroup?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n cell.col,\n cell.row,\n oldColumnWidth,\n oldColumnWidth + detaX,\n detaX,\n mode === 'row-body' ? cell.col < scene.table.rowHeaderLevelCount : true,\n autoRowHeight\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n let colGroup;\n let oldContainerHeight;\n let row;\n for (let col = 0; col < scene.table.colCount; col++) {\n // const colGroup = scene.getColGroup(col, true);\n if (mode === 'col-corner') {\n row = 0;\n colGroup = scene.getColGroup(col, true);\n oldContainerHeight = scene.colHeaderGroup.attribute.height ?? 0;\n } else if (mode === 'row-body') {\n row = scene.table.frozenRowCount;\n colGroup = scene.getColGroup(col, false);\n oldContainerHeight = scene.bodyGroup.attribute.height ?? 0;\n } else if (mode === 'bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInBottom(col);\n oldContainerHeight = scene.bottomFrozenGroup.attribute.height ?? 0;\n } else if (mode === 'left-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInLeftBottomCorner(col);\n oldContainerHeight = scene.leftBottomCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-top') {\n row = 0;\n colGroup = scene.getColGroupInRightTopCorner(col);\n oldContainerHeight = scene.rightTopCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInRightBottomCorner(col);\n oldContainerHeight = scene.rightBottomCornerGroup.attribute.height ?? 0;\n }\n if (!colGroup) {\n continue;\n }\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.role !== 'cell') {\n // cellGroup.setAttribute('y', y);\n // y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n // return;\n // }\n // y += cellGroup.attribute.height ?? 0;\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(row, newTotalHeight - oldContainerHeight);\n }\n}\n\n/**\n * @description: 更新单个单元格宽度\n * @return {*}\n */\nfunction updateCellWidth(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n oldWidth: number, // old width, not dist\n distWidth: number, // old width, not dist\n detaX: number,\n isHeader: boolean,\n // autoColWidth: boolean,\n autoRowHeight: boolean\n): boolean {\n if (cell.attribute.width === distWidth && !cell.needUpdateWidth) {\n return false;\n }\n cell.needUpdateWidth = false;\n\n cell.setAttribute('width', distWidth);\n // const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // if (mergeInfo && mergeInfo.start.row !== row) {\n // return false;\n // }\n const cellGroup = cell;\n // const distWidth = width + detaX;\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return false;\n }\n\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n let isHeightChange = false;\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cellGroup.attribute.width,\n // cellGroup.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cellGroup.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cellGroup.insertBefore(newBarCell, oldBarCell);\n cellGroup.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cellGroup.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cellGroup,\n cellGroup.parent,\n cellGroup.attribute.x,\n cellGroup.attribute.y,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n updateImageCellContentWhileResize(cellGroup, col, row, scene.table);\n } else if (cellGroup.firstChild?.name === 'axis') {\n // recreate axis component\n const axisConfig = scene.table.internalProps.layoutMap.getAxisConfigInPivotChart(col, row);\n const cellStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', cellStyle, col, row, scene.table));\n if (axisConfig) {\n const axis = new CartesianAxis(\n axisConfig,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table\n );\n cellGroup.clear();\n cellGroup.appendChild(axis.component);\n axis.overlap();\n }\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n let renderDefault = true;\n const customContainer = cell.getChildByName('custom-container') as Group;\n if (customContainer) {\n let customElementsGroup;\n customContainer.removeAllChild();\n cell.removeChild(customContainer);\n\n let customRender;\n let customLayout;\n const cellType = scene.table.getCellLocation(col, row);\n if (cellType !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = define?.headerCustomRender;\n customLayout = define?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = define?.customRender || scene.table.customRender;\n customLayout = define?.customLayout;\n }\n\n if (customLayout || customRender) {\n // const { autoRowHeight } = table.internalProps;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n false,\n scene.table.heightMode === 'autoHeight',\n padding,\n scene.table\n );\n customElementsGroup = customResult.elementsGroup;\n renderDefault = customResult.renderDefault;\n isHeightChange = true;\n }\n\n if (cell.childrenCount > 0) {\n cell.insertBefore(customElementsGroup, cell.firstChild);\n } else {\n cell.appendChild(customElementsGroup);\n }\n }\n\n if (renderDefault) {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n isHeightChange = updateMergeCellContentWidth(\n cellGroup,\n distWidth,\n detaX,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline,\n scene.table\n );\n }\n }\n\n return autoRowHeight ? isHeightChange : false;\n}\n\nfunction updateMergeCellContentWidth(\n cellGroup: Group,\n distWidth: number,\n detaX: number,\n autoRowHeight: boolean,\n padding: [number, number, number, number],\n textAlign: CanvasTextAlign,\n textBaseline: CanvasTextBaseline,\n table: BaseTableAPI\n) {\n if (isMergeCellGroup(cellGroup)) {\n distWidth = 0;\n let isHeightChange = false;\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n distWidth += table.getColWidth(col);\n }\n let cellHeight = 0;\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n cellHeight += table.getRowHeight(row);\n }\n\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n const singleCellGroup = table.scenegraph.getCell(col, row);\n singleCellGroup.forEachChildren((child: IGraphic) => {\n child.setAttributes({\n dx: 0,\n dy: 0\n });\n });\n const changed = updateCellContentWidth(\n singleCellGroup,\n distWidth,\n cellHeight,\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n\n // reset hierarchy offset\n const hierarchyOffset = getHierarchyOffset(singleCellGroup.col, singleCellGroup.row, table);\n if (hierarchyOffset) {\n const text = singleCellGroup.getChildByName('text');\n const icon = singleCellGroup.getChildByName('expand') || singleCellGroup.getChildByName('collapse');\n // icon-left deal with hierarchy offset, no need add to text dx\n if (icon?.role !== 'icon-left' && text) {\n text.setAttribute('dx', hierarchyOffset);\n }\n }\n\n const rangeHeight = table.getRowHeight(row);\n const rangeWidth = table.getColWidth(col);\n\n // const { width: contentWidth } = cellGroup.attribute;\n singleCellGroup.contentWidth = distWidth;\n\n const { heightChange } = resizeCellGroup(\n singleCellGroup,\n rangeWidth,\n rangeHeight,\n {\n start: {\n col: cellGroup.mergeStartCol,\n row: cellGroup.mergeStartRow\n },\n end: {\n col: cellGroup.mergeEndCol,\n row: cellGroup.mergeEndRow\n }\n },\n table\n );\n\n if (heightChange) {\n singleCellGroup.needUpdateHeight = true;\n }\n\n isHeightChange = isHeightChange || changed;\n }\n }\n return isHeightChange;\n }\n return updateCellContentWidth(\n cellGroup,\n distWidth,\n table.getRowHeight(cellGroup.row),\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n}\n\n/**\n * @description: 重置指定行行高\n * @param {Scenegraph} scene\n * @param {number} row\n * @return {*}\n */\nfunction resetRowHeight(scene: Scenegraph, row: number) {\n // 获取高度\n const maxHeight = Math.round(computeRowHeight(row, 0, scene.table.colCount - 1, scene.table));\n // 更新table行高存储\n scene.table._setRowHeight(row, maxHeight, true);\n\n // 更新高度\n for (let col = 0; col < scene.table.colCount; col++) {\n const distHeight = maxHeight;\n const cell = scene.highPerformanceGetCell(col, row);\n if (cell.role === 'empty') {\n return;\n }\n\n updateCellHeightForRow(\n scene,\n cell,\n col,\n row,\n distHeight,\n distHeight - cell.attribute.height,\n scene.table.isHeader(col, row)\n );\n }\n}\n"]}
@@ -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) {