@visactor/vtable 0.18.5-alpha.0 → 0.19.0

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 (127) hide show
  1. package/cjs/ListTable.d.ts +1 -1
  2. package/cjs/ListTable.js +7 -5
  3. package/cjs/ListTable.js.map +1 -1
  4. package/cjs/PivotTable.d.ts +2 -2
  5. package/cjs/PivotTable.js.map +1 -1
  6. package/cjs/core/BaseTable.d.ts +3 -2
  7. package/cjs/core/BaseTable.js +11 -28
  8. package/cjs/core/BaseTable.js.map +1 -1
  9. package/cjs/edit/edit-manager.d.ts +1 -1
  10. package/cjs/edit/edit-manager.js +30 -13
  11. package/cjs/edit/edit-manager.js.map +1 -1
  12. package/cjs/event/event.js +2 -2
  13. package/cjs/event/event.js.map +1 -1
  14. package/cjs/event/listener/table-group.js +1 -1
  15. package/cjs/event/listener/table-group.js.map +1 -1
  16. package/cjs/index.d.ts +1 -1
  17. package/cjs/index.js +1 -1
  18. package/cjs/index.js.map +1 -1
  19. package/cjs/layout/{pivot-layout-helper.d.ts → layout-helper.d.ts} +18 -16
  20. package/cjs/layout/{pivot-layout-helper.js → layout-helper.js} +33 -16
  21. package/cjs/layout/layout-helper.js.map +1 -0
  22. package/cjs/layout/pivot-header-layout.d.ts +4 -4
  23. package/cjs/layout/pivot-header-layout.js +42 -10
  24. package/cjs/layout/pivot-header-layout.js.map +1 -1
  25. package/cjs/layout/row-height-map.d.ts +32 -0
  26. package/cjs/layout/row-height-map.js +144 -0
  27. package/cjs/layout/row-height-map.js.map +1 -0
  28. package/cjs/layout/simple-header-layout.d.ts +2 -0
  29. package/cjs/layout/simple-header-layout.js +8 -3
  30. package/cjs/layout/simple-header-layout.js.map +1 -1
  31. package/cjs/scenegraph/component/cell-mover.js +3 -5
  32. package/cjs/scenegraph/component/cell-mover.js.map +1 -1
  33. package/cjs/scenegraph/group-creater/progress/proxy.js +3 -3
  34. package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
  35. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +3 -3
  36. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -1
  37. package/cjs/scenegraph/group-creater/progress/update-position/update-auto-row.d.ts +1 -1
  38. package/cjs/scenegraph/group-creater/progress/update-position/update-auto-row.js +9 -3
  39. package/cjs/scenegraph/group-creater/progress/update-position/update-auto-row.js.map +1 -1
  40. package/cjs/scenegraph/layout/compute-row-height.js +13 -3
  41. package/cjs/scenegraph/layout/compute-row-height.js.map +1 -1
  42. package/cjs/scenegraph/layout/move-cell.js +7 -1
  43. package/cjs/scenegraph/layout/move-cell.js.map +1 -1
  44. package/cjs/scenegraph/layout/update-height.js +2 -2
  45. package/cjs/scenegraph/layout/update-height.js.map +1 -1
  46. package/cjs/scenegraph/layout/update-row.js +6 -10
  47. package/cjs/scenegraph/layout/update-row.js.map +1 -1
  48. package/cjs/scenegraph/scenegraph.js +16 -9
  49. package/cjs/scenegraph/scenegraph.js.map +1 -1
  50. package/cjs/state/cell-move/index.js +6 -4
  51. package/cjs/state/cell-move/index.js.map +1 -1
  52. package/cjs/themes/ARCO.js +2 -1
  53. package/cjs/tools/LimitPromiseQueue.js +1 -1
  54. package/cjs/tools/util.d.ts +1 -0
  55. package/cjs/tools/util.js +8 -2
  56. package/cjs/tools/util.js.map +1 -1
  57. package/cjs/ts-types/base-table.d.ts +4 -2
  58. package/cjs/ts-types/base-table.js.map +1 -1
  59. package/cjs/ts-types/table-engine.d.ts +1 -0
  60. package/cjs/ts-types/table-engine.js.map +1 -1
  61. package/cjs/vrender.js.map +1 -1
  62. package/dist/vtable.js +917 -510
  63. package/dist/vtable.min.js +2 -2
  64. package/es/ListTable.d.ts +1 -1
  65. package/es/ListTable.js +5 -4
  66. package/es/ListTable.js.map +1 -1
  67. package/es/PivotTable.d.ts +2 -2
  68. package/es/PivotTable.js.map +1 -1
  69. package/es/core/BaseTable.d.ts +3 -2
  70. package/es/core/BaseTable.js +12 -25
  71. package/es/core/BaseTable.js.map +1 -1
  72. package/es/edit/edit-manager.d.ts +1 -1
  73. package/es/edit/edit-manager.js +30 -13
  74. package/es/edit/edit-manager.js.map +1 -1
  75. package/es/event/event.js +3 -1
  76. package/es/event/event.js.map +1 -1
  77. package/es/event/listener/table-group.js +1 -1
  78. package/es/event/listener/table-group.js.map +1 -1
  79. package/es/index.d.ts +1 -1
  80. package/es/index.js +1 -1
  81. package/es/index.js.map +1 -1
  82. package/es/layout/{pivot-layout-helper.d.ts → layout-helper.d.ts} +18 -16
  83. package/es/layout/{pivot-layout-helper.js → layout-helper.js} +33 -16
  84. package/es/layout/layout-helper.js.map +1 -0
  85. package/es/layout/pivot-header-layout.d.ts +4 -4
  86. package/es/layout/pivot-header-layout.js +34 -2
  87. package/es/layout/pivot-header-layout.js.map +1 -1
  88. package/es/layout/row-height-map.d.ts +32 -0
  89. package/es/layout/row-height-map.js +136 -0
  90. package/es/layout/row-height-map.js.map +1 -0
  91. package/es/layout/simple-header-layout.d.ts +2 -0
  92. package/es/layout/simple-header-layout.js +9 -2
  93. package/es/layout/simple-header-layout.js.map +1 -1
  94. package/es/scenegraph/component/cell-mover.js +3 -5
  95. package/es/scenegraph/component/cell-mover.js.map +1 -1
  96. package/es/scenegraph/group-creater/progress/proxy.js +3 -3
  97. package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
  98. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +3 -3
  99. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -1
  100. package/es/scenegraph/group-creater/progress/update-position/update-auto-row.d.ts +1 -1
  101. package/es/scenegraph/group-creater/progress/update-position/update-auto-row.js +9 -3
  102. package/es/scenegraph/group-creater/progress/update-position/update-auto-row.js.map +1 -1
  103. package/es/scenegraph/layout/compute-row-height.js +13 -3
  104. package/es/scenegraph/layout/compute-row-height.js.map +1 -1
  105. package/es/scenegraph/layout/move-cell.js +7 -1
  106. package/es/scenegraph/layout/move-cell.js.map +1 -1
  107. package/es/scenegraph/layout/update-height.js +2 -2
  108. package/es/scenegraph/layout/update-height.js.map +1 -1
  109. package/es/scenegraph/layout/update-row.js +4 -8
  110. package/es/scenegraph/layout/update-row.js.map +1 -1
  111. package/es/scenegraph/scenegraph.js +16 -9
  112. package/es/scenegraph/scenegraph.js.map +1 -1
  113. package/es/state/cell-move/index.js +6 -4
  114. package/es/state/cell-move/index.js.map +1 -1
  115. package/es/themes/ARCO.js +2 -1
  116. package/es/tools/LimitPromiseQueue.js +1 -1
  117. package/es/tools/util.d.ts +1 -0
  118. package/es/tools/util.js +6 -0
  119. package/es/tools/util.js.map +1 -1
  120. package/es/ts-types/base-table.d.ts +4 -2
  121. package/es/ts-types/base-table.js.map +1 -1
  122. package/es/ts-types/table-engine.d.ts +1 -0
  123. package/es/ts-types/table-engine.js.map +1 -1
  124. package/es/vrender.js.map +1 -1
  125. package/package.json +5 -5
  126. package/cjs/layout/pivot-layout-helper.js.map +0 -1
  127. package/es/layout/pivot-layout-helper.js.map +0 -1
@@ -1 +1 @@
1
- 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type { ILine, IRect, ISymbol } from './../../vrender';\nimport { createLine, createRect, createSymbol } from './../../vrender';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport type { Group } from '../graphic/group';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\n\nexport class CellMover {\n columnMoverLabel: ISymbol;\n columnMoverLine: ILine;\n columnMoverBack: IRect;\n table: BaseTableAPI;\n x?: number;\n\n constructor(table: BaseTableAPI) {\n const columnMoverLineWidth = table.theme.dragHeaderSplitLine.lineWidth;\n const columnMoverLineColor = table.theme.dragHeaderSplitLine.lineColor;\n const columnMoverShadowBlockColor = table.theme.dragHeaderSplitLine.shadowBlockColor;\n\n this.columnMoverLabel = createSymbol({\n visible: false,\n pickable: false,\n x: 0,\n y: 0,\n symbolType: 'triangle',\n fill: columnMoverLineColor as string\n });\n this.columnMoverLine = createLine({\n visible: false,\n pickable: false,\n stroke: columnMoverLineColor as string,\n lineWidth: columnMoverLineWidth as number,\n x: 0,\n y: 0,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: 0 }\n ]\n });\n\n // 列顺序调整阴影块\n this.columnMoverBack = createRect({\n visible: false,\n pickable: false,\n fill: columnMoverShadowBlockColor,\n x: 0,\n y: 0,\n width: 0,\n height: 0\n });\n\n this.table = table;\n }\n\n appand(parent: Group) {\n parent.appendChild(this.columnMoverLabel);\n parent.appendChild(this.columnMoverLine);\n parent.appendChild(this.columnMoverBack);\n }\n\n show(col: number, row: number, delta: number) {\n const cellLocation = this.table.getCellLocation(col, row);\n const mergeInfo = getCellMergeInfo(this.table, col, row);\n if (mergeInfo) {\n col = mergeInfo.start.col;\n row = mergeInfo.start.row;\n }\n\n let rectX = 0;\n let rectY = 0;\n let rectWidth = 0;\n let rectHeight = 0;\n let rectDx = 0;\n let rectDy = 0;\n let symbolX = 0;\n let symbolY = 0;\n let symbolRotate = Math.PI;\n const linePoints: { x: number; y: number }[] = [];\n if (cellLocation === 'columnHeader') {\n rectX = this.table.getColsWidth(0, col - 1) - this.table.stateManager.scroll.horizontalBarPos;\n rectY = this.table.getRowsHeight(0, this.table.frozenRowCount - 1);\n rectHeight = this.table.tableNoFrameHeight;\n if (mergeInfo) {\n rectWidth = this.table.getColsWidth(mergeInfo.start.col, mergeInfo.end.col);\n } else {\n rectWidth = this.table.getColWidth(col);\n }\n rectDx = rectX - delta;\n\n symbolX = rectX + rectWidth;\n symbolY = 2;\n\n linePoints.push({ x: 0, y: 0 });\n linePoints.push({ x: 0, y: this.table.tableNoFrameHeight });\n } else if (cellLocation === 'rowHeader') {\n rectY = this.table.getRowsHeight(0, row - 1) - this.table.stateManager.scroll.verticalBarPos;\n rectX = this.table.getColsWidth(0, this.table.frozenColCount - 1);\n rectWidth = this.table.tableNoFrameWidth;\n if (mergeInfo) {\n rectHeight = this.table.getRowsHeight(mergeInfo.start.row, mergeInfo.end.row);\n } else {\n rectHeight = this.table.getRowHeight(row);\n }\n rectDy = rectY - delta;\n\n symbolX = 2;\n symbolY = rectY + rectHeight;\n symbolRotate = Math.PI / 2;\n\n linePoints.push({ x: 0, y: 0 });\n linePoints.push({ x: this.table.tableNoFrameWidth, y: 0 });\n }\n\n this.columnMoverBack.setAttributes({\n visible: true,\n x: rectX - rectDx,\n y: rectY - rectDy,\n width: rectWidth,\n height: rectHeight,\n dx: rectDx,\n dy: rectDy\n });\n this.columnMoverLine.setAttributes({\n x: symbolX,\n y: symbolY,\n visible: true,\n points: linePoints\n });\n this.columnMoverLabel.setAttributes({\n visible: true,\n x: symbolX,\n y: symbolY,\n angle: symbolRotate\n });\n }\n\n hide() {\n this.columnMoverLabel.setAttribute('visible', false);\n this.columnMoverLine.setAttribute('visible', false);\n this.columnMoverBack.setAttribute('visible', false);\n }\n\n update(backX: number | undefined, lineX: number | undefined, backY: number | undefined, lineY: number | undefined) {\n if (typeof backX === 'number' && typeof lineX === 'number') {\n this.columnMoverLabel.setAttribute('x', lineX - this.table.stateManager.scroll.horizontalBarPos);\n this.columnMoverLine.setAttribute('x', lineX - this.table.stateManager.scroll.horizontalBarPos);\n this.columnMoverBack.setAttribute('x', backX);\n } else if (typeof backY === 'number' && typeof lineY === 'number') {\n this.columnMoverLabel.setAttribute('y', lineY - this.table.stateManager.scroll.verticalBarPos);\n this.columnMoverLine.setAttribute('y', lineY - this.table.stateManager.scroll.verticalBarPos);\n this.columnMoverBack.setAttribute('y', backY);\n }\n }\n\n updateStyle() {\n const columnMoverLineWidth = this.table.theme.dragHeaderSplitLine.lineWidth;\n const columnMoverLineColor = this.table.theme.dragHeaderSplitLine.lineColor;\n const columnMoverShadowBlockColor = this.table.theme.dragHeaderSplitLine.shadowBlockColor;\n\n this.columnMoverLabel.setAttributes({\n fill: columnMoverLineColor as string\n });\n this.columnMoverLine.setAttributes({\n stroke: columnMoverLineColor as string,\n lineWidth: columnMoverLineWidth as number\n });\n\n // 列顺序调整阴影块\n this.columnMoverBack.setAttributes({\n fill: columnMoverShadowBlockColor\n });\n }\n}\n"]}
1
+ 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type { ILine, IRect, ISymbol } from './../../vrender';\nimport { createLine, createRect, createSymbol } from './../../vrender';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport type { Group } from '../graphic/group';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\n\nexport class CellMover {\n columnMoverLabel: ISymbol;\n columnMoverLine: ILine;\n columnMoverBack: IRect;\n table: BaseTableAPI;\n x?: number;\n\n constructor(table: BaseTableAPI) {\n const columnMoverLineWidth = table.theme.dragHeaderSplitLine.lineWidth;\n const columnMoverLineColor = table.theme.dragHeaderSplitLine.lineColor;\n const columnMoverShadowBlockColor = table.theme.dragHeaderSplitLine.shadowBlockColor;\n\n this.columnMoverLabel = createSymbol({\n visible: false,\n pickable: false,\n x: 0,\n y: 0,\n symbolType: 'triangle',\n fill: columnMoverLineColor as string\n });\n this.columnMoverLine = createLine({\n visible: false,\n pickable: false,\n stroke: columnMoverLineColor as string,\n lineWidth: columnMoverLineWidth as number,\n x: 0,\n y: 0,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: 0 }\n ]\n });\n\n // 列顺序调整阴影块\n this.columnMoverBack = createRect({\n visible: false,\n pickable: false,\n fill: columnMoverShadowBlockColor,\n x: 0,\n y: 0,\n width: 0,\n height: 0\n });\n\n this.table = table;\n }\n\n appand(parent: Group) {\n parent.appendChild(this.columnMoverLabel);\n parent.appendChild(this.columnMoverLine);\n parent.appendChild(this.columnMoverBack);\n }\n\n show(col: number, row: number, delta: number) {\n const cellLocation = this.table.getCellLocation(col, row);\n const mergeInfo = getCellMergeInfo(this.table, col, row);\n if (mergeInfo) {\n col = mergeInfo.start.col;\n row = mergeInfo.start.row;\n }\n\n let rectX = 0;\n let rectY = 0;\n let rectWidth = 0;\n let rectHeight = 0;\n let rectDx = 0;\n let rectDy = 0;\n let symbolX = 0;\n let symbolY = 0;\n let symbolRotate = Math.PI;\n const linePoints: { x: number; y: number }[] = [];\n if (cellLocation === 'columnHeader') {\n rectX = this.table.getColsWidth(0, col - 1) - this.table.stateManager.scroll.horizontalBarPos;\n rectY = this.table.getRowsHeight(0, this.table.frozenRowCount - 1);\n rectHeight = this.table.tableNoFrameHeight;\n if (mergeInfo) {\n rectWidth = this.table.getColsWidth(mergeInfo.start.col, mergeInfo.end.col);\n } else {\n rectWidth = this.table.getColWidth(col);\n }\n rectDx = rectX - delta;\n\n symbolX = rectX + rectWidth;\n symbolY = 2;\n\n linePoints.push({ x: 0, y: 0 });\n linePoints.push({ x: 0, y: this.table.tableNoFrameHeight });\n } else if (cellLocation === 'rowHeader') {\n rectY = this.table.getRowsHeight(0, row - 1) - this.table.stateManager.scroll.verticalBarPos;\n rectX = this.table.getColsWidth(0, this.table.frozenColCount - 1);\n rectWidth = this.table.tableNoFrameWidth;\n if (mergeInfo) {\n rectHeight = this.table.getRowsHeight(mergeInfo.start.row, mergeInfo.end.row);\n } else {\n rectHeight = this.table.getRowHeight(row);\n }\n rectDy = rectY - delta;\n\n symbolX = 2;\n symbolY = rectY + rectHeight;\n symbolRotate = Math.PI / 2;\n\n linePoints.push({ x: 0, y: 0 });\n linePoints.push({ x: this.table.tableNoFrameWidth, y: 0 });\n }\n\n this.columnMoverBack.setAttributes({\n visible: true,\n x: rectX - rectDx,\n y: rectY - rectDy,\n width: rectWidth,\n height: rectHeight,\n dx: rectDx,\n dy: rectDy\n });\n this.columnMoverLine.setAttributes({\n x: symbolX,\n y: symbolY,\n visible: true,\n points: linePoints\n });\n this.columnMoverLabel.setAttributes({\n visible: true,\n x: symbolX,\n y: symbolY,\n angle: symbolRotate\n });\n }\n\n hide() {\n this.columnMoverLabel.setAttribute('visible', false);\n this.columnMoverLine.setAttribute('visible', false);\n this.columnMoverBack.setAttribute('visible', false);\n }\n\n update(backX: number | undefined, lineX: number | undefined, backY: number | undefined, lineY: number | undefined) {\n if (typeof backX === 'number' && typeof lineX === 'number') {\n this.columnMoverLabel.setAttribute('x', lineX);\n this.columnMoverLine.setAttribute('x', lineX);\n this.columnMoverBack.setAttribute('x', backX);\n } else if (typeof backY === 'number' && typeof lineY === 'number') {\n this.columnMoverLabel.setAttribute('y', lineY);\n this.columnMoverLine.setAttribute('y', lineY);\n this.columnMoverBack.setAttribute('y', backY);\n }\n }\n\n updateStyle() {\n const columnMoverLineWidth = this.table.theme.dragHeaderSplitLine.lineWidth;\n const columnMoverLineColor = this.table.theme.dragHeaderSplitLine.lineColor;\n const columnMoverShadowBlockColor = this.table.theme.dragHeaderSplitLine.shadowBlockColor;\n\n this.columnMoverLabel.setAttributes({\n fill: columnMoverLineColor as string\n });\n this.columnMoverLine.setAttributes({\n stroke: columnMoverLineColor as string,\n lineWidth: columnMoverLineWidth as number\n });\n\n // 列顺序调整阴影块\n this.columnMoverBack.setAttributes({\n fill: columnMoverShadowBlockColor\n });\n }\n}\n"]}
@@ -198,9 +198,9 @@ class SceneProxy {
198
198
  const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);
199
199
  "autoHeight" === this.table.heightMode && (0, compute_row_height_1.computeRowsHeight)(this.table, this.rowUpdatePos, distRow, !1),
200
200
  (0, dynamic_set_y_1.updateRowContent)(this.rowUpdatePos, distRow, this), "autoHeight" === this.table.heightMode && ((0,
201
- update_auto_row_1.updateAutoRow)(this.bodyLeftCol, this.bodyRightCol, this.rowUpdatePos, distRow, this.table, this.rowUpdateDirection),
202
- (0, update_auto_row_1.updateAutoRow)(0, this.table.frozenColCount - 1, this.rowUpdatePos, distRow, this.table, this.rowUpdateDirection),
203
- (0, update_auto_row_1.updateAutoRow)(this.table.colCount - this.table.rightFrozenColCount, this.table.colCount - 1, this.rowUpdatePos, distRow, this.table, this.rowUpdateDirection)),
201
+ update_auto_row_1.updateAutoRow)(this.bodyLeftCol, this.bodyRightCol, this.rowUpdatePos, distRow, this.table, this.rowUpdateDirection, !0),
202
+ (0, update_auto_row_1.updateAutoRow)(0, this.table.frozenColCount - 1, this.rowUpdatePos, distRow, this.table, this.rowUpdateDirection, !0),
203
+ (0, update_auto_row_1.updateAutoRow)(this.table.colCount - this.table.rightFrozenColCount, this.table.colCount - 1, this.rowUpdatePos, distRow, this.table, this.rowUpdateDirection, !0)),
204
204
  this.rowUpdatePos = distRow + 1;
205
205
  }
206
206
  updateBottomFrozenCellGroups() {
@@ -1 +1 @@
1
- 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{ isNumber } from '@visactor/vutils';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\nimport { createGroupForFirstScreen } from './create-group-for-first-screen';\nimport { dynamicSetX, updateColContent } from './update-position/dynamic-set-x';\nimport { dynamicSetY, updateRowContent } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\nimport { updateAutoColumn } from './update-position/update-auto-column';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 200;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向\n screenTopRow: number = 0; // 当前屏幕范围内显示的第一行的row number\n totalActualBodyRowCount: number; // 实际表格body部分的行数\n deltaY: number = 0;\n\n colLimit = 100;\n // bodyLeftCol: number; // table body部分的第一列col number\n bodyRightCol: number; // table body部分的最后一列col number\n totalCol: number; // 渐进完成最后一列的col number\n colStart: number; // 当前维护的部分第一列的col number\n colEnd: number; // 当前维护的部分最后一列的col number\n taskColCount: number; // 一次任务生成/更新的col count\n xLimitLeft: number; // x > xLimitLeft动态更新,否则直接修改xy\n xLimitRight: number; // x < xLimitRight动态更新,否则直接修改xy\n screenColCount: number; // 预计屏幕范围内显示的col count\n firstScreenColLimit: number; // 首屏同步加载部分最后一列的col number\n colUpdatePos: number; // 异步任务目前更新到的列的col number\n currentCol: number; // 目前渐进生成的col number\n referenceCol: number; // 当前维护的部分中间一列的col number,认为referenceCol对应当前屏幕显示范围的第一列\n screenLeftCol: number = 0; // 当前屏幕范围内显示的第一列的col number\n colUpdateDirection: 'left' | 'right'; // 当前列更新方向\n totalActualBodyColCount: number; // 实际表格body部分的列数\n deltaX: number = 0;\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n\n if (this.table.isPivotChart()) {\n this.rowLimit = 100;\n this.colLimit = 100;\n } else if (this.table.heightMode === 'autoHeight') {\n this.rowLimit = 100;\n } else if (this.table.widthMode === 'autoWidth') {\n this.colLimit = 100;\n }\n\n if (this.table.internalProps.transpose) {\n this.mode = 'row';\n } else if (this.table.isPivotTable()) {\n this.mode = 'pivot';\n }\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n }\n\n get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n\n // 确定动态更新限制\n const totalBodyWidth = defaultColWidth * totalActualBodyColCount;\n const totalWidth = defaultColWidth * (this.bodyRightCol - this.bodyLeftCol + 1);\n this.xLimitLeft = totalBodyWidth / 2;\n this.xLimitRight = totalWidth - totalBodyWidth / 2;\n\n // 确定首屏高度范围\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = Math.max(\n 15, // min firstScreenColLimit\n this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.colUpdatePos = this.bodyRightCol;\n }\n\n setParamsForRow() {\n this.bodyTopRow = this.table.columnHeaderLevelCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n\n // 确定动态更新限制\n const totalBodyHeight = defaultRowHeight * totalActualBodyRowCount;\n const totalHeight = defaultRowHeight * (this.bodyBottomRow - this.bodyTopRow + 1);\n this.yLimitTop = totalBodyHeight / 2;\n this.yLimitBottom = totalHeight - totalBodyHeight / 2;\n // this.bottomOffset = totalHeight - totalBodyHeight / 2;\n\n // 确定首屏高度范围\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = Math.max(\n 30, // min firstScreenRowLimit\n this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n resize() {\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth));\n\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight));\n }\n\n createGroupForFirstScreen(\n cornerHeaderGroup: Group,\n colHeaderGroup: Group,\n rowHeaderGroup: Group,\n rightFrozenGroup: Group,\n bottomFrozenGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\n );\n }\n // async progress() {\n // if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // // 先更新\n // await this.updateCellGroupsAsync();\n // await this.progress();\n // } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // // 先更新没有需要更新的节点,在生成新节点\n // await this.createRow();\n // await this.progress();\n // }\n // }\n async progress() {\n if (this.isProgressing) {\n return;\n }\n this.isProgressing = true;\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n this.isProgressing = false;\n if (this.isRelease) {\n return;\n }\n // console.log('progress col', this.colUpdatePos, this.colEnd, this.currentCol, this.totalCol);\n // console.log('progress row', this.rowUpdatePos, this.rowEnd, this.currentRow, this.totalRow);\n // console.log('before: createRow', table.scenegraph.bodyGroup.lastChild.attribute);\n // if (this.isSkipProgress) {\n // await this.progress();\n // } else\n if (this.colUpdatePos <= this.colEnd) {\n await this.updateColCellGroupsAsync();\n await this.progress();\n } else if (this.rowUpdatePos <= this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n await this.updateRowCellGroupsAsync();\n await this.progress();\n } else if (this.currentCol < this.totalCol) {\n await this.createCol();\n await this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n await this.createRow();\n await this.progress();\n }\n resolve();\n }, 16);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n // console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n async createCol() {\n if (!this.taskColCount) {\n return;\n }\n // console.log('createCol', this.currentCol, this.currentCol + this.taskColCount);\n this.createColGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n // compute rows height\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n\n if (this.table.frozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.frozenColCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isPivotChart() ? 'rowHeader' : 'body'; // isHeader\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n const cellLocation = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowEnd = endRow;\n this.rowUpdatePos = this.rowEnd;\n this.referenceRow = this.rowStart + Math.floor((endRow - this.rowStart) / 2);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n createColGroup(onceCount: number) {\n // compute rows height\n const endCol = Math.min(this.totalCol, this.currentCol + onceCount);\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n\n // update last merge cell size\n for (let row = 0; row < this.table.rowCount; row++) {\n const cellGroup = this.highPerformanceGetCell(this.currentCol, row);\n if (isNumber(cellGroup.mergeStartCol) && cellGroup.mergeStartCol > this.currentCol) {\n this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n }\n }\n\n // create column\n if (this.table.columnHeaderLevelCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create colHeaderGroup\n createColGroup(\n this.table.scenegraph.colHeaderGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n 0, // rowStart\n this.table.columnHeaderLevelCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n if (this.table.bottomFrozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bottomFrozenGroup.lastChild instanceof Group\n ? this.table.scenegraph.bottomFrozenGroup.lastChild\n : this.table.scenegraph.bottomFrozenGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bottomFrozenGroup\n createColGroup(\n this.table.scenegraph.bottomFrozenGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.table.rowCount - this.table.bottomFrozenRowCount, // rowStart\n this.table.rowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n // create colGroup\n let lastColumnGroup =\n this.table.scenegraph.bodyGroup.lastChild &&\n ((this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev) as Group);\n if (!lastColumnGroup) {\n lastColumnGroup =\n this.table.scenegraph.colHeaderGroup.lastChild &&\n ((this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev) as Group);\n }\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bodyGroup\n createColGroup(\n this.table.scenegraph.bodyGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.rowStart, // rowStart\n this.rowEnd, // rowEnd\n 'body', // isHeader\n this.table\n );\n\n this.currentCol = endCol;\n this.colEnd = endCol;\n this.colUpdatePos = this.colEnd;\n this.referenceCol = this.colStart + Math.floor((endCol - this.colStart) / 2);\n console.log('async', this.referenceCol, this.colStart, this.colEnd);\n\n // update container group size and border\n // this.table.scenegraph.updateContainerAttrWidthAndX();\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n async setY(y: number) {\n const yLimitTop =\n this.table.getRowsHeight(this.bodyTopRow, this.bodyTopRow + (this.rowEnd - this.rowStart + 1)) / 2;\n const yLimitBottom = this.table.getAllRowsHeight() - yLimitTop;\n if (y < yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else if (y > yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else if (\n !this.table.scenegraph.bodyGroup.firstChild ||\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollTop执行dynamicSetY会出错\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y);\n }\n }\n\n async setX(x: number) {\n const xLimitLeft =\n this.table.getColsWidth(this.bodyLeftCol, this.bodyLeftCol + (this.colEnd - this.colStart + 1)) / 2;\n const xLimitRight = this.table.getAllColsWidth() - xLimitLeft;\n if (x < xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndColHeaderX(-x);\n } else if (x > xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndColHeaderX(-x);\n } else if (\n this.table.scenegraph.bodyGroup.firstChild && //注意判断关系 这里不是 || 而是 &&\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollLeft执行dynamicSetX会出错\n this.table.scenegraph.setBodyAndColHeaderX(-x);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x);\n }\n }\n\n async dynamicSetY(y: number) {\n dynamicSetY(y, this);\n }\n async dynamicSetX(x: number) {\n dynamicSetX(x, this);\n }\n\n updateBody(y: number) {\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n }\n\n async updateRowCellGroupsAsync() {\n this.updateCellGroups(this.taskRowCount);\n }\n\n updateCellGroups(count: number) {\n const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);\n // console.log('updateCellGroups', this.rowUpdatePos, distRow);\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateBottomFrozenCellGroups() {\n const startRow = this.table.rowCount - this.table.bottomFrozenRowCount;\n const endRow = this.table.rowCount - 1;\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, startRow, endRow, false);\n }\n console.log('updateBottomFrozenCellGroups', startRow, endRow);\n updateRowContent(startRow, endRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateRightFrozenCellGroups() {\n const startCol = this.table.colCount - this.table.rightFrozenColCount;\n const endCol = this.table.colCount - 1;\n if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, startCol, endCol, false);\n }\n console.log('updateRightFrozenCellGroups', startCol, endCol);\n updateColContent(startCol, endCol, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoColumn(startCol, endCol, this.table, this.colUpdateDirection);\n }\n }\n async updateColCellGroupsAsync() {\n this.updateColGroups(this.taskRowCount);\n }\n\n updateColGroups(count: number) {\n const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);\n // console.log('updateCellGroups', this.colUpdatePos, distCol);\n // for (let col = this.colUpdatePos; col <= distCol; col++) {\n // const colGroup = this.table.scenegraph.getColGroup(col);\n // if (colGroup) {\n // // colGroup.forEachChildren((cellGroup: Group) => {\n // // this.updateCellGroupContent(cellGroup);\n // // });\n // // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // // const cellGroup = this.highPerformanceGetCell(colGroup.col, row);\n // // this.updateCellGroupContent(cellGroup);\n // // }\n // let cellGroup = colGroup.firstChild;\n // while (cellGroup) {\n // // this.updateCellGroupContent(cellGroup as Group);\n // // cellGroup = cellGroup._next;\n // const newCellGroup = this.updateCellGroupContent(cellGroup as Group);\n // cellGroup = newCellGroup._next;\n // }\n // colGroup.needUpdate = false;\n // }\n // }\n computeColsWidth(this.table, this.colUpdatePos, distCol);\n updateColContent(this.colUpdatePos, distCol, this);\n this.colUpdatePos = distCol + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.setAttribute('y', y);\n (cellGroup as any).needUpdate = true;\n (cellGroup as any).needUpdateForAutoRowHeight = true;\n }\n\n updateCellGroupContent(cellGroup: Group) {\n if (!cellGroup.needUpdate || cellGroup.role !== 'cell') {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n // 更新内容\n // const textMark = cellGroup.firstChild as WrapText;\n // const autoWrapText = Array.isArray(textMark.attribute.text);\n // const textStr: string = this.table.getCellValue(cellGroup.col, cellGroup.row);\n // let text;\n // if (autoWrapText) {\n // text = String(textStr).replace(/\\r?\\n/g, '\\n').replace(/\\r/g, '\\n').split('\\n');\n // } else {\n // text = textStr;\n // }\n\n // textMark.setAttribute('text', text);\n\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCellVertical() {\n await sortVertical(this);\n }\n\n async sortCellHorizontal() {\n await sortHorizontal(this);\n }\n\n highPerformanceGetCell(\n col: number,\n row: number,\n // rowStart: number = this.rowStart,\n // rowEnd: number = this.rowEnd,\n getShadow?: boolean\n ) {\n // if (row < rowStart || row > rowEnd) {\n // return emptyGroup;\n // }\n // if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) {\n // return emptyGroup;\n // }\n\n if (\n row >= this.table.columnHeaderLevelCount && // not column header\n row < this.table.rowCount - this.table.bottomFrozenRowCount && // not bottom frozen\n (row < this.rowStart || row > this.rowEnd) // not in proxy row range\n ) {\n return emptyGroup;\n }\n\n if (\n col >= this.table.frozenColCount && // not row header\n col < this.table.colCount - this.table.rightFrozenColCount && // not right frozen\n (col < this.colStart || col > this.colEnd) // not in proxy col range\n ) {\n return emptyGroup;\n }\n\n if (this.cellCache.get(col)) {\n const cacheCellGoup = this.cellCache.get(col);\n if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {\n // 由缓存单元格向前后查找要快于从头查找\n let cellGroup = getCellByCache(cacheCellGoup, row);\n if (!cellGroup || (!getShadow && cellGroup.role === 'shadow-cell')) {\n cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n }\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n\n release() {\n this.isRelease = true;\n }\n}\n\nfunction getCellByCache(cacheCellGroup: Group, row: number): Group | null {\n if (!cacheCellGroup) {\n return null;\n }\n if (cacheCellGroup.row === row) {\n return cacheCellGroup;\n } else if (cacheCellGroup.row > row) {\n return getCellByCache(cacheCellGroup._prev as Group, row);\n }\n return getCellByCache(cacheCellGroup._next as Group, row);\n}\n"]}
1
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{ isNumber } from '@visactor/vutils';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\nimport { createGroupForFirstScreen } from './create-group-for-first-screen';\nimport { dynamicSetX, updateColContent } from './update-position/dynamic-set-x';\nimport { dynamicSetY, updateRowContent } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\nimport { updateAutoColumn } from './update-position/update-auto-column';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 200;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向\n screenTopRow: number = 0; // 当前屏幕范围内显示的第一行的row number\n totalActualBodyRowCount: number; // 实际表格body部分的行数\n deltaY: number = 0;\n\n colLimit = 100;\n // bodyLeftCol: number; // table body部分的第一列col number\n bodyRightCol: number; // table body部分的最后一列col number\n totalCol: number; // 渐进完成最后一列的col number\n colStart: number; // 当前维护的部分第一列的col number\n colEnd: number; // 当前维护的部分最后一列的col number\n taskColCount: number; // 一次任务生成/更新的col count\n xLimitLeft: number; // x > xLimitLeft动态更新,否则直接修改xy\n xLimitRight: number; // x < xLimitRight动态更新,否则直接修改xy\n screenColCount: number; // 预计屏幕范围内显示的col count\n firstScreenColLimit: number; // 首屏同步加载部分最后一列的col number\n colUpdatePos: number; // 异步任务目前更新到的列的col number\n currentCol: number; // 目前渐进生成的col number\n referenceCol: number; // 当前维护的部分中间一列的col number,认为referenceCol对应当前屏幕显示范围的第一列\n screenLeftCol: number = 0; // 当前屏幕范围内显示的第一列的col number\n colUpdateDirection: 'left' | 'right'; // 当前列更新方向\n totalActualBodyColCount: number; // 实际表格body部分的列数\n deltaX: number = 0;\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n\n if (this.table.isPivotChart()) {\n this.rowLimit = 100;\n this.colLimit = 100;\n } else if (this.table.heightMode === 'autoHeight') {\n this.rowLimit = 100;\n } else if (this.table.widthMode === 'autoWidth') {\n this.colLimit = 100;\n }\n\n if (this.table.internalProps.transpose) {\n this.mode = 'row';\n } else if (this.table.isPivotTable()) {\n this.mode = 'pivot';\n }\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n }\n\n get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n\n // 确定动态更新限制\n const totalBodyWidth = defaultColWidth * totalActualBodyColCount;\n const totalWidth = defaultColWidth * (this.bodyRightCol - this.bodyLeftCol + 1);\n this.xLimitLeft = totalBodyWidth / 2;\n this.xLimitRight = totalWidth - totalBodyWidth / 2;\n\n // 确定首屏高度范围\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = Math.max(\n 15, // min firstScreenColLimit\n this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.colUpdatePos = this.bodyRightCol;\n }\n\n setParamsForRow() {\n this.bodyTopRow = this.table.columnHeaderLevelCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n\n // 确定动态更新限制\n const totalBodyHeight = defaultRowHeight * totalActualBodyRowCount;\n const totalHeight = defaultRowHeight * (this.bodyBottomRow - this.bodyTopRow + 1);\n this.yLimitTop = totalBodyHeight / 2;\n this.yLimitBottom = totalHeight - totalBodyHeight / 2;\n // this.bottomOffset = totalHeight - totalBodyHeight / 2;\n\n // 确定首屏高度范围\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = Math.max(\n 30, // min firstScreenRowLimit\n this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n resize() {\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth));\n\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight));\n }\n\n createGroupForFirstScreen(\n cornerHeaderGroup: Group,\n colHeaderGroup: Group,\n rowHeaderGroup: Group,\n rightFrozenGroup: Group,\n bottomFrozenGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\n );\n }\n // async progress() {\n // if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // // 先更新\n // await this.updateCellGroupsAsync();\n // await this.progress();\n // } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // // 先更新没有需要更新的节点,在生成新节点\n // await this.createRow();\n // await this.progress();\n // }\n // }\n async progress() {\n if (this.isProgressing) {\n return;\n }\n this.isProgressing = true;\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n this.isProgressing = false;\n if (this.isRelease) {\n return;\n }\n // console.log('progress col', this.colUpdatePos, this.colEnd, this.currentCol, this.totalCol);\n // console.log('progress row', this.rowUpdatePos, this.rowEnd, this.currentRow, this.totalRow);\n // console.log('before: createRow', table.scenegraph.bodyGroup.lastChild.attribute);\n // if (this.isSkipProgress) {\n // await this.progress();\n // } else\n if (this.colUpdatePos <= this.colEnd) {\n await this.updateColCellGroupsAsync();\n await this.progress();\n } else if (this.rowUpdatePos <= this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n await this.updateRowCellGroupsAsync();\n await this.progress();\n } else if (this.currentCol < this.totalCol) {\n await this.createCol();\n await this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n await this.createRow();\n await this.progress();\n }\n resolve();\n }, 16);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n // console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n async createCol() {\n if (!this.taskColCount) {\n return;\n }\n // console.log('createCol', this.currentCol, this.currentCol + this.taskColCount);\n this.createColGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n // compute rows height\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n\n if (this.table.frozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.frozenColCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isPivotChart() ? 'rowHeader' : 'body'; // isHeader\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n const cellLocation = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowEnd = endRow;\n this.rowUpdatePos = this.rowEnd;\n this.referenceRow = this.rowStart + Math.floor((endRow - this.rowStart) / 2);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n createColGroup(onceCount: number) {\n // compute rows height\n const endCol = Math.min(this.totalCol, this.currentCol + onceCount);\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n\n // update last merge cell size\n for (let row = 0; row < this.table.rowCount; row++) {\n const cellGroup = this.highPerformanceGetCell(this.currentCol, row);\n if (isNumber(cellGroup.mergeStartCol) && cellGroup.mergeStartCol > this.currentCol) {\n this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n }\n }\n\n // create column\n if (this.table.columnHeaderLevelCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create colHeaderGroup\n createColGroup(\n this.table.scenegraph.colHeaderGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n 0, // rowStart\n this.table.columnHeaderLevelCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n if (this.table.bottomFrozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bottomFrozenGroup.lastChild instanceof Group\n ? this.table.scenegraph.bottomFrozenGroup.lastChild\n : this.table.scenegraph.bottomFrozenGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bottomFrozenGroup\n createColGroup(\n this.table.scenegraph.bottomFrozenGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.table.rowCount - this.table.bottomFrozenRowCount, // rowStart\n this.table.rowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n // create colGroup\n let lastColumnGroup =\n this.table.scenegraph.bodyGroup.lastChild &&\n ((this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev) as Group);\n if (!lastColumnGroup) {\n lastColumnGroup =\n this.table.scenegraph.colHeaderGroup.lastChild &&\n ((this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev) as Group);\n }\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bodyGroup\n createColGroup(\n this.table.scenegraph.bodyGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.rowStart, // rowStart\n this.rowEnd, // rowEnd\n 'body', // isHeader\n this.table\n );\n\n this.currentCol = endCol;\n this.colEnd = endCol;\n this.colUpdatePos = this.colEnd;\n this.referenceCol = this.colStart + Math.floor((endCol - this.colStart) / 2);\n console.log('async', this.referenceCol, this.colStart, this.colEnd);\n\n // update container group size and border\n // this.table.scenegraph.updateContainerAttrWidthAndX();\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n async setY(y: number) {\n const yLimitTop =\n this.table.getRowsHeight(this.bodyTopRow, this.bodyTopRow + (this.rowEnd - this.rowStart + 1)) / 2;\n const yLimitBottom = this.table.getAllRowsHeight() - yLimitTop;\n if (y < yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else if (y > yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else if (\n !this.table.scenegraph.bodyGroup.firstChild ||\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollTop执行dynamicSetY会出错\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y);\n }\n }\n\n async setX(x: number) {\n const xLimitLeft =\n this.table.getColsWidth(this.bodyLeftCol, this.bodyLeftCol + (this.colEnd - this.colStart + 1)) / 2;\n const xLimitRight = this.table.getAllColsWidth() - xLimitLeft;\n if (x < xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndColHeaderX(-x);\n } else if (x > xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndColHeaderX(-x);\n } else if (\n this.table.scenegraph.bodyGroup.firstChild && //注意判断关系 这里不是 || 而是 &&\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollLeft执行dynamicSetX会出错\n this.table.scenegraph.setBodyAndColHeaderX(-x);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x);\n }\n }\n\n async dynamicSetY(y: number) {\n dynamicSetY(y, this);\n }\n async dynamicSetX(x: number) {\n dynamicSetX(x, this);\n }\n\n updateBody(y: number) {\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n }\n\n async updateRowCellGroupsAsync() {\n this.updateCellGroups(this.taskRowCount);\n }\n\n updateCellGroups(count: number) {\n const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);\n // console.log('updateCellGroups', this.rowUpdatePos, distRow);\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateBottomFrozenCellGroups() {\n const startRow = this.table.rowCount - this.table.bottomFrozenRowCount;\n const endRow = this.table.rowCount - 1;\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, startRow, endRow, false);\n }\n console.log('updateBottomFrozenCellGroups', startRow, endRow);\n updateRowContent(startRow, endRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateRightFrozenCellGroups() {\n const startCol = this.table.colCount - this.table.rightFrozenColCount;\n const endCol = this.table.colCount - 1;\n if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, startCol, endCol, false);\n }\n console.log('updateRightFrozenCellGroups', startCol, endCol);\n updateColContent(startCol, endCol, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoColumn(startCol, endCol, this.table, this.colUpdateDirection);\n }\n }\n async updateColCellGroupsAsync() {\n this.updateColGroups(this.taskRowCount);\n }\n\n updateColGroups(count: number) {\n const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);\n // console.log('updateCellGroups', this.colUpdatePos, distCol);\n // for (let col = this.colUpdatePos; col <= distCol; col++) {\n // const colGroup = this.table.scenegraph.getColGroup(col);\n // if (colGroup) {\n // // colGroup.forEachChildren((cellGroup: Group) => {\n // // this.updateCellGroupContent(cellGroup);\n // // });\n // // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // // const cellGroup = this.highPerformanceGetCell(colGroup.col, row);\n // // this.updateCellGroupContent(cellGroup);\n // // }\n // let cellGroup = colGroup.firstChild;\n // while (cellGroup) {\n // // this.updateCellGroupContent(cellGroup as Group);\n // // cellGroup = cellGroup._next;\n // const newCellGroup = this.updateCellGroupContent(cellGroup as Group);\n // cellGroup = newCellGroup._next;\n // }\n // colGroup.needUpdate = false;\n // }\n // }\n computeColsWidth(this.table, this.colUpdatePos, distCol);\n updateColContent(this.colUpdatePos, distCol, this);\n this.colUpdatePos = distCol + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.setAttribute('y', y);\n (cellGroup as any).needUpdate = true;\n (cellGroup as any).needUpdateForAutoRowHeight = true;\n }\n\n updateCellGroupContent(cellGroup: Group) {\n if (!cellGroup.needUpdate || cellGroup.role !== 'cell') {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n // 更新内容\n // const textMark = cellGroup.firstChild as WrapText;\n // const autoWrapText = Array.isArray(textMark.attribute.text);\n // const textStr: string = this.table.getCellValue(cellGroup.col, cellGroup.row);\n // let text;\n // if (autoWrapText) {\n // text = String(textStr).replace(/\\r?\\n/g, '\\n').replace(/\\r/g, '\\n').split('\\n');\n // } else {\n // text = textStr;\n // }\n\n // textMark.setAttribute('text', text);\n\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCellVertical() {\n await sortVertical(this);\n }\n\n async sortCellHorizontal() {\n await sortHorizontal(this);\n }\n\n highPerformanceGetCell(\n col: number,\n row: number,\n // rowStart: number = this.rowStart,\n // rowEnd: number = this.rowEnd,\n getShadow?: boolean\n ) {\n // if (row < rowStart || row > rowEnd) {\n // return emptyGroup;\n // }\n // if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) {\n // return emptyGroup;\n // }\n\n if (\n row >= this.table.columnHeaderLevelCount && // not column header\n row < this.table.rowCount - this.table.bottomFrozenRowCount && // not bottom frozen\n (row < this.rowStart || row > this.rowEnd) // not in proxy row range\n ) {\n return emptyGroup;\n }\n\n if (\n col >= this.table.frozenColCount && // not row header\n col < this.table.colCount - this.table.rightFrozenColCount && // not right frozen\n (col < this.colStart || col > this.colEnd) // not in proxy col range\n ) {\n return emptyGroup;\n }\n\n if (this.cellCache.get(col)) {\n const cacheCellGoup = this.cellCache.get(col);\n if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {\n // 由缓存单元格向前后查找要快于从头查找\n let cellGroup = getCellByCache(cacheCellGoup, row);\n if (!cellGroup || (!getShadow && cellGroup.role === 'shadow-cell')) {\n cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n }\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n\n release() {\n this.isRelease = true;\n }\n}\n\nfunction getCellByCache(cacheCellGroup: Group, row: number): Group | null {\n if (!cacheCellGroup) {\n return null;\n }\n if (cacheCellGroup.row === row) {\n return cacheCellGroup;\n } else if (cacheCellGroup.row > row) {\n return getCellByCache(cacheCellGroup._prev as Group, row);\n }\n return getCellByCache(cacheCellGroup._next as Group, row);\n}\n"]}
@@ -62,9 +62,9 @@ function moveCell(count, direction, screenTopRow, screenTopY, y, proxy) {
62
62
  updatePartRowPosition(startRow, endRow, direction, proxy), proxy.rowStart = "up" === direction ? proxy.rowStart + count : proxy.rowStart - count,
63
63
  proxy.rowEnd = "up" === direction ? proxy.rowEnd + count : proxy.rowEnd - count,
64
64
  updateRowContent(syncTopRow, syncBottomRow, proxy), "autoHeight" === proxy.table.heightMode) {
65
- (0, update_auto_row_1.updateAutoRow)(proxy.bodyLeftCol, proxy.bodyRightCol, syncTopRow, syncBottomRow, proxy.table, distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? "down" : "up"),
66
- (0, update_auto_row_1.updateAutoRow)(0, proxy.table.frozenColCount - 1, syncTopRow, syncBottomRow, proxy.table, distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? "down" : "up"),
67
- (0, update_auto_row_1.updateAutoRow)(proxy.table.colCount - proxy.table.rightFrozenColCount, proxy.table.colCount - 1, syncTopRow, syncBottomRow, proxy.table, distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? "down" : "up");
65
+ (0, update_auto_row_1.updateAutoRow)(proxy.bodyLeftCol, proxy.bodyRightCol, syncTopRow, syncBottomRow, proxy.table, distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? "down" : "up", !0),
66
+ (0, update_auto_row_1.updateAutoRow)(0, proxy.table.frozenColCount - 1, syncTopRow, syncBottomRow, proxy.table, distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? "down" : "up", !0),
67
+ (0, update_auto_row_1.updateAutoRow)(proxy.table.colCount - proxy.table.rightFrozenColCount, proxy.table.colCount - 1, syncTopRow, syncBottomRow, proxy.table, distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? "down" : "up", !0);
68
68
  const cellGroup = proxy.table.scenegraph.highPerformanceGetCell(proxy.colStart, screenTopRow, !0), deltaY = screenTopY - (cellGroup.attribute.y + proxy.table.getFrozenRowsHeight() + proxy.table.scenegraph.proxy.deltaY);
69
69
  proxy.table.scenegraph.proxy.deltaY += deltaY;
70
70
  }
@@ -1 +1 @@
1
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type { Group } from '../../../graphic/group';\nimport { computeRowsHeight } from '../../../layout/compute-row-height';\nimport type { SceneProxy } from '../proxy';\nimport { updateAutoRow } from './update-auto-row';\n\nexport async function dynamicSetY(y: number, proxy: SceneProxy) {\n // 计算变动row range\n // const screenTopRow = proxy.table.getRowAt(y).row;\n const screenTop = (proxy.table as any).getTargetRowAt(y + proxy.table.scenegraph.colHeaderGroup.attribute.height);\n if (!screenTop) {\n return;\n }\n const screenTopRow = screenTop.row;\n const screenTopY = screenTop.top;\n proxy.screenTopRow = screenTopRow;\n const deltaRow = screenTopRow - proxy.referenceRow;\n move(deltaRow, screenTopRow, screenTopY, y, proxy);\n // proxy.table.scenegraph.updateNextFrame();\n}\n\nfunction move(deltaRow: number, screenTopRow: number, screenTopY: number, y: number, proxy: SceneProxy) {\n if (deltaRow > 0) {\n // 向下滚动,顶部cell group移到底部\n moveCell(deltaRow, 'up', screenTopRow, screenTopY, y, proxy);\n proxy.updateBody(y - proxy.deltaY);\n } else if (deltaRow < 0) {\n // 向上滚动,底部cell group移到顶部\n moveCell(-deltaRow, 'down', screenTopRow, screenTopY, y, proxy);\n proxy.updateBody(y - proxy.deltaY);\n } else {\n // 不改变row,更新body group范围\n proxy.updateBody(y - proxy.deltaY);\n }\n}\n\nasync function moveCell(\n count: number,\n direction: 'up' | 'down',\n screenTopRow: number,\n screenTopY: number,\n y: number,\n proxy: SceneProxy\n) {\n // 限制count范围\n if (direction === 'up' && proxy.rowEnd + count > proxy.bodyBottomRow) {\n count = proxy.bodyBottomRow - proxy.rowEnd;\n } else if (direction === 'down' && proxy.rowStart - count < proxy.bodyTopRow) {\n count = proxy.rowStart - proxy.bodyTopRow;\n }\n if (count === 0) {\n return;\n }\n if (count < 0) {\n direction = direction === 'up' ? 'down' : 'up';\n count = -count;\n }\n\n // 两种更新模式\n // 1. count < rowEnd - rowStart:从顶/底部移动count数量的单元格到底/顶部\n // 2. count >= rowEnd - rowStart:整体移动到目标位置\n if (count < proxy.rowEnd - proxy.rowStart) {\n // 计算更新区域\n const startRow = direction === 'up' ? proxy.rowStart : proxy.rowEnd - count + 1;\n const endRow = direction === 'up' ? proxy.rowStart + count - 1 : proxy.rowEnd;\n const distStartRow = direction === 'up' ? proxy.rowEnd + 1 : proxy.rowStart - count;\n const distEndRow = direction === 'up' ? proxy.rowEnd + count : proxy.rowStart - 1;\n\n // 更新同步范围\n let syncTopRow;\n let syncBottomRow;\n if (proxy.table.heightMode === 'autoHeight') {\n syncTopRow = distStartRow;\n syncBottomRow = distEndRow;\n } else {\n const topRow = Math.max(proxy.bodyTopRow, screenTopRow - proxy.screenRowCount * 1);\n const bottomRow = Math.min(proxy.bodyBottomRow, screenTopRow + proxy.screenRowCount * 2);\n // get coincide of distStartRow&distEndRow and topRow&BottomRow\n // syncTopRow = Math.max(distStartRow, topRow);\n // syncBottomRow = Math.min(distEndRow, bottomRow);\n syncTopRow = topRow;\n syncBottomRow = bottomRow;\n }\n\n // const syncTopRow = Math.max(proxy.bodyTopRow, screenTopRow - proxy.screenRowCount * 1);\n // const syncBottomRow = Math.min(proxy.bodyBottomRow, screenTopRow + proxy.screenRowCount * 2);\n computeRowsHeight(proxy.table, syncTopRow, syncBottomRow, proxy.table.heightMode === 'autoHeight');\n\n // console.log('move', startRow, endRow, direction);\n updatePartRowPosition(startRow, endRow, direction, proxy);\n\n proxy.rowStart = direction === 'up' ? proxy.rowStart + count : proxy.rowStart - count;\n proxy.rowEnd = direction === 'up' ? proxy.rowEnd + count : proxy.rowEnd - count;\n\n updateRowContent(syncTopRow, syncBottomRow, proxy);\n\n if (proxy.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n proxy.bodyLeftCol, // colStart\n proxy.bodyRightCol, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n proxy.table,\n distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up' // 跳转到底部时,从下向上对齐\n );\n\n // row header group\n updateAutoRow(\n 0, // colStart\n proxy.table.frozenColCount - 1, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n proxy.table,\n distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up' // 跳转到底部时,从下向上对齐\n );\n\n // right frozen group\n updateAutoRow(\n proxy.table.colCount - proxy.table.rightFrozenColCount, // colStart\n proxy.table.colCount - 1, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n proxy.table,\n distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up' // 跳转到底部时,从下向上对齐\n );\n\n const cellGroup = proxy.table.scenegraph.highPerformanceGetCell(proxy.colStart, screenTopRow, true);\n const deltaY =\n screenTopY - (cellGroup.attribute.y + proxy.table.getFrozenRowsHeight() + proxy.table.scenegraph.proxy.deltaY);\n proxy.table.scenegraph.proxy.deltaY += deltaY;\n }\n\n proxy.currentRow = direction === 'up' ? proxy.currentRow + count : proxy.currentRow - count;\n proxy.totalRow = Math.max(\n 0,\n Math.min(proxy.table.rowCount - 1, direction === 'up' ? proxy.totalRow + count : proxy.totalRow - count)\n );\n proxy.referenceRow = proxy.rowStart + Math.floor((proxy.rowEnd - proxy.rowStart) / 2);\n proxy.rowUpdatePos = Math.min(proxy.rowUpdatePos, distStartRow);\n proxy.rowUpdateDirection = direction;\n\n proxy.table.scenegraph.updateNextFrame();\n if (proxy.table.heightMode !== 'autoHeight') {\n await proxy.progress();\n }\n } else {\n const distStartRow = direction === 'up' ? proxy.rowStart + count : proxy.rowStart - count;\n const distEndRow = direction === 'up' ? proxy.rowEnd + count : proxy.rowEnd - count;\n const distStartRowY = proxy.table.getRowsHeight(proxy.bodyTopRow, distStartRow - 1);\n\n let syncTopRow;\n let syncBottomRow;\n if (proxy.table.heightMode === 'autoHeight') {\n syncTopRow = distStartRow;\n syncBottomRow = distEndRow;\n } else {\n syncTopRow = Math.max(proxy.bodyTopRow, screenTopRow - proxy.screenRowCount * 1);\n syncBottomRow = Math.min(proxy.bodyBottomRow, screenTopRow + proxy.screenRowCount * 2);\n }\n //console.log('更新同步范围', syncTopRow, syncBottomRow);\n\n computeRowsHeight(proxy.table, syncTopRow, syncBottomRow);\n\n // 更新同步范围\n updateAllRowPosition(distStartRowY, count, direction, proxy);\n\n proxy.rowStart = distStartRow;\n proxy.rowEnd = distEndRow;\n\n updateRowContent(syncTopRow, syncBottomRow, proxy);\n\n if (proxy.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n proxy.bodyLeftCol, // colStart\n proxy.bodyRightCol, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n proxy.table,\n distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up' // 跳转到底部时,从下向上对齐\n );\n\n // row header group\n updateAutoRow(\n 0, // colStart\n proxy.table.frozenColCount - 1, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n proxy.table,\n distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up' // 跳转到底部时,从下向上对齐\n );\n\n // right frozen group\n updateAutoRow(\n proxy.table.colCount - proxy.table.rightFrozenColCount, // colStart\n proxy.table.colCount - 1, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n proxy.table,\n distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up' // 跳转到底部时,从下向上对齐\n );\n }\n\n // update body position when click scroll bar\n if (syncTopRow === proxy.bodyTopRow) {\n const cellGroup = proxy.table.scenegraph.highPerformanceGetCell(proxy.colStart, syncTopRow, true);\n const deltaY = cellGroup.attribute.y - y;\n proxy.table.scenegraph.proxy.deltaY = deltaY;\n } else if (syncBottomRow === proxy.bodyBottomRow) {\n const cellGroup = proxy.table.scenegraph.highPerformanceGetCell(proxy.colStart, syncBottomRow, true);\n const deltaY =\n cellGroup.attribute.y +\n cellGroup.attribute.height -\n (proxy.table.tableNoFrameHeight - proxy.table.getFrozenRowsHeight()) -\n y;\n proxy.table.scenegraph.proxy.deltaY = -deltaY;\n } else {\n const cellGroup = proxy.table.scenegraph.highPerformanceGetCell(proxy.colStart, screenTopRow, true);\n const deltaY =\n screenTopY - (cellGroup.attribute.y + proxy.table.getFrozenRowsHeight() + proxy.table.scenegraph.proxy.deltaY);\n proxy.table.scenegraph.proxy.deltaY = deltaY;\n }\n\n proxy.currentRow = direction === 'up' ? proxy.currentRow + count : proxy.currentRow - count;\n proxy.totalRow = Math.max(\n 0,\n Math.min(proxy.table.rowCount - 1, direction === 'up' ? proxy.totalRow + count : proxy.totalRow - count)\n );\n proxy.referenceRow = proxy.rowStart + Math.floor((proxy.rowEnd - proxy.rowStart) / 2);\n proxy.rowUpdatePos = proxy.rowStart;\n proxy.rowUpdateDirection = distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up';\n\n proxy.table.scenegraph.updateNextFrame();\n if (proxy.table.heightMode !== 'autoHeight') {\n await proxy.progress();\n }\n }\n}\n\nfunction updatePartRowPosition(startRow: number, endRow: number, direction: 'up' | 'down', proxy: SceneProxy) {\n // row header group\n for (let col = 0; col < proxy.table.frozenColCount; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n for (let row = startRow; row <= endRow; row++) {\n updateCellGroupPosition(colGroup, direction, proxy);\n }\n }\n // right frozen group\n for (let col = proxy.table.colCount - proxy.table.rightFrozenColCount; col < proxy.table.colCount; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n for (let row = startRow; row <= endRow; row++) {\n updateCellGroupPosition(colGroup, direction, proxy);\n }\n }\n // body group\n for (let col = proxy.bodyLeftCol; col <= proxy.bodyRightCol; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n if (colGroup) {\n for (let row = startRow; row <= endRow; row++) {\n updateCellGroupPosition(colGroup, direction, proxy);\n }\n }\n }\n}\n\nfunction updateCellGroupPosition(colGroup: Group, direction: 'up' | 'down', proxy: SceneProxy) {\n if (colGroup.childrenCount >= 1) {\n if (direction === 'up') {\n const cellGroup = colGroup.firstChild as Group;\n proxy.updateCellGroupPosition(\n cellGroup,\n (colGroup.lastChild as Group).row + 1,\n (colGroup.lastChild as Group).attribute.y + proxy.table.getRowHeight((colGroup.lastChild as Group).row) // (colGroup.lastChild as Group).attribute.height\n );\n colGroup.appendChild(cellGroup);\n } else {\n const cellGroup = colGroup.lastChild as Group;\n proxy.updateCellGroupPosition(\n cellGroup,\n (colGroup.firstChild as Group).row - 1,\n (colGroup.firstChild as Group).attribute.y - proxy.table.getRowHeight((cellGroup as Group).row) // cellGroup.attribute.height\n );\n colGroup.insertBefore(cellGroup, colGroup.firstChild);\n }\n }\n}\n\nfunction updateAllRowPosition(distStartRowY: number, count: number, direction: 'up' | 'down', proxy: SceneProxy) {\n // row header group\n for (let col = 0; col < proxy.table.frozenColCount; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n colGroup?.forEachChildren((cellGroup: Group, index) => {\n // 这里使用colGroup变量而不是for proxy.rowStart to proxy.rowEndproxy.rowEnd是因为在更新内可能出现row号码重复的情况\n proxy.updateCellGroupPosition(\n cellGroup,\n direction === 'up' ? cellGroup.row + count : cellGroup.row - count,\n index === 0 // row === proxy.rowStart\n ? distStartRowY\n : (cellGroup._prev as Group).attribute.y + proxy.table.getRowHeight((cellGroup._prev as Group).row)\n );\n });\n }\n // right frozen group\n for (let col = proxy.table.colCount - proxy.table.rightFrozenColCount; col < proxy.table.colCount; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n colGroup?.forEachChildren((cellGroup: Group, index) => {\n // 这里使用colGroup变量而不是for proxy.rowStart to proxy.rowEndproxy.rowEnd是因为在更新内可能出现row号码重复的情况\n proxy.updateCellGroupPosition(\n cellGroup,\n direction === 'up' ? cellGroup.row + count : cellGroup.row - count,\n index === 0 // row === proxy.rowStart\n ? distStartRowY\n : (cellGroup._prev as Group).attribute.y + proxy.table.getRowHeight((cellGroup._prev as Group).row)\n );\n });\n }\n // body group\n for (let col = proxy.bodyLeftCol; col <= proxy.bodyRightCol; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n colGroup?.forEachChildren((cellGroup: Group, index) => {\n // 这里使用colGroup变量而不是for proxy.rowStart to proxy.rowEndproxy.rowEnd是因为在更新内可能出现row号码重复的情况\n proxy.updateCellGroupPosition(\n cellGroup,\n direction === 'up' ? cellGroup.row + count : cellGroup.row - count,\n index === 0 // row === proxy.rowStart\n ? distStartRowY\n : (cellGroup._prev as Group).attribute.y + proxy.table.getRowHeight((cellGroup._prev as Group).row)\n );\n });\n }\n}\n\nexport function updateRowContent(syncTopRow: number, syncBottomRow: number, proxy: SceneProxy) {\n // row header group\n for (let col = 0; col < proxy.table.frozenColCount; col++) {\n for (let row = syncTopRow; row <= syncBottomRow; row++) {\n // const cellGroup = proxy.table.scenegraph.getCell(col, row);\n const cellGroup = proxy.highPerformanceGetCell(col, row, true);\n proxy.updateCellGroupContent(cellGroup);\n }\n }\n // right frozen group\n for (let col = proxy.table.colCount - proxy.table.rightFrozenColCount; col < proxy.table.colCount; col++) {\n for (let row = syncTopRow; row <= syncBottomRow; row++) {\n // const cellGroup = proxy.table.scenegraph.getCell(col, row);\n const cellGroup = proxy.highPerformanceGetCell(col, row);\n proxy.updateCellGroupContent(cellGroup);\n }\n }\n // body group\n for (let col = proxy.bodyLeftCol; col <= proxy.bodyRightCol; col++) {\n for (let row = syncTopRow; row <= syncBottomRow; row++) {\n // const cellGroup = proxy.table.scenegraph.getCell(col, row);\n const cellGroup = proxy.highPerformanceGetCell(col, row);\n proxy.updateCellGroupContent(cellGroup);\n }\n }\n proxy.table.scenegraph.updateNextFrame();\n}\n"]}
1
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type { Group } from '../../../graphic/group';\nimport { computeRowsHeight } from '../../../layout/compute-row-height';\nimport type { SceneProxy } from '../proxy';\nimport { updateAutoRow } from './update-auto-row';\n\nexport async function dynamicSetY(y: number, proxy: SceneProxy) {\n // 计算变动row range\n // const screenTopRow = proxy.table.getRowAt(y).row;\n const screenTop = (proxy.table as any).getTargetRowAt(y + proxy.table.scenegraph.colHeaderGroup.attribute.height);\n if (!screenTop) {\n return;\n }\n const screenTopRow = screenTop.row;\n const screenTopY = screenTop.top;\n proxy.screenTopRow = screenTopRow;\n const deltaRow = screenTopRow - proxy.referenceRow;\n move(deltaRow, screenTopRow, screenTopY, y, proxy);\n // proxy.table.scenegraph.updateNextFrame();\n}\n\nfunction move(deltaRow: number, screenTopRow: number, screenTopY: number, y: number, proxy: SceneProxy) {\n if (deltaRow > 0) {\n // 向下滚动,顶部cell group移到底部\n moveCell(deltaRow, 'up', screenTopRow, screenTopY, y, proxy);\n proxy.updateBody(y - proxy.deltaY);\n } else if (deltaRow < 0) {\n // 向上滚动,底部cell group移到顶部\n moveCell(-deltaRow, 'down', screenTopRow, screenTopY, y, proxy);\n proxy.updateBody(y - proxy.deltaY);\n } else {\n // 不改变row,更新body group范围\n proxy.updateBody(y - proxy.deltaY);\n }\n}\n\nasync function moveCell(\n count: number,\n direction: 'up' | 'down',\n screenTopRow: number,\n screenTopY: number,\n y: number,\n proxy: SceneProxy\n) {\n // 限制count范围\n if (direction === 'up' && proxy.rowEnd + count > proxy.bodyBottomRow) {\n count = proxy.bodyBottomRow - proxy.rowEnd;\n } else if (direction === 'down' && proxy.rowStart - count < proxy.bodyTopRow) {\n count = proxy.rowStart - proxy.bodyTopRow;\n }\n if (count === 0) {\n return;\n }\n if (count < 0) {\n direction = direction === 'up' ? 'down' : 'up';\n count = -count;\n }\n\n // 两种更新模式\n // 1. count < rowEnd - rowStart:从顶/底部移动count数量的单元格到底/顶部\n // 2. count >= rowEnd - rowStart:整体移动到目标位置\n if (count < proxy.rowEnd - proxy.rowStart) {\n // 计算更新区域\n const startRow = direction === 'up' ? proxy.rowStart : proxy.rowEnd - count + 1;\n const endRow = direction === 'up' ? proxy.rowStart + count - 1 : proxy.rowEnd;\n const distStartRow = direction === 'up' ? proxy.rowEnd + 1 : proxy.rowStart - count;\n const distEndRow = direction === 'up' ? proxy.rowEnd + count : proxy.rowStart - 1;\n\n // 更新同步范围\n let syncTopRow;\n let syncBottomRow;\n if (proxy.table.heightMode === 'autoHeight') {\n syncTopRow = distStartRow;\n syncBottomRow = distEndRow;\n } else {\n const topRow = Math.max(proxy.bodyTopRow, screenTopRow - proxy.screenRowCount * 1);\n const bottomRow = Math.min(proxy.bodyBottomRow, screenTopRow + proxy.screenRowCount * 2);\n // get coincide of distStartRow&distEndRow and topRow&BottomRow\n // syncTopRow = Math.max(distStartRow, topRow);\n // syncBottomRow = Math.min(distEndRow, bottomRow);\n syncTopRow = topRow;\n syncBottomRow = bottomRow;\n }\n\n // const syncTopRow = Math.max(proxy.bodyTopRow, screenTopRow - proxy.screenRowCount * 1);\n // const syncBottomRow = Math.min(proxy.bodyBottomRow, screenTopRow + proxy.screenRowCount * 2);\n computeRowsHeight(proxy.table, syncTopRow, syncBottomRow, proxy.table.heightMode === 'autoHeight');\n\n // console.log('move', startRow, endRow, direction);\n updatePartRowPosition(startRow, endRow, direction, proxy);\n\n proxy.rowStart = direction === 'up' ? proxy.rowStart + count : proxy.rowStart - count;\n proxy.rowEnd = direction === 'up' ? proxy.rowEnd + count : proxy.rowEnd - count;\n\n updateRowContent(syncTopRow, syncBottomRow, proxy);\n\n if (proxy.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n proxy.bodyLeftCol, // colStart\n proxy.bodyRightCol, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n proxy.table,\n distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up', // 跳转到底部时,从下向上对齐\n true\n );\n\n // row header group\n updateAutoRow(\n 0, // colStart\n proxy.table.frozenColCount - 1, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n proxy.table,\n distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up', // 跳转到底部时,从下向上对齐\n true\n );\n\n // right frozen group\n updateAutoRow(\n proxy.table.colCount - proxy.table.rightFrozenColCount, // colStart\n proxy.table.colCount - 1, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n proxy.table,\n distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up', // 跳转到底部时,从下向上对齐\n true\n );\n\n const cellGroup = proxy.table.scenegraph.highPerformanceGetCell(proxy.colStart, screenTopRow, true);\n const deltaY =\n screenTopY - (cellGroup.attribute.y + proxy.table.getFrozenRowsHeight() + proxy.table.scenegraph.proxy.deltaY);\n proxy.table.scenegraph.proxy.deltaY += deltaY;\n }\n\n proxy.currentRow = direction === 'up' ? proxy.currentRow + count : proxy.currentRow - count;\n proxy.totalRow = Math.max(\n 0,\n Math.min(proxy.table.rowCount - 1, direction === 'up' ? proxy.totalRow + count : proxy.totalRow - count)\n );\n proxy.referenceRow = proxy.rowStart + Math.floor((proxy.rowEnd - proxy.rowStart) / 2);\n proxy.rowUpdatePos = Math.min(proxy.rowUpdatePos, distStartRow);\n proxy.rowUpdateDirection = direction;\n\n proxy.table.scenegraph.updateNextFrame();\n if (proxy.table.heightMode !== 'autoHeight') {\n await proxy.progress();\n }\n } else {\n const distStartRow = direction === 'up' ? proxy.rowStart + count : proxy.rowStart - count;\n const distEndRow = direction === 'up' ? proxy.rowEnd + count : proxy.rowEnd - count;\n const distStartRowY = proxy.table.getRowsHeight(proxy.bodyTopRow, distStartRow - 1);\n\n let syncTopRow;\n let syncBottomRow;\n if (proxy.table.heightMode === 'autoHeight') {\n syncTopRow = distStartRow;\n syncBottomRow = distEndRow;\n } else {\n syncTopRow = Math.max(proxy.bodyTopRow, screenTopRow - proxy.screenRowCount * 1);\n syncBottomRow = Math.min(proxy.bodyBottomRow, screenTopRow + proxy.screenRowCount * 2);\n }\n //console.log('更新同步范围', syncTopRow, syncBottomRow);\n\n computeRowsHeight(proxy.table, syncTopRow, syncBottomRow);\n\n // 更新同步范围\n updateAllRowPosition(distStartRowY, count, direction, proxy);\n\n proxy.rowStart = distStartRow;\n proxy.rowEnd = distEndRow;\n\n updateRowContent(syncTopRow, syncBottomRow, proxy);\n\n if (proxy.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n proxy.bodyLeftCol, // colStart\n proxy.bodyRightCol, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n proxy.table,\n distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up' // 跳转到底部时,从下向上对齐\n );\n\n // row header group\n updateAutoRow(\n 0, // colStart\n proxy.table.frozenColCount - 1, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n proxy.table,\n distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up' // 跳转到底部时,从下向上对齐\n );\n\n // right frozen group\n updateAutoRow(\n proxy.table.colCount - proxy.table.rightFrozenColCount, // colStart\n proxy.table.colCount - 1, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n proxy.table,\n distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up' // 跳转到底部时,从下向上对齐\n );\n }\n\n // update body position when click scroll bar\n if (syncTopRow === proxy.bodyTopRow) {\n const cellGroup = proxy.table.scenegraph.highPerformanceGetCell(proxy.colStart, syncTopRow, true);\n const deltaY = cellGroup.attribute.y - y;\n proxy.table.scenegraph.proxy.deltaY = deltaY;\n } else if (syncBottomRow === proxy.bodyBottomRow) {\n const cellGroup = proxy.table.scenegraph.highPerformanceGetCell(proxy.colStart, syncBottomRow, true);\n const deltaY =\n cellGroup.attribute.y +\n cellGroup.attribute.height -\n (proxy.table.tableNoFrameHeight - proxy.table.getFrozenRowsHeight()) -\n y;\n proxy.table.scenegraph.proxy.deltaY = -deltaY;\n } else {\n const cellGroup = proxy.table.scenegraph.highPerformanceGetCell(proxy.colStart, screenTopRow, true);\n const deltaY =\n screenTopY - (cellGroup.attribute.y + proxy.table.getFrozenRowsHeight() + proxy.table.scenegraph.proxy.deltaY);\n proxy.table.scenegraph.proxy.deltaY = deltaY;\n }\n\n proxy.currentRow = direction === 'up' ? proxy.currentRow + count : proxy.currentRow - count;\n proxy.totalRow = Math.max(\n 0,\n Math.min(proxy.table.rowCount - 1, direction === 'up' ? proxy.totalRow + count : proxy.totalRow - count)\n );\n proxy.referenceRow = proxy.rowStart + Math.floor((proxy.rowEnd - proxy.rowStart) / 2);\n proxy.rowUpdatePos = proxy.rowStart;\n proxy.rowUpdateDirection = distEndRow > proxy.bodyBottomRow - (proxy.rowEnd - proxy.rowStart + 1) ? 'down' : 'up';\n\n proxy.table.scenegraph.updateNextFrame();\n if (proxy.table.heightMode !== 'autoHeight') {\n await proxy.progress();\n }\n }\n}\n\nfunction updatePartRowPosition(startRow: number, endRow: number, direction: 'up' | 'down', proxy: SceneProxy) {\n // row header group\n for (let col = 0; col < proxy.table.frozenColCount; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n for (let row = startRow; row <= endRow; row++) {\n updateCellGroupPosition(colGroup, direction, proxy);\n }\n }\n // right frozen group\n for (let col = proxy.table.colCount - proxy.table.rightFrozenColCount; col < proxy.table.colCount; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n for (let row = startRow; row <= endRow; row++) {\n updateCellGroupPosition(colGroup, direction, proxy);\n }\n }\n // body group\n for (let col = proxy.bodyLeftCol; col <= proxy.bodyRightCol; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n if (colGroup) {\n for (let row = startRow; row <= endRow; row++) {\n updateCellGroupPosition(colGroup, direction, proxy);\n }\n }\n }\n}\n\nfunction updateCellGroupPosition(colGroup: Group, direction: 'up' | 'down', proxy: SceneProxy) {\n if (colGroup.childrenCount >= 1) {\n if (direction === 'up') {\n const cellGroup = colGroup.firstChild as Group;\n proxy.updateCellGroupPosition(\n cellGroup,\n (colGroup.lastChild as Group).row + 1,\n (colGroup.lastChild as Group).attribute.y + proxy.table.getRowHeight((colGroup.lastChild as Group).row) // (colGroup.lastChild as Group).attribute.height\n );\n colGroup.appendChild(cellGroup);\n } else {\n const cellGroup = colGroup.lastChild as Group;\n proxy.updateCellGroupPosition(\n cellGroup,\n (colGroup.firstChild as Group).row - 1,\n (colGroup.firstChild as Group).attribute.y - proxy.table.getRowHeight((cellGroup as Group).row) // cellGroup.attribute.height\n );\n colGroup.insertBefore(cellGroup, colGroup.firstChild);\n }\n }\n}\n\nfunction updateAllRowPosition(distStartRowY: number, count: number, direction: 'up' | 'down', proxy: SceneProxy) {\n // row header group\n for (let col = 0; col < proxy.table.frozenColCount; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n colGroup?.forEachChildren((cellGroup: Group, index) => {\n // 这里使用colGroup变量而不是for proxy.rowStart to proxy.rowEndproxy.rowEnd是因为在更新内可能出现row号码重复的情况\n proxy.updateCellGroupPosition(\n cellGroup,\n direction === 'up' ? cellGroup.row + count : cellGroup.row - count,\n index === 0 // row === proxy.rowStart\n ? distStartRowY\n : (cellGroup._prev as Group).attribute.y + proxy.table.getRowHeight((cellGroup._prev as Group).row)\n );\n });\n }\n // right frozen group\n for (let col = proxy.table.colCount - proxy.table.rightFrozenColCount; col < proxy.table.colCount; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n colGroup?.forEachChildren((cellGroup: Group, index) => {\n // 这里使用colGroup变量而不是for proxy.rowStart to proxy.rowEndproxy.rowEnd是因为在更新内可能出现row号码重复的情况\n proxy.updateCellGroupPosition(\n cellGroup,\n direction === 'up' ? cellGroup.row + count : cellGroup.row - count,\n index === 0 // row === proxy.rowStart\n ? distStartRowY\n : (cellGroup._prev as Group).attribute.y + proxy.table.getRowHeight((cellGroup._prev as Group).row)\n );\n });\n }\n // body group\n for (let col = proxy.bodyLeftCol; col <= proxy.bodyRightCol; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n colGroup?.forEachChildren((cellGroup: Group, index) => {\n // 这里使用colGroup变量而不是for proxy.rowStart to proxy.rowEndproxy.rowEnd是因为在更新内可能出现row号码重复的情况\n proxy.updateCellGroupPosition(\n cellGroup,\n direction === 'up' ? cellGroup.row + count : cellGroup.row - count,\n index === 0 // row === proxy.rowStart\n ? distStartRowY\n : (cellGroup._prev as Group).attribute.y + proxy.table.getRowHeight((cellGroup._prev as Group).row)\n );\n });\n }\n}\n\nexport function updateRowContent(syncTopRow: number, syncBottomRow: number, proxy: SceneProxy) {\n // row header group\n for (let col = 0; col < proxy.table.frozenColCount; col++) {\n for (let row = syncTopRow; row <= syncBottomRow; row++) {\n // const cellGroup = proxy.table.scenegraph.getCell(col, row);\n const cellGroup = proxy.highPerformanceGetCell(col, row, true);\n proxy.updateCellGroupContent(cellGroup);\n }\n }\n // right frozen group\n for (let col = proxy.table.colCount - proxy.table.rightFrozenColCount; col < proxy.table.colCount; col++) {\n for (let row = syncTopRow; row <= syncBottomRow; row++) {\n // const cellGroup = proxy.table.scenegraph.getCell(col, row);\n const cellGroup = proxy.highPerformanceGetCell(col, row);\n proxy.updateCellGroupContent(cellGroup);\n }\n }\n // body group\n for (let col = proxy.bodyLeftCol; col <= proxy.bodyRightCol; col++) {\n for (let row = syncTopRow; row <= syncBottomRow; row++) {\n // const cellGroup = proxy.table.scenegraph.getCell(col, row);\n const cellGroup = proxy.highPerformanceGetCell(col, row);\n proxy.updateCellGroupContent(cellGroup);\n }\n }\n proxy.table.scenegraph.updateNextFrame();\n}\n"]}
@@ -1,2 +1,2 @@
1
1
  import type { BaseTableAPI } from '../../../../ts-types/base-table';
2
- export declare function updateAutoRow(colStart: number, colEnd: number, rowStart: number, rowEnd: number, table: BaseTableAPI, direction?: 'up' | 'down'): void;
2
+ export declare function updateAutoRow(colStart: number, colEnd: number, rowStart: number, rowEnd: number, table: BaseTableAPI, direction?: 'up' | 'down', part?: boolean): void;
@@ -1,18 +1,24 @@
1
1
  "use strict";
2
2
 
3
- function updateAutoRow(colStart, colEnd, rowStart, rowEnd, table, direction = "up") {
3
+ function updateAutoRow(colStart, colEnd, rowStart, rowEnd, table, direction = "up", part) {
4
4
  var _a, _b;
5
5
  if ("up" === direction) for (let col = colStart; col <= colEnd; col++) for (let row = rowStart; row <= rowEnd; row++) {
6
6
  const cellGroup = table.scenegraph.highPerformanceGetCell(col, row, !0);
7
7
  if (!cellGroup.row) continue;
8
8
  let y;
9
- y = cellGroup._prev ? (null === (_a = cellGroup._prev) || void 0 === _a ? void 0 : _a.attribute.y) + table.getRowHeight(cellGroup._prev.row) : table.getRowsHeight(table.columnHeaderLevelCount, cellGroup.row - 1),
9
+ if (cellGroup._prev) y = (null === (_a = cellGroup._prev) || void 0 === _a ? void 0 : _a.attribute.y) + table.getRowHeight(cellGroup._prev.row); else if (part) {
10
+ y = table.scenegraph.highPerformanceGetCell(col, rowEnd + 1, !0).attribute.y;
11
+ for (let r = rowStart; r <= rowEnd; r++) y -= table.getRowHeight(r);
12
+ } else y = table.getRowsHeight(table.columnHeaderLevelCount, cellGroup.row - 1);
10
13
  cellGroup.setAttribute("y", y);
11
14
  } else for (let col = colStart; col <= colEnd; col++) for (let row = rowEnd; row >= rowStart; row--) {
12
15
  const cellGroup = table.scenegraph.highPerformanceGetCell(col, row, !0);
13
16
  if (!cellGroup.row) continue;
14
17
  let y;
15
- y = cellGroup._next ? (null === (_b = cellGroup._next) || void 0 === _b ? void 0 : _b.attribute.y) - table.getRowHeight(cellGroup.row) : table.getRowsHeight(table.columnHeaderLevelCount, cellGroup.row - 1),
18
+ if (cellGroup._next) y = (null === (_b = cellGroup._next) || void 0 === _b ? void 0 : _b.attribute.y) - table.getRowHeight(cellGroup.row); else if (part) {
19
+ y = table.scenegraph.highPerformanceGetCell(col, rowStart - 1, !0).attribute.y;
20
+ for (let r = rowStart; r <= rowEnd; r++) y += table.getRowHeight(r);
21
+ } else y = table.getRowsHeight(table.columnHeaderLevelCount, cellGroup.row - 1);
16
22
  cellGroup.setAttribute("y", y);
17
23
  }
18
24
  const totalActualBodyRowCount = Math.min(table.scenegraph.proxy.rowLimit, table.scenegraph.proxy.bodyBottomRow - table.scenegraph.proxy.bodyTopRow + 1), totalBodyHeight = table.getRowsHeight(table.columnHeaderLevelCount, table.columnHeaderLevelCount + totalActualBodyRowCount), totalHeight = table.getRowsHeight(table.columnHeaderLevelCount, table.rowCount - 1);
@@ -1 +1 @@
1
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1
+ {"version":3,"sources":["../src/scenegraph/group-creater/progress/update-position/update-auto-row.ts"],"names":[],"mappings":";;;AAGA,SAAgB,aAAa,CAC3B,QAAgB,EAChB,MAAc,EACd,QAAgB,EAChB,MAAc,EACd,KAAmB,EACnB,YAA2B,IAAI,EAC/B,IAAc;;IAGd,IAAI,SAAS,KAAK,IAAI,EAAE;QACtB,KAAK,IAAI,GAAG,GAAG,QAAQ,EAAE,GAAG,IAAI,MAAM,EAAE,GAAG,EAAE,EAAE;YAC7C,KAAK,IAAI,GAAG,GAAG,QAAQ,EAAE,GAAG,IAAI,MAAM,EAAE,GAAG,EAAE,EAAE;gBAC7C,MAAM,SAAS,GAAG,KAAK,CAAC,UAAU,CAAC,sBAAsB,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC;gBAC1E,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE;oBAClB,SAAS;iBACV;gBACD,IAAI,CAAC,CAAC;gBACN,IAAI,SAAS,CAAC,KAAK,EAAE;oBAEnB,CAAC,GAAG,CAAA,MAAC,SAAS,CAAC,KAAe,0CAAE,SAAS,CAAC,CAAC,IAAG,KAAK,CAAC,YAAY,CAAE,SAAS,CAAC,KAAe,CAAC,GAAG,CAAC,CAAC;iBAClG;qBAAM,IAAI,IAAI,EAAE;oBACf,MAAM,aAAa,GAAG,KAAK,CAAC,UAAU,CAAC,sBAAsB,CAAC,GAAG,EAAE,MAAM,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;oBACrF,CAAC,GAAG,aAAa,CAAC,SAAS,CAAC,CAAC,CAAC;oBAC9B,KAAK,IAAI,CAAC,GAAG,QAAQ,EAAE,CAAC,IAAI,MAAM,EAAE,CAAC,EAAE,EAAE;wBACvC,CAAC,IAAI,KAAK,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;qBAC5B;iBACF;qBAAM;oBAEL,CAAC,GAAG,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC,sBAAsB,EAAE,SAAS,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;iBAC1E;gBACD,SAAS,CAAC,YAAY,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;aAChC;SACF;KACF;SAAM;QACL,KAAK,IAAI,GAAG,GAAG,QAAQ,EAAE,GAAG,IAAI,MAAM,EAAE,GAAG,EAAE,EAAE;YAC7C,KAAK,IAAI,GAAG,GAAG,MAAM,EAAE,GAAG,IAAI,QAAQ,EAAE,GAAG,EAAE,EAAE;gBAC7C,MAAM,SAAS,GAAG,KAAK,CAAC,UAAU,CAAC,sBAAsB,CAAC,GAAG,EAAE,GAAG,EAAE,IAAI,CAAC,CAAC;gBAC1E,IAAI,CAAC,SAAS,CAAC,GAAG,EAAE;oBAClB,SAAS;iBACV;gBACD,IAAI,CAAC,CAAC;gBACN,IAAI,SAAS,CAAC,KAAK,EAAE;oBAEnB,CAAC,GAAG,CAAA,MAAC,SAAS,CAAC,KAAe,0CAAE,SAAS,CAAC,CAAC,IAAG,KAAK,CAAC,YAAY,CAAC,SAAS,CAAC,GAAG,CAAC,CAAC;iBACjF;qBAAM,IAAI,IAAI,EAAE;oBACf,MAAM,aAAa,GAAG,KAAK,CAAC,UAAU,CAAC,sBAAsB,CAAC,GAAG,EAAE,QAAQ,GAAG,CAAC,EAAE,IAAI,CAAC,CAAC;oBACvF,CAAC,GAAG,aAAa,CAAC,SAAS,CAAC,CAAC,CAAC;oBAC9B,KAAK,IAAI,CAAC,GAAG,QAAQ,EAAE,CAAC,IAAI,MAAM,EAAE,CAAC,EAAE,EAAE;wBACvC,CAAC,IAAI,KAAK,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;qBAC5B;iBACF;qBAAM;oBAEL,CAAC,GAAG,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC,sBAAsB,EAAE,SAAS,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;iBAE1E;gBACD,SAAS,CAAC,YAAY,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC;aAChC;SACF;KACF;IAGD,MAAM,uBAAuB,GAAG,IAAI,CAAC,GAAG,CACtC,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,QAAQ,EAC/B,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,aAAa,GAAG,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,UAAU,GAAG,CAAC,CAC7E,CAAC;IAEF,MAAM,eAAe,GAAG,KAAK,CAAC,aAAa,CACzC,KAAK,CAAC,sBAAsB,EAC5B,KAAK,CAAC,sBAAsB,GAAG,uBAAuB,CACvD,CAAC;IACF,MAAM,WAAW,GAAG,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC,sBAAsB,EAAE,KAAK,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC;IAC1F,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,SAAS,GAAG,eAAe,GAAG,CAAC,CAAC;IACvD,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,YAAY,GAAG,WAAW,GAAG,eAAe,GAAG,CAAC,CAAC;AAC1E,CAAC;AA1ED,sCA0EC","file":"update-auto-row.js","sourcesContent":["import type { BaseTableAPI } from '../../../../ts-types/base-table';\nimport type { Group } from '../../../graphic/group';\n\nexport function updateAutoRow(\n colStart: number,\n colEnd: number,\n rowStart: number,\n rowEnd: number,\n table: BaseTableAPI,\n direction: 'up' | 'down' = 'up',\n part?: boolean\n) {\n // 更新y位置\n if (direction === 'up') {\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const cellGroup = table.scenegraph.highPerformanceGetCell(col, row, true);\n if (!cellGroup.row) {\n continue;\n }\n let y;\n if (cellGroup._prev) {\n // y = ((cellGroup._prev as Group)?.attribute.y ?? 0) + ((cellGroup._prev as Group)?.attribute.height ?? 0);\n y = (cellGroup._prev as Group)?.attribute.y + table.getRowHeight((cellGroup._prev as Group).row);\n } else if (part) {\n const baseCellGroup = table.scenegraph.highPerformanceGetCell(col, rowEnd + 1, true);\n y = baseCellGroup.attribute.y;\n for (let r = rowStart; r <= rowEnd; r++) {\n y -= table.getRowHeight(r);\n }\n } else {\n // 估计位置\n y = table.getRowsHeight(table.columnHeaderLevelCount, cellGroup.row - 1);\n }\n cellGroup.setAttribute('y', y);\n }\n }\n } else {\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowEnd; row >= rowStart; row--) {\n const cellGroup = table.scenegraph.highPerformanceGetCell(col, row, true);\n if (!cellGroup.row) {\n continue;\n }\n let y;\n if (cellGroup._next) {\n // y = ((cellGroup._next as Group)?.attribute.y ?? 0) - (cellGroup.attribute.height ?? 0);\n y = (cellGroup._next as Group)?.attribute.y - table.getRowHeight(cellGroup.row);\n } else if (part) {\n const baseCellGroup = table.scenegraph.highPerformanceGetCell(col, rowStart - 1, true);\n y = baseCellGroup.attribute.y;\n for (let r = rowStart; r <= rowEnd; r++) {\n y += table.getRowHeight(r);\n }\n } else {\n // 估计位置\n y = table.getRowsHeight(table.columnHeaderLevelCount, cellGroup.row - 1);\n // console.log('估计位置', table.getRowsHeight(table.columnHeaderLevelCount, cellGroup.row));\n }\n cellGroup.setAttribute('y', y);\n }\n }\n }\n\n // update y limit in proxy\n const totalActualBodyRowCount = Math.min(\n table.scenegraph.proxy.rowLimit,\n table.scenegraph.proxy.bodyBottomRow - table.scenegraph.proxy.bodyTopRow + 1\n );\n // 渐进加载总row数量\n const totalBodyHeight = table.getRowsHeight(\n table.columnHeaderLevelCount,\n table.columnHeaderLevelCount + totalActualBodyRowCount\n );\n const totalHeight = table.getRowsHeight(table.columnHeaderLevelCount, table.rowCount - 1);\n table.scenegraph.proxy.yLimitTop = totalBodyHeight / 2;\n table.scenegraph.proxy.yLimitBottom = totalHeight - totalBodyHeight / 2;\n}\n"]}
@@ -27,7 +27,7 @@ function computeRowsHeight(table, rowStart, rowEnd, isClearRowRangeHeightsMap =
27
27
  if ((table.isPivotTable() && !table.isPivotChart() || table.isPivotChart() && !table.internalProps.layoutMap.indicatorsAsCol) && checkPivotFixedStyleAndNoWrap(table, row) && (startCol = 0,
28
28
  endCol = table.rowHeaderLevelCount), isAllRowsAuto || "auto" === table.getDefaultRowHeight(row)) {
29
29
  const height = computeRowHeight(row, startCol, endCol, table);
30
- update ? newHeights[row] = Math.round(height) : table._setRowHeight(row, height);
30
+ newHeights[row] = Math.round(height), table._setRowHeight(row, height);
31
31
  }
32
32
  }
33
33
  for (let row = table.rowCount - table.bottomFrozenRowCount; row <= rowEnd; row++) if (isAllRowsAuto || "auto" === table.getDefaultRowHeight(row)) {
@@ -49,7 +49,7 @@ function computeRowsHeight(table, rowStart, rowEnd, isClearRowRangeHeightsMap =
49
49
  }
50
50
  }
51
51
  } else {
52
- table.rowHeightsMap.clear();
52
+ table.clearRowHeightCache();
53
53
  for (let row = 0; row < table.rowCount; row++) newHeights[row] = table.getRowHeight(row);
54
54
  }
55
55
  if ((0 === rowStart && rowEnd === table.rowCount - 1 || isClearRowRangeHeightsMap) && table._clearRowRangeHeightsMap(),
@@ -87,7 +87,17 @@ function computeRowsHeight(table, rowStart, rowEnd, isClearRowRangeHeightsMap =
87
87
  const newRowHeight = null !== (_a = newHeights[row]) && void 0 !== _a ? _a : table.getRowHeight(row);
88
88
  newRowHeight !== oldRowHeights[row] && table._setRowHeight(row, newRowHeight);
89
89
  }
90
- for (let row = 0; row < table.rowCount; row++) {
90
+ if ("adaptive" === table.heightMode || table.autoFillHeight && table.getAllRowsHeight() <= table.tableNoFrameHeight) {
91
+ for (let row = 0; row <= table.columnHeaderLevelCount - 1; row++) {
92
+ const newRowHeight = table.getRowHeight(row);
93
+ newRowHeight !== oldRowHeights[row] && table.scenegraph.updateRowHeight(row, newRowHeight - oldRowHeights[row], !0);
94
+ }
95
+ for (let row = table.rowCount - table.bottomFrozenRowCount; row <= table.rowCount - 1; row++) {
96
+ const newRowHeight = table.getRowHeight(row);
97
+ newRowHeight !== oldRowHeights[row] && table.scenegraph.updateRowHeight(row, newRowHeight - oldRowHeights[row], !0);
98
+ }
99
+ }
100
+ for (let row = table.scenegraph.proxy.rowStart; row <= table.scenegraph.proxy.rowEnd; row++) {
91
101
  const newRowHeight = table.getRowHeight(row);
92
102
  newRowHeight !== oldRowHeights[row] && table.scenegraph.updateRowHeight(row, newRowHeight - oldRowHeights[row], !0);
93
103
  }