@visactor/vtable 0.21.1 → 0.21.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (95) hide show
  1. package/cjs/body-helper/style/ProgressBarStyle.js +1 -1
  2. package/cjs/body-helper/style/ProgressBarStyle.js.map +1 -1
  3. package/cjs/core/BaseTable.js +1 -1
  4. package/cjs/core/BaseTable.js.map +1 -1
  5. package/cjs/event/event.d.ts +5 -0
  6. package/cjs/event/event.js +5 -3
  7. package/cjs/event/event.js.map +1 -1
  8. package/cjs/event/listener/container-dom.js +53 -13
  9. package/cjs/event/listener/container-dom.js.map +1 -1
  10. package/cjs/event/listener/table-group.js +1 -20
  11. package/cjs/event/listener/table-group.js.map +1 -1
  12. package/cjs/event/listener/touch.js +23 -5
  13. package/cjs/event/listener/touch.js.map +1 -1
  14. package/cjs/index.d.ts +1 -1
  15. package/cjs/index.js +1 -1
  16. package/cjs/index.js.map +1 -1
  17. package/cjs/scenegraph/graphic/contributions/index.js +4 -2
  18. package/cjs/scenegraph/graphic/contributions/index.js.map +1 -1
  19. package/cjs/scenegraph/graphic/contributions/text-contribution-render.d.ts +12 -0
  20. package/cjs/scenegraph/graphic/contributions/text-contribution-render.js +72 -0
  21. package/cjs/scenegraph/graphic/contributions/text-contribution-render.js.map +1 -0
  22. package/cjs/scenegraph/group-creater/cell-type/image-cell.d.ts +6 -0
  23. package/cjs/scenegraph/group-creater/cell-type/image-cell.js +35 -24
  24. package/cjs/scenegraph/group-creater/cell-type/image-cell.js.map +1 -1
  25. package/cjs/scenegraph/group-creater/cell-type/progress-bar-cell.js +2 -6
  26. package/cjs/scenegraph/group-creater/cell-type/progress-bar-cell.js.map +1 -1
  27. package/cjs/scenegraph/group-creater/cell-type/video-cell.js +12 -8
  28. package/cjs/scenegraph/group-creater/cell-type/video-cell.js.map +1 -1
  29. package/cjs/scenegraph/layout/compute-col-width.js +1 -1
  30. package/cjs/scenegraph/layout/compute-col-width.js.map +1 -1
  31. package/cjs/scenegraph/layout/frozen.js +2 -2
  32. package/cjs/scenegraph/layout/frozen.js.map +1 -1
  33. package/cjs/scenegraph/layout/update-width.js +3 -3
  34. package/cjs/scenegraph/layout/update-width.js.map +1 -1
  35. package/cjs/scenegraph/scenegraph.d.ts +2 -2
  36. package/cjs/scenegraph/scenegraph.js +17 -14
  37. package/cjs/scenegraph/scenegraph.js.map +1 -1
  38. package/cjs/scenegraph/stick-text/index.js +70 -34
  39. package/cjs/scenegraph/stick-text/index.js.map +1 -1
  40. package/cjs/scenegraph/utils/text-icon-layout.js +7 -5
  41. package/cjs/scenegraph/utils/text-icon-layout.js.map +1 -1
  42. package/cjs/ts-types/column/style.d.ts +1 -0
  43. package/cjs/ts-types/column/style.js.map +1 -1
  44. package/cjs/ts-types/customElement.d.ts +1 -1
  45. package/cjs/ts-types/customElement.js.map +1 -1
  46. package/cjs/vrender.js.map +1 -1
  47. package/dist/vtable.js +547 -284
  48. package/dist/vtable.min.js +2 -2
  49. package/es/body-helper/style/ProgressBarStyle.js +1 -1
  50. package/es/body-helper/style/ProgressBarStyle.js.map +1 -1
  51. package/es/core/BaseTable.js +1 -1
  52. package/es/core/BaseTable.js.map +1 -1
  53. package/es/event/event.d.ts +5 -0
  54. package/es/event/event.js +5 -3
  55. package/es/event/event.js.map +1 -1
  56. package/es/event/listener/container-dom.js +54 -12
  57. package/es/event/listener/container-dom.js.map +1 -1
  58. package/es/event/listener/table-group.js +1 -20
  59. package/es/event/listener/table-group.js.map +1 -1
  60. package/es/event/listener/touch.js +23 -5
  61. package/es/event/listener/touch.js.map +1 -1
  62. package/es/index.d.ts +1 -1
  63. package/es/index.js +1 -1
  64. package/es/index.js.map +1 -1
  65. package/es/scenegraph/graphic/contributions/index.js +5 -2
  66. package/es/scenegraph/graphic/contributions/index.js.map +1 -1
  67. package/es/scenegraph/graphic/contributions/text-contribution-render.d.ts +12 -0
  68. package/es/scenegraph/graphic/contributions/text-contribution-render.js +69 -0
  69. package/es/scenegraph/graphic/contributions/text-contribution-render.js.map +1 -0
  70. package/es/scenegraph/group-creater/cell-type/image-cell.d.ts +6 -0
  71. package/es/scenegraph/group-creater/cell-type/image-cell.js +34 -23
  72. package/es/scenegraph/group-creater/cell-type/image-cell.js.map +1 -1
  73. package/es/scenegraph/group-creater/cell-type/progress-bar-cell.js +2 -6
  74. package/es/scenegraph/group-creater/cell-type/progress-bar-cell.js.map +1 -1
  75. package/es/scenegraph/group-creater/cell-type/video-cell.js +12 -8
  76. package/es/scenegraph/group-creater/cell-type/video-cell.js.map +1 -1
  77. package/es/scenegraph/layout/compute-col-width.js +1 -1
  78. package/es/scenegraph/layout/compute-col-width.js.map +1 -1
  79. package/es/scenegraph/layout/frozen.js +2 -2
  80. package/es/scenegraph/layout/frozen.js.map +1 -1
  81. package/es/scenegraph/layout/update-width.js +3 -3
  82. package/es/scenegraph/layout/update-width.js.map +1 -1
  83. package/es/scenegraph/scenegraph.d.ts +2 -2
  84. package/es/scenegraph/scenegraph.js +16 -14
  85. package/es/scenegraph/scenegraph.js.map +1 -1
  86. package/es/scenegraph/stick-text/index.js +70 -34
  87. package/es/scenegraph/stick-text/index.js.map +1 -1
  88. package/es/scenegraph/utils/text-icon-layout.js +5 -5
  89. package/es/scenegraph/utils/text-icon-layout.js.map +1 -1
  90. package/es/ts-types/column/style.d.ts +1 -0
  91. package/es/ts-types/column/style.js.map +1 -1
  92. package/es/ts-types/customElement.d.ts +1 -1
  93. package/es/ts-types/customElement.js.map +1 -1
  94. package/es/vrender.js.map +1 -1
  95. package/package.json +2 -2
@@ -1 +1 @@
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type { IGraphic } from './../../vrender';\nimport type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport { CartesianAxis } from '../../components/axis/axis';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport type { Group } from '../graphic/group';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport { resizeCellGroup, getCustomCellMergeCustom } from '../group-creater/cell-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { isMergeCellGroup } from '../utils/is-merge-cell-group';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\nimport { computeRowHeight } from './compute-row-height';\nimport { updateCellHeightForRow } from './update-height';\nimport { getHierarchyOffset } from '../utils/get-hierarchy-offset';\nimport { getCellMergeRange } from '../../tools/merge-range';\n// import { updateAutoRowHeight } from './auto-height';\n\n/**\n * @description: 更新指定列列宽,在拖拽调整列宽中使用\n * @param {Scenegraph} scene\n * @param {number} col\n * @param {number} detaX\n * @return {*}\n */\nexport function updateColWidth(scene: Scenegraph, col: number, detaX: number, skipTableWidthMap?: boolean) {\n if (!skipTableWidthMap) {\n scene.table._setColWidth(col, scene.table.getColWidth(col) + detaX, true);\n }\n\n const autoRowHeight = scene.table.heightMode === 'autoHeight';\n // deal with corner header or column header\n const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const rightTopColumn = scene.getColGroupInRightTopCorner(col);\n if (colOrCornerHeaderColumn && !rightTopColumn) {\n updateColunmWidth(colOrCornerHeaderColumn, detaX, autoRowHeight, 'col-corner', scene);\n }\n // deal with right bottom frozen cells\n if (rightTopColumn) {\n updateColunmWidth(rightTopColumn, detaX, autoRowHeight, 'right-top', scene);\n }\n\n // deal with row header or body or right frozen cells\n const rowHeaderOrBodyColumn = scene.getColGroup(col) as Group;\n if (rowHeaderOrBodyColumn) {\n updateColunmWidth(rowHeaderOrBodyColumn, detaX, autoRowHeight, 'row-body', scene);\n }\n\n const leftBottomColumn = scene.getColGroupInLeftBottomCorner(col);\n // deal with left bottom frozen cells\n if (leftBottomColumn) {\n updateColunmWidth(leftBottomColumn, detaX, autoRowHeight, 'left-bottom', scene);\n }\n // deal with bottom frozen cells\n const bottomColumn = scene.getColGroupInBottom(col);\n if (bottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'bottom', scene);\n }\n // deal with right bottom frozen cells\n const rightBottomColumn = scene.getColGroupInRightBottomCorner(col);\n if (rightBottomColumn) {\n updateColunmWidth(rightBottomColumn, detaX, autoRowHeight, 'right-bottom', scene);\n }\n\n // 更新剩余列位置\n if (col < scene.frozenColCount) {\n scene.cornerHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.rowHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n } else {\n scene.colHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.bodyGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n if (leftBottomColumn) {\n scene.leftBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (bottomColumn) {\n scene.bottomFrozenGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (rightBottomColumn) {\n scene.rightBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n // scene.table.setColWidth(col, rowHeaderOrBodyColumn.attribute.width, true);\n}\n\nfunction updateColunmWidth(\n columnGroup: Group,\n detaX: number,\n autoRowHeight: boolean,\n mode: 'col-corner' | 'row-body' | 'bottom' | 'left-bottom' | 'right-top' | 'right-bottom',\n scene: Scenegraph\n) {\n let needRerangeRow = false;\n // const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const oldColumnWidth = columnGroup?.attribute.width ?? 0;\n columnGroup?.setAttribute('width', oldColumnWidth + detaX);\n // 更新单元格宽度\n columnGroup?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n cell.col,\n cell.row,\n oldColumnWidth,\n oldColumnWidth + detaX,\n detaX,\n mode === 'row-body' ? cell.col < scene.table.rowHeaderLevelCount : true,\n autoRowHeight\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n let colGroup;\n let oldContainerHeight;\n let row;\n for (let col = 0; col < scene.table.colCount; col++) {\n // const colGroup = scene.getColGroup(col, true);\n if (mode === 'col-corner') {\n row = 0;\n colGroup = scene.getColGroup(col, true);\n oldContainerHeight = scene.colHeaderGroup.attribute.height ?? 0;\n } else if (mode === 'row-body') {\n row = scene.table.frozenRowCount;\n colGroup = scene.getColGroup(col, false);\n oldContainerHeight = scene.bodyGroup.attribute.height ?? 0;\n } else if (mode === 'bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInBottom(col);\n oldContainerHeight = scene.bottomFrozenGroup.attribute.height ?? 0;\n } else if (mode === 'left-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInLeftBottomCorner(col);\n oldContainerHeight = scene.leftBottomCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-top') {\n row = 0;\n colGroup = scene.getColGroupInRightTopCorner(col);\n oldContainerHeight = scene.rightTopCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInRightBottomCorner(col);\n oldContainerHeight = scene.rightBottomCornerGroup.attribute.height ?? 0;\n }\n if (!colGroup) {\n continue;\n }\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(row, newTotalHeight - oldContainerHeight);\n //#region 修改bug:https://github.com/VisActor/VTable/issues/954 添加底部冻结行的三块区域\n for (let col = 0; col < scene.table.frozenColCount; col++) {\n const leftBottomFrozenColumnGroup = scene.getColGroupInLeftBottomCorner(col);\n // reset cell y\n let y = 0;\n leftBottomFrozenColumnGroup?.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row);\n });\n }\n for (let col = scene.table.colCount - scene.table.rightFrozenColCount; col < scene.table.colCount; col++) {\n const rightBottomFrozenColumnGroup = scene.getColGroupInRightBottomCorner(col);\n // reset cell y\n let y = 0;\n rightBottomFrozenColumnGroup?.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row);\n });\n }\n\n for (let col = scene.table.frozenColCount; col < scene.table.colCount - scene.table.rightFrozenColCount; col++) {\n const rightBottomFrozenColumnGroup = scene.getColGroupInBottom(col);\n // reset cell y\n let y = 0;\n rightBottomFrozenColumnGroup?.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row);\n });\n }\n //#endregion\n }\n}\n\n/**\n * @description: 更新单个单元格宽度\n * @return {*}\n */\nfunction updateCellWidth(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n oldWidth: number, // old width, not dist\n distWidth: number, // old width, not dist\n detaX: number,\n isHeader: boolean,\n // autoColWidth: boolean,\n autoRowHeight: boolean\n): boolean {\n if (cell.attribute.width === distWidth && !cell.needUpdateWidth) {\n return false;\n }\n cell.needUpdateWidth = false;\n\n cell.setAttribute('width', distWidth);\n // const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // if (mergeInfo && mergeInfo.start.row !== row) {\n // return false;\n // }\n const cellGroup = cell;\n // const distWidth = width + detaX;\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return false;\n }\n\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n let isHeightChange = false;\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cellGroup.attribute.width,\n // cellGroup.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cellGroup.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cellGroup.insertBefore(newBarCell, oldBarCell);\n cellGroup.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cellGroup.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cellGroup,\n cellGroup.parent,\n cellGroup.attribute.x,\n cellGroup.attribute.y,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n updateImageCellContentWhileResize(cellGroup, col, row, scene.table);\n } else if (cellGroup.firstChild?.name === 'axis') {\n // recreate axis component\n const axisConfig = scene.table.internalProps.layoutMap.getAxisConfigInPivotChart(col, row);\n const cellStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', cellStyle, col, row, scene.table));\n if (axisConfig) {\n const axis = new CartesianAxis(\n axisConfig,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table\n );\n cellGroup.clear();\n cellGroup.appendChild(axis.component);\n axis.overlap();\n }\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n let renderDefault = true;\n const customContainer = cell.getChildByName('custom-container') as Group;\n if (customContainer) {\n let customElementsGroup;\n customContainer.removeAllChild();\n cell.removeChild(customContainer);\n\n if (!getCustomCellMergeCustom(col, row, cell, scene.table)) {\n let customRender;\n let customLayout;\n const cellType = scene.table.getCellLocation(col, row);\n if (cellType !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = define?.headerCustomRender;\n customLayout = define?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = define?.customRender || scene.table.customRender;\n customLayout = define?.customLayout;\n }\n\n if (customLayout || customRender) {\n // const { autoRowHeight } = table.internalProps;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n false,\n scene.table.heightMode === 'autoHeight',\n padding,\n scene.table\n );\n customElementsGroup = customResult.elementsGroup;\n renderDefault = customResult.renderDefault;\n isHeightChange = true;\n }\n\n if (cell.childrenCount > 0 && customElementsGroup) {\n cell.insertBefore(customElementsGroup, cell.firstChild);\n } else if (customElementsGroup) {\n cell.appendChild(customElementsGroup);\n }\n }\n }\n\n if (renderDefault) {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n isHeightChange = updateMergeCellContentWidth(\n cellGroup,\n distWidth,\n detaX,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline,\n scene.table\n );\n }\n }\n\n return autoRowHeight ? isHeightChange : false;\n}\n\nfunction updateMergeCellContentWidth(\n cellGroup: Group,\n distWidth: number,\n detaX: number,\n autoRowHeight: boolean,\n padding: [number, number, number, number],\n textAlign: CanvasTextAlign,\n textBaseline: CanvasTextBaseline,\n table: BaseTableAPI\n) {\n if (isMergeCellGroup(cellGroup)) {\n distWidth = 0;\n let isHeightChange = false;\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n distWidth += table.getColWidth(col);\n }\n let cellHeight = 0;\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n cellHeight += table.getRowHeight(row);\n }\n\n const { colStart, colEnd, rowStart, rowEnd } = getCellMergeRange(cellGroup, table.scenegraph);\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const singleCellGroup = table.scenegraph.getCell(col, row);\n singleCellGroup.forEachChildren((child: IGraphic) => {\n child.setAttributes({\n dx: 0,\n dy: 0\n });\n });\n const changed = updateCellContentWidth(\n singleCellGroup,\n distWidth,\n cellHeight,\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n\n // reset hierarchy offset\n const hierarchyOffset = getHierarchyOffset(singleCellGroup.col, singleCellGroup.row, table);\n if (hierarchyOffset) {\n const text = singleCellGroup.getChildByName('text');\n const icon = singleCellGroup.getChildByName('expand') || singleCellGroup.getChildByName('collapse');\n // icon-left deal with hierarchy offset, no need add to text dx\n if (icon?.role !== 'icon-left' && text) {\n text.setAttribute('dx', hierarchyOffset);\n }\n }\n\n const rangeHeight = table.getRowHeight(row);\n const rangeWidth = table.getColWidth(col);\n\n // const { width: contentWidth } = cellGroup.attribute;\n singleCellGroup.contentWidth = distWidth;\n\n const { heightChange } = resizeCellGroup(\n singleCellGroup,\n rangeWidth,\n rangeHeight,\n {\n start: {\n col: cellGroup.mergeStartCol,\n row: cellGroup.mergeStartRow\n },\n end: {\n col: cellGroup.mergeEndCol,\n row: cellGroup.mergeEndRow\n }\n },\n table\n );\n\n if (heightChange) {\n singleCellGroup.needUpdateHeight = true;\n }\n\n isHeightChange = isHeightChange || changed;\n }\n }\n return isHeightChange;\n }\n return updateCellContentWidth(\n cellGroup,\n distWidth,\n table.getRowHeight(cellGroup.row),\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n}\n\n/**\n * @description: 重置指定行行高\n * @param {Scenegraph} scene\n * @param {number} row\n * @return {*}\n */\nfunction resetRowHeight(scene: Scenegraph, row: number) {\n // 获取高度\n const maxHeight = Math.round(computeRowHeight(row, 0, scene.table.colCount - 1, scene.table));\n // 更新table行高存储\n scene.table._setRowHeight(row, maxHeight, true);\n\n // 更新高度\n for (let col = 0; col < scene.table.colCount; col++) {\n const distHeight = maxHeight;\n const cell = scene.highPerformanceGetCell(col, row);\n if (cell.role === 'empty') {\n return;\n }\n\n updateCellHeightForRow(\n scene,\n cell,\n col,\n row,\n distHeight,\n distHeight - cell.attribute.height,\n scene.table.isHeader(col, row)\n );\n }\n}\n"]}
1
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type { IGraphic } from './../../vrender';\nimport type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport { CartesianAxis } from '../../components/axis/axis';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport type { Group } from '../graphic/group';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport { resizeCellGroup, getCustomCellMergeCustom } from '../group-creater/cell-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { isMergeCellGroup } from '../utils/is-merge-cell-group';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\nimport { computeRowHeight } from './compute-row-height';\nimport { updateCellHeightForRow } from './update-height';\nimport { getHierarchyOffset } from '../utils/get-hierarchy-offset';\nimport { getCellMergeRange } from '../../tools/merge-range';\n// import { updateAutoRowHeight } from './auto-height';\n\n/**\n * @description: 更新指定列列宽,在拖拽调整列宽中使用\n * @param {Scenegraph} scene\n * @param {number} col\n * @param {number} detaX\n * @return {*}\n */\nexport function updateColWidth(scene: Scenegraph, col: number, detaX: number, skipTableWidthMap?: boolean) {\n if (!skipTableWidthMap) {\n scene.table._setColWidth(col, scene.table.getColWidth(col) + detaX, true);\n }\n\n const autoRowHeight = scene.table.heightMode === 'autoHeight';\n // deal with corner header or column header\n const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const rightTopColumn = scene.getColGroupInRightTopCorner(col);\n if (colOrCornerHeaderColumn && !rightTopColumn) {\n updateColunmWidth(colOrCornerHeaderColumn, detaX, autoRowHeight, 'col-corner', scene);\n }\n // deal with right bottom frozen cells\n if (rightTopColumn) {\n updateColunmWidth(rightTopColumn, detaX, autoRowHeight, 'right-top', scene);\n }\n\n // deal with row header or body or right frozen cells\n const rowHeaderOrBodyColumn = scene.getColGroup(col) as Group;\n if (rowHeaderOrBodyColumn) {\n updateColunmWidth(rowHeaderOrBodyColumn, detaX, autoRowHeight, 'row-body', scene);\n }\n\n const leftBottomColumn = scene.getColGroupInLeftBottomCorner(col);\n // deal with left bottom frozen cells\n if (leftBottomColumn) {\n updateColunmWidth(leftBottomColumn, detaX, autoRowHeight, 'left-bottom', scene);\n }\n // deal with bottom frozen cells\n const bottomColumn = scene.getColGroupInBottom(col);\n if (bottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'bottom', scene);\n }\n // deal with right bottom frozen cells\n const rightBottomColumn = scene.getColGroupInRightBottomCorner(col);\n if (rightBottomColumn) {\n updateColunmWidth(rightBottomColumn, detaX, autoRowHeight, 'right-bottom', scene);\n }\n\n // 更新剩余列位置\n if (col < scene.frozenColCount) {\n scene.cornerHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.rowHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n } else {\n scene.colHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.bodyGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n if (leftBottomColumn) {\n scene.leftBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (bottomColumn) {\n scene.bottomFrozenGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (rightBottomColumn) {\n scene.rightBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n // scene.table.setColWidth(col, rowHeaderOrBodyColumn.attribute.width, true);\n}\n\nfunction updateColunmWidth(\n columnGroup: Group,\n detaX: number,\n autoRowHeight: boolean,\n mode: 'col-corner' | 'row-body' | 'bottom' | 'left-bottom' | 'right-top' | 'right-bottom',\n scene: Scenegraph\n) {\n let needRerangeRow = false;\n // const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const oldColumnWidth = columnGroup?.attribute.width ?? 0;\n columnGroup?.setAttribute('width', oldColumnWidth + detaX);\n // 更新单元格宽度\n columnGroup?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n cell.col,\n cell.row,\n oldColumnWidth,\n oldColumnWidth + detaX,\n detaX,\n mode === 'row-body' ? cell.col < scene.table.rowHeaderLevelCount : true,\n autoRowHeight,\n scene.table.internalProps.autoWrapText\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n let colGroup;\n let oldContainerHeight;\n let row;\n for (let col = 0; col < scene.table.colCount; col++) {\n // const colGroup = scene.getColGroup(col, true);\n if (mode === 'col-corner') {\n row = 0;\n colGroup = scene.getColGroup(col, true);\n oldContainerHeight = scene.colHeaderGroup.attribute.height ?? 0;\n } else if (mode === 'row-body') {\n row = scene.table.frozenRowCount;\n colGroup = scene.getColGroup(col, false);\n oldContainerHeight = scene.bodyGroup.attribute.height ?? 0;\n } else if (mode === 'bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInBottom(col);\n oldContainerHeight = scene.bottomFrozenGroup.attribute.height ?? 0;\n } else if (mode === 'left-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInLeftBottomCorner(col);\n oldContainerHeight = scene.leftBottomCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-top') {\n row = 0;\n colGroup = scene.getColGroupInRightTopCorner(col);\n oldContainerHeight = scene.rightTopCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInRightBottomCorner(col);\n oldContainerHeight = scene.rightBottomCornerGroup.attribute.height ?? 0;\n }\n if (!colGroup) {\n continue;\n }\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(row, newTotalHeight - oldContainerHeight);\n //#region 修改bug:https://github.com/VisActor/VTable/issues/954 添加底部冻结行的三块区域\n for (let col = 0; col < scene.table.frozenColCount; col++) {\n const leftBottomFrozenColumnGroup = scene.getColGroupInLeftBottomCorner(col);\n // reset cell y\n let y = 0;\n leftBottomFrozenColumnGroup?.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row);\n });\n }\n for (let col = scene.table.colCount - scene.table.rightFrozenColCount; col < scene.table.colCount; col++) {\n const rightBottomFrozenColumnGroup = scene.getColGroupInRightBottomCorner(col);\n // reset cell y\n let y = 0;\n rightBottomFrozenColumnGroup?.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row);\n });\n }\n\n for (let col = scene.table.frozenColCount; col < scene.table.colCount - scene.table.rightFrozenColCount; col++) {\n const rightBottomFrozenColumnGroup = scene.getColGroupInBottom(col);\n // reset cell y\n let y = 0;\n rightBottomFrozenColumnGroup?.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row);\n });\n }\n //#endregion\n }\n}\n\n/**\n * @description: 更新单个单元格宽度\n * @return {*}\n */\nfunction updateCellWidth(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n oldWidth: number, // old width, not dist\n distWidth: number, // old width, not dist\n detaX: number,\n isHeader: boolean,\n // autoColWidth: boolean,\n autoRowHeight: boolean,\n autoWrapText: boolean\n): boolean {\n if (cell.attribute.width === distWidth && !cell.needUpdateWidth) {\n return false;\n }\n cell.needUpdateWidth = false;\n\n cell.setAttribute('width', distWidth);\n // const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // if (mergeInfo && mergeInfo.start.row !== row) {\n // return false;\n // }\n const cellGroup = cell;\n // const distWidth = width + detaX;\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return false;\n }\n\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n let isHeightChange = false;\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cellGroup.attribute.width,\n // cellGroup.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cellGroup.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cellGroup.insertBefore(newBarCell, oldBarCell);\n cellGroup.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cellGroup.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cellGroup,\n cellGroup.parent,\n cellGroup.attribute.x,\n cellGroup.attribute.y,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n updateImageCellContentWhileResize(cellGroup, col, row, scene.table);\n } else if (cellGroup.firstChild?.name === 'axis') {\n // recreate axis component\n const axisConfig = scene.table.internalProps.layoutMap.getAxisConfigInPivotChart(col, row);\n const cellStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', cellStyle, col, row, scene.table));\n if (axisConfig) {\n const axis = new CartesianAxis(\n axisConfig,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table\n );\n cellGroup.clear();\n cellGroup.appendChild(axis.component);\n axis.overlap();\n }\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n let renderDefault = true;\n const customContainer = cell.getChildByName('custom-container') as Group;\n if (customContainer) {\n let customElementsGroup;\n customContainer.removeAllChild();\n cell.removeChild(customContainer);\n\n if (!getCustomCellMergeCustom(col, row, cell, scene.table)) {\n let customRender;\n let customLayout;\n const cellType = scene.table.getCellLocation(col, row);\n if (cellType !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = define?.headerCustomRender;\n customLayout = define?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = define?.customRender || scene.table.customRender;\n customLayout = define?.customLayout;\n }\n\n if (customLayout || customRender) {\n // const { autoRowHeight } = table.internalProps;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n false,\n scene.table.heightMode === 'autoHeight',\n padding,\n scene.table\n );\n customElementsGroup = customResult.elementsGroup;\n renderDefault = customResult.renderDefault;\n isHeightChange = true;\n }\n\n if (cell.childrenCount > 0 && customElementsGroup) {\n cell.insertBefore(customElementsGroup, cell.firstChild);\n } else if (customElementsGroup) {\n cell.appendChild(customElementsGroup);\n }\n }\n }\n\n if (renderDefault) {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n isHeightChange = updateMergeCellContentWidth(\n cellGroup,\n distWidth,\n detaX,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline,\n scene.table\n );\n }\n }\n\n return autoRowHeight && autoWrapText ? isHeightChange : false;\n}\n\nfunction updateMergeCellContentWidth(\n cellGroup: Group,\n distWidth: number,\n detaX: number,\n autoRowHeight: boolean,\n padding: [number, number, number, number],\n textAlign: CanvasTextAlign,\n textBaseline: CanvasTextBaseline,\n table: BaseTableAPI\n) {\n if (isMergeCellGroup(cellGroup)) {\n distWidth = 0;\n let isHeightChange = false;\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n distWidth += table.getColWidth(col);\n }\n let cellHeight = 0;\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n cellHeight += table.getRowHeight(row);\n }\n\n const { colStart, colEnd, rowStart, rowEnd } = getCellMergeRange(cellGroup, table.scenegraph);\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const singleCellGroup = table.scenegraph.getCell(col, row);\n singleCellGroup.forEachChildren((child: IGraphic) => {\n child.setAttributes({\n dx: 0,\n dy: 0\n });\n });\n const changed = updateCellContentWidth(\n singleCellGroup,\n distWidth,\n cellHeight,\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n\n // reset hierarchy offset\n const hierarchyOffset = getHierarchyOffset(singleCellGroup.col, singleCellGroup.row, table);\n if (hierarchyOffset) {\n const text = singleCellGroup.getChildByName('text');\n const icon = singleCellGroup.getChildByName('expand') || singleCellGroup.getChildByName('collapse');\n // icon-left deal with hierarchy offset, no need add to text dx\n if (icon?.role !== 'icon-left' && text) {\n text.setAttribute('dx', hierarchyOffset);\n }\n }\n\n const rangeHeight = table.getRowHeight(row);\n const rangeWidth = table.getColWidth(col);\n\n // const { width: contentWidth } = cellGroup.attribute;\n singleCellGroup.contentWidth = distWidth;\n\n const { heightChange } = resizeCellGroup(\n singleCellGroup,\n rangeWidth,\n rangeHeight,\n {\n start: {\n col: cellGroup.mergeStartCol,\n row: cellGroup.mergeStartRow\n },\n end: {\n col: cellGroup.mergeEndCol,\n row: cellGroup.mergeEndRow\n }\n },\n table\n );\n\n if (heightChange) {\n singleCellGroup.needUpdateHeight = true;\n }\n\n isHeightChange = isHeightChange || changed;\n }\n }\n return isHeightChange;\n }\n return updateCellContentWidth(\n cellGroup,\n distWidth,\n table.getRowHeight(cellGroup.row),\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n}\n\n/**\n * @description: 重置指定行行高\n * @param {Scenegraph} scene\n * @param {number} row\n * @return {*}\n */\nfunction resetRowHeight(scene: Scenegraph, row: number) {\n // 获取高度\n const maxHeight = Math.round(computeRowHeight(row, 0, scene.table.colCount - 1, scene.table));\n // 更新table行高存储\n scene.table._setRowHeight(row, maxHeight, true);\n\n // 更新高度\n for (let col = 0; col < scene.table.colCount; col++) {\n const distHeight = maxHeight;\n const cell = scene.highPerformanceGetCell(col, row);\n if (cell.role === 'empty') {\n return;\n }\n\n updateCellHeightForRow(\n scene,\n cell,\n col,\n row,\n distHeight,\n distHeight - cell.attribute.height,\n scene.table.isHeader(col, row)\n );\n }\n}\n"]}
@@ -36,13 +36,13 @@ export declare class Scenegraph {
36
36
  stage: IStage;
37
37
  table: BaseTableAPI;
38
38
  isPivot: boolean;
39
- transpose: boolean;
40
39
  hasFrozen: boolean;
41
40
  frozenColCount: number;
42
41
  frozenRowCount: number;
43
42
  clear: boolean;
44
43
  mergeMap: MergeMap;
45
44
  _dealAutoFillHeightOriginRowsHeight: number;
45
+ _needUpdateContainer: boolean;
46
46
  constructor(table: BaseTableAPI);
47
47
  get width(): number;
48
48
  get height(): number;
@@ -122,7 +122,7 @@ export declare class Scenegraph {
122
122
  updateCellLayoutWidthCertainWidth(columnGroup: Group, detaRow: number, col: number): boolean;
123
123
  updateHeaderPosition(updateColStart: number, updateColEnd: number, updateRowStart: number, updateRowEnd: number, moveType: 'column' | 'row'): void;
124
124
  updateContainerAttrWidthAndX(): void;
125
- updateContainer(): void;
125
+ updateContainer(async?: boolean): void;
126
126
  updateCellContentWhileResize(col: number, row: number): void;
127
127
  createFrameBorder(): void;
128
128
  getResizeColAt(abstractX: number, abstractY: number, cellGroup?: Group, offset?: number): {
@@ -18,8 +18,9 @@ vrender_1.container.load(text_measure_1.default);
18
18
  class Scenegraph {
19
19
  constructor(table) {
20
20
  let width, height;
21
- this.table = table, this.hasFrozen = !1, this.clear = !0, this.mergeMap = new Map,
22
- (0, vrender_components_1.setPoptipTheme)(this.table.theme.textPopTipStyle), "node" === env_1.Env.mode ? (vrender_1.vglobal.setEnv("node", table.options.modeParams),
21
+ this._needUpdateContainer = !1, this.table = table, this.hasFrozen = !1, this.clear = !0,
22
+ this.mergeMap = new Map, (0, vrender_components_1.setPoptipTheme)(this.table.theme.textPopTipStyle),
23
+ "node" === env_1.Env.mode ? (vrender_1.vglobal.setEnv("node", table.options.modeParams),
23
24
  width = table.canvasWidth, height = table.canvasHeight) : (vrender_1.vglobal.setEnv("browser"),
24
25
  width = table.canvas.width, height = table.canvas.height), this.stage = (0, vrender_1.createStage)({
25
26
  canvas: table.canvas,
@@ -77,8 +78,7 @@ class Scenegraph {
77
78
  return null !== (_a = this.proxy.colEnd) && void 0 !== _a ? _a : this.table.colCount - 1;
78
79
  }
79
80
  initSceneGraph() {
80
- this.isPivot = this.table.isPivotTable(), this.transpose = this.table.options.transpose,
81
- (0, init_scenegraph_1.initSceneGraph)(this);
81
+ this.isPivot = this.table.isPivotTable(), (0, init_scenegraph_1.initSceneGraph)(this);
82
82
  }
83
83
  clearCells() {
84
84
  var _a;
@@ -289,7 +289,7 @@ class Scenegraph {
289
289
  }
290
290
  updateColWidth(col, detaX, skipUpdateContainer, skipTableWidthMap) {
291
291
  (0, update_width_1.updateColWidth)(this, col, Math.round(detaX), skipTableWidthMap),
292
- skipUpdateContainer || this.updateContainer();
292
+ skipUpdateContainer || this.updateContainer(!0);
293
293
  }
294
294
  updateChartSize(col) {
295
295
  (0, update_chart_1.updateChartSize)(this, col);
@@ -299,7 +299,7 @@ class Scenegraph {
299
299
  }
300
300
  updateCheckboxCellState(col, row, checked) {
301
301
  var _a, _b;
302
- if (this.transpose) null === (_a = this.bodyGroup.children) || void 0 === _a || _a.forEach((columnGroup => {
302
+ if (this.table.transpose) null === (_a = this.bodyGroup.children) || void 0 === _a || _a.forEach((columnGroup => {
303
303
  columnGroup.getChildAt(row).getChildren().forEach((node => {
304
304
  "checkbox" === node.name && node.setAttribute("checked", checked);
305
305
  }));
@@ -313,7 +313,7 @@ class Scenegraph {
313
313
  }
314
314
  updateHeaderCheckboxCellState(col, row, checked) {
315
315
  var _a, _b;
316
- if (this.transpose) null === (_a = this.rowHeaderGroup.children) || void 0 === _a || _a.forEach((columnGroup => {
316
+ if (this.table.transpose) null === (_a = this.rowHeaderGroup.children) || void 0 === _a || _a.forEach((columnGroup => {
317
317
  columnGroup.getChildAt(row).getChildren().forEach((node => {
318
318
  "checkbox" === node.name && ("indeterminate" === checked ? (node.setAttribute("indeterminate", !0),
319
319
  node.setAttribute("checked", void 0)) : (node.setAttribute("indeterminate", void 0),
@@ -469,7 +469,7 @@ class Scenegraph {
469
469
  this.updateNextFrame());
470
470
  }
471
471
  afterScenegraphCreated() {
472
- this.isPivot || this.transpose || this.component.setFrozenColumnShadow(this.table.frozenColCount - 1),
472
+ this.isPivot || this.table.transpose || this.component.setFrozenColumnShadow(this.table.frozenColCount - 1),
473
473
  this.table.stateManager.checkFrozen(), this.updateContainer(), this.createFrameBorder(),
474
474
  this.updateBorderSizeAndPosition(), this.component.updateScrollBar(), (0, stick_text_1.handleTextStick)(this.table),
475
475
  this.updateNextFrame();
@@ -606,9 +606,12 @@ class Scenegraph {
606
606
  this.bodyGroup.setDeltaWidth(bodyX - this.bodyGroup.attribute.width), this.colHeaderGroup.setAttribute("x", this.cornerHeaderGroup.attribute.width),
607
607
  this.bottomFrozenGroup.setAttribute("x", this.table.getFrozenColsWidth()), this.bodyGroup.setAttribute("x", this.rowHeaderGroup.attribute.width);
608
608
  }
609
- updateContainer() {
610
- this.updateContainerAttrWidthAndX(), this.updateTableSize(), this.component.updateScrollBar(),
611
- this.updateNextFrame();
609
+ updateContainer(async = !1) {
610
+ async ? this._needUpdateContainer || (this._needUpdateContainer = !0, setTimeout((() => {
611
+ this.updateContainerAttrWidthAndX(), this.updateTableSize(), this.component.updateScrollBar(),
612
+ this.updateNextFrame(), this._needUpdateContainer = !1;
613
+ }), 0)) : (this.updateContainerAttrWidthAndX(), this.updateTableSize(), this.component.updateScrollBar(),
614
+ this.updateNextFrame(), this._needUpdateContainer = !1);
612
615
  }
613
616
  updateCellContentWhileResize(col, row) {
614
617
  const type = this.table.getBodyColumnType(col, row), cellGroup = this.getCell(col, row);
@@ -665,7 +668,7 @@ class Scenegraph {
665
668
  (0, frame_border_1.updateFrameBorderSize)(this.cornerHeaderGroup)), (0, frame_border_1.updateCornerRadius)(this.table);
666
669
  }
667
670
  sortCell() {
668
- this.isPivot || (this.transpose ? this.proxy.sortCellHorizontal() : this.proxy.sortCellVertical());
671
+ this.isPivot || (this.table.transpose ? this.proxy.sortCellHorizontal() : this.proxy.sortCellVertical());
669
672
  }
670
673
  getCellOverflowText(col, row) {
671
674
  var _a, _b;
@@ -703,12 +706,12 @@ class Scenegraph {
703
706
  compute_row_height_1.computeRowHeight)(row, 0, this.table.colCount - 1, this.table);
704
707
  (row >= this.proxy.rowStart && row <= this.proxy.rowEnd || row >= this.table.rowCount - this.table.bottomFrozenRowCount && row <= this.table.rowCount - 1) && this.table.scenegraph.updateRowHeight(row, newHeight - oldHeight);
705
708
  }
706
- this.table.stateManager.checkFrozen(), this.isPivot || this.transpose || this.component.setFrozenColumnShadow(this.table.frozenColCount - 1),
709
+ this.table.stateManager.checkFrozen(), this.isPivot || this.table.transpose || this.component.setFrozenColumnShadow(this.table.frozenColCount - 1),
707
710
  this.component.updateScrollBar(), this.updateNextFrame();
708
711
  }
709
712
  updateCol(removeCells, addCells, updateCells = []) {
710
713
  (0, update_col_1.updateCol)(removeCells, addCells, updateCells, this.table), this.recalculateColWidths(),
711
- this.recalculateRowHeights(), this.table.stateManager.checkFrozen(), this.isPivot || this.transpose || this.component.setFrozenColumnShadow(this.table.frozenColCount - 1),
714
+ this.recalculateRowHeights(), this.table.stateManager.checkFrozen(), this.isPivot || this.table.transpose || this.component.setFrozenColumnShadow(this.table.frozenColCount - 1),
712
715
  this.component.updateScrollBar(), this.updateNextFrame();
713
716
  }
714
717
  getColumnGroupX(col) {