@visactor/vtable 0.21.2 → 0.21.3-alpha.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.
- package/cjs/core/BaseTable.js +1 -1
- package/cjs/core/BaseTable.js.map +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +1 -1
- package/cjs/index.js.map +1 -1
- package/cjs/scenegraph/group-creater/cell-type/image-cell.js +3 -2
- package/cjs/scenegraph/group-creater/cell-type/image-cell.js.map +1 -1
- package/cjs/scenegraph/group-creater/progress/proxy.js +3 -4
- package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/cjs/scenegraph/icon/icon-update.js +3 -2
- package/cjs/scenegraph/icon/icon-update.js.map +1 -1
- package/cjs/state/hover/update-cell.js +3 -2
- package/cjs/state/hover/update-cell.js.map +1 -1
- package/cjs/tools/merge-range.js +6 -0
- package/cjs/tools/merge-range.js.map +1 -1
- package/cjs/vrender.js.map +1 -1
- package/dist/vtable.js +16 -7
- package/dist/vtable.min.js +2 -2
- package/es/core/BaseTable.js +1 -1
- package/es/core/BaseTable.js.map +1 -1
- package/es/index.d.ts +1 -1
- package/es/index.js +1 -1
- package/es/index.js.map +1 -1
- package/es/scenegraph/group-creater/cell-type/image-cell.js +1 -1
- package/es/scenegraph/group-creater/cell-type/image-cell.js.map +1 -1
- package/es/scenegraph/group-creater/progress/proxy.js +3 -4
- package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/es/scenegraph/icon/icon-update.js +1 -1
- package/es/scenegraph/icon/icon-update.js.map +1 -1
- package/es/state/hover/update-cell.js +1 -1
- package/es/state/hover/update-cell.js.map +1 -1
- package/es/tools/merge-range.js +6 -0
- package/es/tools/merge-range.js.map +1 -1
- package/es/vrender.js.map +1 -1
- package/package.json +6 -6
package/cjs/index.d.ts
CHANGED
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@@ -16,7 +16,7 @@ import { renderChart } from './scenegraph/graphic/contributions/chart-render-hel
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import { restoreMeasureText, setCustomAlphabetCharSet } from './scenegraph/utils/text-measure';
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export { getDataCellPath } from './tools/get-data-path';
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export * from './render/jsx';
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-
export declare const version = "0.21.
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+
export declare const version = "0.21.3-alpha.0";
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export { TYPES, core, ListTable, ListTableConstructorOptions, PivotTable, PivotTableConstructorOptions, PivotChartConstructorOptions, PivotChart, IHeaderTreeDefine, IDimension, IIndicator, ITitleDefine, ICornerDefine, ColumnsDefine, ColumnDefine, LinkColumnDefine, ChartColumnDefine, ImageColumnDefine, SparklineColumnDefine, ProgressbarColumnDefine, TextColumnDefine, GroupColumnDefine, TextAlignType, TextBaselineType, themes, data, MousePointerCellEvent, getIcons, clearGlobal, register, DataStatistics, CustomLayout, updateCell, renderChart, graphicUtil, setCustomAlphabetCharSet, restoreMeasureText };
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declare function getIcons(): {
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[key: string]: TYPES.ColumnIconOption;
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package/cjs/index.js
CHANGED
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@@ -142,6 +142,6 @@ Object.defineProperty(exports, "getDataCellPath", {
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get: function() {
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return get_data_path_1.getDataCellPath;
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}
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}), __exportStar(require("./render/jsx"), exports), exports.version = "0.21.
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}), __exportStar(require("./render/jsx"), exports), exports.version = "0.21.3-alpha.0",
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exports.getIcons = getIcons, exports.clearGlobal = clearGlobal, TYPES.AggregationType;
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//# sourceMappingURL=index.js.map
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package/cjs/index.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
{"version":3,"sources":["../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;AACA,uCAA4D;AA8F1D,4FA9FO,qBAAW,OA8FP;AA7Fb,IAAA,4BAAkB,GAAE,CAAC;AAErB,kDAAoC;AAqDlC,sBAAK;AApDP,6CAA+B;AAqD7B,oBAAI;AApDN,6CAA+B;AA4E7B,oBAAI;AA3EN,+CAAiC;AACjC,qDAAuC;AA+ErC,4BAAQ;AA9EV,iDAAmC;AAwEjC,wBAAM;AAvER,yEAA2D;AAiFzD,wCAAc;AA3DhB,2CAAwC;AA2BtC,0FA3BO,qBAAS,OA2BP;AA1BX,6CAA0C;AA4BxC,2FA5BO,uBAAU,OA4BP;AA3BZ,6CAA0C;AA8BxC,2FA9BO,uBAAU,OA8BP;AA5BZ,8DAAgD;AAwD9C,oCAAY;AAtDd,wEAAoE;AAuDlE,2FAvDO,wBAAU,OAuDP;AAtDZ,gGAAqF;AAuDnF,4FAvDO,iCAAW,OAuDP;AAtDb,kEAA+F;AAyD7F,mGAzDO,iCAAkB,OAyDP;AADlB,yGAxD2B,uCAAwB,OAwD3B;AAnD1B,uDAAwD;AAA/C,gHAAA,eAAe,OAAA;AACxB,+CAA6B;AAEhB,QAAA,OAAO,GAAG,
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{"version":3,"sources":["../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;AACA,uCAA4D;AA8F1D,4FA9FO,qBAAW,OA8FP;AA7Fb,IAAA,4BAAkB,GAAE,CAAC;AAErB,kDAAoC;AAqDlC,sBAAK;AApDP,6CAA+B;AAqD7B,oBAAI;AApDN,6CAA+B;AA4E7B,oBAAI;AA3EN,+CAAiC;AACjC,qDAAuC;AA+ErC,4BAAQ;AA9EV,iDAAmC;AAwEjC,wBAAM;AAvER,yEAA2D;AAiFzD,wCAAc;AA3DhB,2CAAwC;AA2BtC,0FA3BO,qBAAS,OA2BP;AA1BX,6CAA0C;AA4BxC,2FA5BO,uBAAU,OA4BP;AA3BZ,6CAA0C;AA8BxC,2FA9BO,uBAAU,OA8BP;AA5BZ,8DAAgD;AAwD9C,oCAAY;AAtDd,wEAAoE;AAuDlE,2FAvDO,wBAAU,OAuDP;AAtDZ,gGAAqF;AAuDnF,4FAvDO,iCAAW,OAuDP;AAtDb,kEAA+F;AAyD7F,mGAzDO,iCAAkB,OAyDP;AADlB,yGAxD2B,uCAAwB,OAwD3B;AAnD1B,uDAAwD;AAA/C,gHAAA,eAAe,OAAA;AACxB,+CAA6B;AAEhB,QAAA,OAAO,GAAG,gBAAgB,CAAC;AAqDxC,SAAS,QAAQ;IAGf,OAAO,KAAK,CAAC,GAAG,EAAE,CAAC;AACrB,CAAC;AArBC,4BAAQ;AAuBV,SAAS,WAAW;IAClB,QAAQ,CAAC,QAAQ,EAAE,CAAC;AAGtB,CAAC;AA1BC,kCAAW;AA2Bb,KAAK,CAAC,eAAe,CAAC","file":"index.js","sourcesContent":["/* eslint-disable sort-imports */\nimport { graphicUtil, registerForVrender } from './vrender';\nregisterForVrender();\n\nimport * as TYPES from './ts-types';\nimport * as core from './core';\nimport * as data from './data';\nimport * as icons from './icons';\nimport * as register from './register';\nimport * as themes from './themes';\nimport * as DataStatistics from './dataset/DataStatistics';\nimport type {\n ColumnDefine,\n ColumnsDefine,\n LinkColumnDefine,\n ChartColumnDefine,\n ImageColumnDefine,\n SparklineColumnDefine,\n ProgressbarColumnDefine,\n TextColumnDefine,\n GroupColumnDefine,\n ListTableConstructorOptions,\n PivotTableConstructorOptions,\n PivotChartConstructorOptions,\n IHeaderTreeDefine,\n IDimension,\n IIndicator,\n ITitleDefine,\n ICornerDefine,\n TextAlignType,\n TextBaselineType\n} from './ts-types';\nimport { ListTable } from './ListTable';\nimport { PivotTable } from './PivotTable';\nimport { PivotChart } from './PivotChart';\nimport type { MousePointerCellEvent } from './ts-types/events';\nimport * as CustomLayout from './render/layout';\n\nimport { updateCell } from './scenegraph/group-creater/cell-helper';\nimport { renderChart } from './scenegraph/graphic/contributions/chart-render-helper';\nimport { restoreMeasureText, setCustomAlphabetCharSet } from './scenegraph/utils/text-measure';\n\n// import { container, loadCanvasPicker } from '@src/vrender';\n// loadCanvasPicker(container);\n\nexport { getDataCellPath } from './tools/get-data-path';\nexport * from './render/jsx';\n\nexport const version = \"0.21.3-alpha.0\";\n/**\n * @namespace VTable\n */\nexport {\n /**\n * Types\n * @namespace VTable.TYPES\n */\n TYPES,\n core,\n ListTable,\n ListTableConstructorOptions,\n PivotTable,\n PivotTableConstructorOptions,\n PivotChartConstructorOptions,\n PivotChart,\n IHeaderTreeDefine,\n IDimension,\n IIndicator,\n ITitleDefine,\n ICornerDefine,\n ColumnsDefine,\n ColumnDefine,\n LinkColumnDefine,\n ChartColumnDefine,\n ImageColumnDefine,\n SparklineColumnDefine,\n ProgressbarColumnDefine,\n TextColumnDefine,\n GroupColumnDefine,\n TextAlignType,\n TextBaselineType,\n themes,\n data,\n MousePointerCellEvent,\n getIcons,\n clearGlobal,\n //plugin registers\n register,\n /**\n * 暂不推荐使用\n */\n DataStatistics,\n CustomLayout,\n updateCell,\n renderChart,\n graphicUtil,\n setCustomAlphabetCharSet,\n restoreMeasureText\n};\n\n/** @private */\nfunction getIcons(): {\n [key: string]: TYPES.ColumnIconOption;\n} {\n return icons.get();\n}\n/** 清理内部的全局变量 如注册的icon theme等 以及共享的header column类实例 */\nfunction clearGlobal() {\n register.clearAll();\n // headers.type.clearGlobal();\n // columns.type.clearGlobal();\n}\nTYPES.AggregationType;\n"]}
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@@ -134,8 +134,9 @@ function updateImageCellContentWhileResize(cellGroup, col, row, table) {
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}
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function getCellRange(cellGroup, table) {
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return
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vutils_1.isValid)(cellGroup.
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return "cell" === cellGroup.role && (0, vutils_1.isValid)(cellGroup.mergeStartCol) && (0,
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vutils_1.isValid)(cellGroup.mergeEndCol) && (0, vutils_1.isValid)(cellGroup.mergeStartRow) && (0,
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vutils_1.isValid)(cellGroup.mergeEndRow) ? {
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width: table.getColsWidth(cellGroup.mergeStartCol, cellGroup.mergeEndCol),
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height: table.getRowsHeight(cellGroup.mergeStartRow, cellGroup.mergeEndRow),
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isMerge: !0
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@@ -1 +1 @@
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1
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-
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@ts-nocheck\n/* eslint-disable no-undef */\nimport type { IImage, Image, IThemeSpec } from './../../../vrender';\nimport { createImage } from './../../../vrender';\nimport type { BaseTableAPI } from '../../../ts-types';\nimport * as icons from '../../../icons';\nimport { Group } from '../../graphic/group';\nimport { calcKeepAspectRatioSize } from '../../utils/keep-aspect-ratio';\nimport { calcStartPosition } from '../../utils/cell-pos';\nimport type { Scenegraph } from '../../scenegraph';\nimport { getProp, getFunctionalProp } from '../../utils/get-prop';\nimport { isValid } from '@visactor/vutils';\nimport { getQuadProps } from '../../utils/padding';\nimport { getCellBorderStrokeWidth } from '../../utils/cell-border-stroke-width';\n\nexport function createImageCellGroup(\n columnGroup: Group,\n xOrigin: number,\n yOrigin: number,\n col: number,\n row: number,\n width: number,\n height: number,\n keepAspectRatio: boolean,\n imageAutoSizing: boolean,\n padding: [number, number, number, number],\n textAlign: CanvasTextAlign,\n textBaseline: CanvasTextBaseline,\n table: BaseTableAPI,\n cellTheme: IThemeSpec\n) {\n const headerStyle = table._getCellStyle(col, row); // to be fixed\n const functionalPadding = getFunctionalProp('padding', headerStyle, col, row, table);\n // const margin = getProp('padding', headerStyle, col, row, table);\n if (isValid(functionalPadding)) {\n padding = functionalPadding;\n }\n if (cellTheme?.text?.textAlign) {\n textAlign = cellTheme?.text?.textAlign;\n }\n if (cellTheme?.text?.textBaseline) {\n textBaseline = cellTheme?.text?.textBaseline;\n }\n\n // cell\n const strokeArrayWidth = getCellBorderStrokeWidth(col, row, cellTheme, table);\n const cellGroup = new Group({\n x: xOrigin,\n y: yOrigin,\n width,\n height,\n // childrenPickable: false,\n\n // 背景相关,cell背景由cellGroup绘制\n lineWidth: cellTheme?.group?.lineWidth ?? undefined,\n fill: cellTheme?.group?.fill ?? undefined,\n stroke: cellTheme?.group?.stroke ?? undefined,\n strokeArrayWidth: strokeArrayWidth ?? undefined,\n strokeArrayColor: (cellTheme?.group as any)?.strokeArrayColor ?? undefined,\n cursor: (cellTheme?.group as any)?.cursor ?? undefined,\n lineDash: cellTheme?.group?.lineDash ?? undefined,\n\n lineCap: 'square',\n\n clip: true,\n\n cornerRadius: cellTheme.group.cornerRadius\n });\n cellGroup.role = 'cell';\n cellGroup.col = col;\n cellGroup.row = row;\n // columnGroup?.addChild(cellGroup);\n columnGroup?.addCellGroup(cellGroup);\n\n // image\n const value = table.getCellValue(col, row);\n const image: IImage = createImage({\n x: padding[3],\n y: padding[0],\n width: width - padding[1] - padding[3],\n height: height - padding[0] - padding[2],\n image: value, //?? (regedIcons.damage_pic as any).svg,\n cursor: 'pointer' as Cursor\n });\n image.name = 'image';\n image.keepAspectRatio = keepAspectRatio;\n image.textAlign = textAlign;\n image.textBaseline = textBaseline;\n if (keepAspectRatio || imageAutoSizing) {\n if (\n image.resources &&\n image.resources.has(image.attribute.image) &&\n image.resources.get(image.attribute.image).state === 'success'\n ) {\n setTimeout(() => {\n updateAutoSizingAndKeepAspectRatio(\n imageAutoSizing,\n keepAspectRatio,\n padding,\n textAlign,\n textBaseline,\n image,\n cellGroup,\n table\n );\n }, 0);\n } else {\n image.successCallback = () => {\n updateAutoSizingAndKeepAspectRatio(\n imageAutoSizing,\n keepAspectRatio,\n padding,\n textAlign,\n textBaseline,\n image,\n cellGroup,\n table\n );\n table.scenegraph.updateNextFrame();\n };\n }\n } else {\n if (\n image.resources &&\n image.resources.has(image.attribute.image) &&\n image.resources.get(image.attribute.image).state === 'success'\n ) {\n updateImageCellContentWhileResize(cellGroup, col, row, table);\n } else {\n image.successCallback = () => {\n updateImageCellContentWhileResize(cellGroup, col, row, table);\n };\n }\n }\n (image as any).failCallback = () => {\n const regedIcons = icons.get();\n // image.setAttribute('image', (regedIcons.damage_pic as any).svg);\n (image as any).image = (regedIcons.damage_pic as any).svg;\n };\n cellGroup.appendChild(image);\n\n return cellGroup;\n}\n\n/**\n * 调整某个图片资源所在行列的行高列宽 之后重绘\n * @param col\n * @param row\n * @param img\n * @param table\n * @returns 行高或者列宽是否进行了调整\n */\nexport function _adjustWidthHeight(\n col: number,\n row: number,\n // img: HTMLImageElement,\n width: number,\n height: number,\n scene: Scenegraph,\n padding: [number, number, number, number],\n cellGroup: Group\n): boolean {\n // const { width, height } = img as any;\n // const currentContext = context.toCurrentContext();\n\n let needInvalidate = false;\n let targetWidth: number = null;\n let targetHeight: number = null;\n // const cellGroup = scene.getCell(col, row, true);\n const { width: cellWidth, height: cellHeight, isMerge } = getCellRange(cellGroup, scene.table);\n\n if (cellWidth < width + padding[1] + padding[3]) {\n targetWidth = width + padding[1] + padding[3];\n needInvalidate = true;\n }\n if (cellHeight < height + padding[2] + padding[0]) {\n targetHeight = height + padding[2] + padding[0];\n needInvalidate = true;\n }\n if (needInvalidate) {\n if (typeof targetWidth === 'number') {\n // table.setColWidth(col, targetWidth, true);\n if (isMerge) {\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n scene.setColWidth(col, targetWidth / (cellGroup.mergeEndCol - cellGroup.mergeStartCol + 1));\n }\n } else {\n scene.setColWidth(col, targetWidth);\n }\n }\n if (typeof targetHeight === 'number') {\n // table.setRowHeight(row, targetHeight, true);\n if (isMerge) {\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n scene.setRowHeight(row, targetHeight / (cellGroup.mergeEndRow - cellGroup.mergeStartRow + 1));\n }\n } else {\n scene.setRowHeight(row, targetHeight);\n }\n }\n // table.updateCanvasScroll();\n // // table.throttleInvalidate(); // 这里会造成每一张图加载后就重绘 造成多次绘制问题!节流绘制\n // table.invalidate(); //节流绘制改回及时绘制 节流绘制在图片加载过程中的效果不太好\n\n scene.component.updateScrollBar();\n // scene.updateNextFrame();\n return true;\n }\n return false;\n}\n\nexport function updateImageCellContentWhileResize(cellGroup: Group, col: number, row: number, table: BaseTableAPI) {\n const image = cellGroup.getChildByName('image') as Image;\n if (!image) {\n return;\n }\n const originImage =\n (typeof image.attribute.image !== 'string' && image.attribute.image) ||\n image.resources?.get(image.attribute.image).data;\n\n if (!originImage) {\n return;\n }\n\n const headerStyle = table._getCellStyle(col, row); // to be fixed\n const textAlign = getProp('textAlign', headerStyle, col, row, table) ?? 'left';\n const textBaseline = getProp('textBaseline', headerStyle, col, row, table) ?? 'middle';\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, table)) ?? [0, 0, 0, 0];\n\n const { width: cellWidth, height: cellHeight, isMerge } = getCellRange(cellGroup, table);\n const colStart = cellGroup.mergeStartCol ?? cellGroup.col;\n const rowStart = cellGroup.mergeStartRow ?? cellGroup.row;\n const colEnd = cellGroup.mergeEndCol ?? cellGroup.col;\n const rowEnd = cellGroup.mergeEndCol ?? cellGroup.row;\n\n if (image.keepAspectRatio) {\n const { width: imageWidth, height: imageHeight } = calcKeepAspectRatioSize(\n originImage.width || originImage.videoWidth,\n originImage.height || originImage.videoHeight,\n // cellGroup.attribute.width - (padding[1] + padding[3]),\n // cellGroup.attribute.height - (padding[0] + padding[2])\n cellWidth - (padding[1] + padding[3]),\n cellHeight - (padding[0] + padding[2])\n );\n\n const pos = calcStartPosition(\n 0,\n 0,\n // cellGroup.attribute.width,\n // cellGroup.attribute.height,\n cellWidth,\n cellHeight,\n imageWidth,\n imageHeight,\n textAlign,\n textBaseline,\n padding\n );\n\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const cellGroup = table.scenegraph.getCell(col, row);\n const image = cellGroup.getChildByName('image') as Image;\n image?.setAttributes({\n x: pos.x,\n y: pos.y,\n width: imageWidth,\n height: imageHeight\n });\n }\n }\n } else {\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const cellGroup = table.scenegraph.getCell(col, row);\n const image = cellGroup.getChildByName('image') as Image;\n image?.setAttributes({\n x: padding[3],\n y: padding[0],\n // width: cellGroup.attribute.width - padding[1] - padding[3],\n // height: cellGroup.attribute.height - padding[0] - padding[2]\n width: cellWidth - padding[1] - padding[3],\n height: cellHeight - padding[0] - padding[2]\n });\n }\n }\n }\n\n // update video play icon\n const playIcon = cellGroup.getChildByName('play-icon');\n if (playIcon) {\n const left = 0;\n const top = 0;\n // const width = cellGroup.attribute.width;\n // const height = cellGroup.attribute.height;\n const { width, height } = getCellRange(cellGroup, table);\n const iconSize = Math.floor(Math.min(width - padding[1] - padding[3], height - padding[2] - padding[0]) / 2);\n const anchorX =\n left + (width > image.attribute.width ? image.attribute.x - left + image.attribute.width / 2 : width / 2);\n const anchorY =\n top + (height > image.attribute.height ? image.attribute.y - top + image.attribute.height / 2 : height / 2);\n\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const cellGroup = table.scenegraph.getCell(col, row);\n const playIcon = cellGroup.getChildByName('play-icon') as Image;\n playIcon.setAttributes({\n x: anchorX - iconSize / 2,\n y: anchorY - iconSize / 2,\n width: iconSize,\n height: iconSize\n });\n }\n }\n }\n\n if (isMerge) {\n updateImageDxDy(\n cellGroup.mergeStartCol,\n cellGroup.mergeEndCol,\n cellGroup.mergeStartRow,\n cellGroup.mergeEndRow,\n table\n );\n }\n}\n\nexport function getCellRange(cellGroup: Group, table: BaseTableAPI) {\n if (\n isValid(cellGroup.mergeStartCol) &&\n isValid(cellGroup.mergeEndCol) &&\n isValid(cellGroup.mergeStartRow) &&\n isValid(cellGroup.mergeEndRow)\n ) {\n return {\n width: table.getColsWidth(cellGroup.mergeStartCol, cellGroup.mergeEndCol),\n height: table.getRowsHeight(cellGroup.mergeStartRow, cellGroup.mergeEndRow),\n isMerge: true\n };\n }\n return {\n width: cellGroup.attribute.width,\n height: cellGroup.attribute.height,\n isMerge: false\n };\n}\n\nexport function updateImageDxDy(startCol, endCol, startRow, endRow, table) {\n for (let col = startCol; col <= endCol; col++) {\n for (let row = startRow; row <= endRow; row++) {\n const cellGroup = table.scenegraph.getCell(col, row);\n if (cellGroup) {\n const image = cellGroup.getChildByName('image');\n if (image) {\n image.setAttributes({\n dx: -table.getColsWidth(cellGroup.mergeStartCol, col - 1),\n dy: -table.getRowsHeight(cellGroup.mergeStartRow, row - 1)\n });\n }\n const playIcon = cellGroup.getChildByName('play-icon');\n if (playIcon) {\n playIcon.setAttributes({\n dx: -table.getColsWidth(cellGroup.mergeStartCol, col - 1),\n dy: -table.getRowsHeight(cellGroup.mergeStartRow, row - 1)\n });\n }\n }\n }\n }\n}\n\nfunction updateAutoSizingAndKeepAspectRatio(\n imageAutoSizing: boolean,\n keepAspectRatio: boolean,\n padding: [number, number, number, number],\n textAlign: CanvasTextAlign,\n textBaseline: CanvasTextBaseline,\n image: Image,\n cellGroup: Group,\n table: BaseTableAPI\n) {\n const originImage = image.resources.get(image.attribute.image).data;\n const { col, row } = cellGroup;\n\n if (imageAutoSizing && !isDamagePic(image)) {\n _adjustWidthHeight(\n col,\n row,\n (originImage as HTMLImageElement).width,\n (originImage as HTMLImageElement).height,\n table.scenegraph,\n padding,\n cellGroup\n );\n }\n if (keepAspectRatio || isDamagePic(image)) {\n const { width: cellWidth, height: cellHeight, isMerge } = getCellRange(cellGroup, table);\n\n const { width: imageWidth, height: imageHeight } = calcKeepAspectRatioSize(\n originImage.width,\n originImage.height,\n // cellGroup.attribute.width - padding[1] - padding[3],\n // cellGroup.attribute.height - padding[0] - padding[2]\n cellWidth - padding[1] - padding[3],\n cellHeight - padding[0] - padding[2]\n );\n\n // const left = 0;\n // const top = 0;\n const pos = calcStartPosition(\n 0,\n 0,\n // cellGroup.attribute.width,\n // cellGroup.attribute.height,\n cellWidth,\n cellHeight,\n imageWidth,\n imageHeight,\n textAlign,\n textBaseline,\n padding\n );\n\n image.setAttributes({\n x: pos.x,\n y: pos.y,\n width: imageWidth,\n height: imageHeight\n // dx: isMerge ? -table.getColsWidth(cellGroup.mergeStartCol, col - 1) : 0,\n // dy: isMerge ? -table.getRowsHeight(cellGroup.mergeStartRow, row - 1) : 0\n });\n\n if (isMerge) {\n updateImageDxDy(\n cellGroup.mergeStartCol,\n cellGroup.mergeEndCol,\n cellGroup.mergeStartRow,\n cellGroup.mergeEndRow,\n table\n );\n }\n }\n}\n\nfunction isDamagePic(image: IImage) {\n const regedIcons = icons.get();\n return image.attribute.image === (regedIcons.damage_pic as any).svg;\n}\n"]}
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1
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+
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@ts-nocheck\n/* eslint-disable no-undef */\nimport type { IImage, Image, IThemeSpec } from './../../../vrender';\nimport { createImage } from './../../../vrender';\nimport type { BaseTableAPI } from '../../../ts-types';\nimport * as icons from '../../../icons';\nimport { Group } from '../../graphic/group';\nimport { calcKeepAspectRatioSize } from '../../utils/keep-aspect-ratio';\nimport { calcStartPosition } from '../../utils/cell-pos';\nimport type { Scenegraph } from '../../scenegraph';\nimport { getProp, getFunctionalProp } from '../../utils/get-prop';\nimport { isValid } from '@visactor/vutils';\nimport { getQuadProps } from '../../utils/padding';\nimport { getCellBorderStrokeWidth } from '../../utils/cell-border-stroke-width';\n\nexport function createImageCellGroup(\n columnGroup: Group,\n xOrigin: number,\n yOrigin: number,\n col: number,\n row: number,\n width: number,\n height: number,\n keepAspectRatio: boolean,\n imageAutoSizing: boolean,\n padding: [number, number, number, number],\n textAlign: CanvasTextAlign,\n textBaseline: CanvasTextBaseline,\n table: BaseTableAPI,\n cellTheme: IThemeSpec\n) {\n const headerStyle = table._getCellStyle(col, row); // to be fixed\n const functionalPadding = getFunctionalProp('padding', headerStyle, col, row, table);\n // const margin = getProp('padding', headerStyle, col, row, table);\n if (isValid(functionalPadding)) {\n padding = functionalPadding;\n }\n if (cellTheme?.text?.textAlign) {\n textAlign = cellTheme?.text?.textAlign;\n }\n if (cellTheme?.text?.textBaseline) {\n textBaseline = cellTheme?.text?.textBaseline;\n }\n\n // cell\n const strokeArrayWidth = getCellBorderStrokeWidth(col, row, cellTheme, table);\n const cellGroup = new Group({\n x: xOrigin,\n y: yOrigin,\n width,\n height,\n // childrenPickable: false,\n\n // 背景相关,cell背景由cellGroup绘制\n lineWidth: cellTheme?.group?.lineWidth ?? undefined,\n fill: cellTheme?.group?.fill ?? undefined,\n stroke: cellTheme?.group?.stroke ?? undefined,\n strokeArrayWidth: strokeArrayWidth ?? undefined,\n strokeArrayColor: (cellTheme?.group as any)?.strokeArrayColor ?? undefined,\n cursor: (cellTheme?.group as any)?.cursor ?? undefined,\n lineDash: cellTheme?.group?.lineDash ?? undefined,\n\n lineCap: 'square',\n\n clip: true,\n\n cornerRadius: cellTheme.group.cornerRadius\n });\n cellGroup.role = 'cell';\n cellGroup.col = col;\n cellGroup.row = row;\n // columnGroup?.addChild(cellGroup);\n columnGroup?.addCellGroup(cellGroup);\n\n // image\n const value = table.getCellValue(col, row);\n const image: IImage = createImage({\n x: padding[3],\n y: padding[0],\n width: width - padding[1] - padding[3],\n height: height - padding[0] - padding[2],\n image: value, //?? (regedIcons.damage_pic as any).svg,\n cursor: 'pointer' as Cursor\n });\n image.name = 'image';\n image.keepAspectRatio = keepAspectRatio;\n image.textAlign = textAlign;\n image.textBaseline = textBaseline;\n if (keepAspectRatio || imageAutoSizing) {\n if (\n image.resources &&\n image.resources.has(image.attribute.image) &&\n image.resources.get(image.attribute.image).state === 'success'\n ) {\n setTimeout(() => {\n updateAutoSizingAndKeepAspectRatio(\n imageAutoSizing,\n keepAspectRatio,\n padding,\n textAlign,\n textBaseline,\n image,\n cellGroup,\n table\n );\n }, 0);\n } else {\n image.successCallback = () => {\n updateAutoSizingAndKeepAspectRatio(\n imageAutoSizing,\n keepAspectRatio,\n padding,\n textAlign,\n textBaseline,\n image,\n cellGroup,\n table\n );\n table.scenegraph.updateNextFrame();\n };\n }\n } else {\n if (\n image.resources &&\n image.resources.has(image.attribute.image) &&\n image.resources.get(image.attribute.image).state === 'success'\n ) {\n updateImageCellContentWhileResize(cellGroup, col, row, table);\n } else {\n image.successCallback = () => {\n updateImageCellContentWhileResize(cellGroup, col, row, table);\n };\n }\n }\n (image as any).failCallback = () => {\n const regedIcons = icons.get();\n // image.setAttribute('image', (regedIcons.damage_pic as any).svg);\n (image as any).image = (regedIcons.damage_pic as any).svg;\n };\n cellGroup.appendChild(image);\n\n return cellGroup;\n}\n\n/**\n * 调整某个图片资源所在行列的行高列宽 之后重绘\n * @param col\n * @param row\n * @param img\n * @param table\n * @returns 行高或者列宽是否进行了调整\n */\nexport function _adjustWidthHeight(\n col: number,\n row: number,\n // img: HTMLImageElement,\n width: number,\n height: number,\n scene: Scenegraph,\n padding: [number, number, number, number],\n cellGroup: Group\n): boolean {\n // const { width, height } = img as any;\n // const currentContext = context.toCurrentContext();\n\n let needInvalidate = false;\n let targetWidth: number = null;\n let targetHeight: number = null;\n // const cellGroup = scene.getCell(col, row, true);\n const { width: cellWidth, height: cellHeight, isMerge } = getCellRange(cellGroup, scene.table);\n\n if (cellWidth < width + padding[1] + padding[3]) {\n targetWidth = width + padding[1] + padding[3];\n needInvalidate = true;\n }\n if (cellHeight < height + padding[2] + padding[0]) {\n targetHeight = height + padding[2] + padding[0];\n needInvalidate = true;\n }\n if (needInvalidate) {\n if (typeof targetWidth === 'number') {\n // table.setColWidth(col, targetWidth, true);\n if (isMerge) {\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n scene.setColWidth(col, targetWidth / (cellGroup.mergeEndCol - cellGroup.mergeStartCol + 1));\n }\n } else {\n scene.setColWidth(col, targetWidth);\n }\n }\n if (typeof targetHeight === 'number') {\n // table.setRowHeight(row, targetHeight, true);\n if (isMerge) {\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n scene.setRowHeight(row, targetHeight / (cellGroup.mergeEndRow - cellGroup.mergeStartRow + 1));\n }\n } else {\n scene.setRowHeight(row, targetHeight);\n }\n }\n // table.updateCanvasScroll();\n // // table.throttleInvalidate(); // 这里会造成每一张图加载后就重绘 造成多次绘制问题!节流绘制\n // table.invalidate(); //节流绘制改回及时绘制 节流绘制在图片加载过程中的效果不太好\n\n scene.component.updateScrollBar();\n // scene.updateNextFrame();\n return true;\n }\n return false;\n}\n\nexport function updateImageCellContentWhileResize(cellGroup: Group, col: number, row: number, table: BaseTableAPI) {\n const image = cellGroup.getChildByName('image') as Image;\n if (!image) {\n return;\n }\n const originImage =\n (typeof image.attribute.image !== 'string' && image.attribute.image) ||\n image.resources?.get(image.attribute.image).data;\n\n if (!originImage) {\n return;\n }\n\n const headerStyle = table._getCellStyle(col, row); // to be fixed\n const textAlign = getProp('textAlign', headerStyle, col, row, table) ?? 'left';\n const textBaseline = getProp('textBaseline', headerStyle, col, row, table) ?? 'middle';\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, table)) ?? [0, 0, 0, 0];\n\n const { width: cellWidth, height: cellHeight, isMerge } = getCellRange(cellGroup, table);\n const colStart = cellGroup.mergeStartCol ?? cellGroup.col;\n const rowStart = cellGroup.mergeStartRow ?? cellGroup.row;\n const colEnd = cellGroup.mergeEndCol ?? cellGroup.col;\n const rowEnd = cellGroup.mergeEndCol ?? cellGroup.row;\n\n if (image.keepAspectRatio) {\n const { width: imageWidth, height: imageHeight } = calcKeepAspectRatioSize(\n originImage.width || originImage.videoWidth,\n originImage.height || originImage.videoHeight,\n // cellGroup.attribute.width - (padding[1] + padding[3]),\n // cellGroup.attribute.height - (padding[0] + padding[2])\n cellWidth - (padding[1] + padding[3]),\n cellHeight - (padding[0] + padding[2])\n );\n\n const pos = calcStartPosition(\n 0,\n 0,\n // cellGroup.attribute.width,\n // cellGroup.attribute.height,\n cellWidth,\n cellHeight,\n imageWidth,\n imageHeight,\n textAlign,\n textBaseline,\n padding\n );\n\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const cellGroup = table.scenegraph.getCell(col, row);\n const image = cellGroup.getChildByName('image') as Image;\n image?.setAttributes({\n x: pos.x,\n y: pos.y,\n width: imageWidth,\n height: imageHeight\n });\n }\n }\n } else {\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const cellGroup = table.scenegraph.getCell(col, row);\n const image = cellGroup.getChildByName('image') as Image;\n image?.setAttributes({\n x: padding[3],\n y: padding[0],\n // width: cellGroup.attribute.width - padding[1] - padding[3],\n // height: cellGroup.attribute.height - padding[0] - padding[2]\n width: cellWidth - padding[1] - padding[3],\n height: cellHeight - padding[0] - padding[2]\n });\n }\n }\n }\n\n // update video play icon\n const playIcon = cellGroup.getChildByName('play-icon');\n if (playIcon) {\n const left = 0;\n const top = 0;\n // const width = cellGroup.attribute.width;\n // const height = cellGroup.attribute.height;\n const { width, height } = getCellRange(cellGroup, table);\n const iconSize = Math.floor(Math.min(width - padding[1] - padding[3], height - padding[2] - padding[0]) / 2);\n const anchorX =\n left + (width > image.attribute.width ? image.attribute.x - left + image.attribute.width / 2 : width / 2);\n const anchorY =\n top + (height > image.attribute.height ? image.attribute.y - top + image.attribute.height / 2 : height / 2);\n\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const cellGroup = table.scenegraph.getCell(col, row);\n const playIcon = cellGroup.getChildByName('play-icon') as Image;\n playIcon.setAttributes({\n x: anchorX - iconSize / 2,\n y: anchorY - iconSize / 2,\n width: iconSize,\n height: iconSize\n });\n }\n }\n }\n\n if (isMerge) {\n updateImageDxDy(\n cellGroup.mergeStartCol,\n cellGroup.mergeEndCol,\n cellGroup.mergeStartRow,\n cellGroup.mergeEndRow,\n table\n );\n }\n}\n\nexport function getCellRange(cellGroup: Group, table: BaseTableAPI) {\n if (\n cellGroup.role === 'cell' &&\n isValid(cellGroup.mergeStartCol) &&\n isValid(cellGroup.mergeEndCol) &&\n isValid(cellGroup.mergeStartRow) &&\n isValid(cellGroup.mergeEndRow)\n ) {\n return {\n width: table.getColsWidth(cellGroup.mergeStartCol, cellGroup.mergeEndCol),\n height: table.getRowsHeight(cellGroup.mergeStartRow, cellGroup.mergeEndRow),\n isMerge: true\n };\n }\n return {\n width: cellGroup.attribute.width,\n height: cellGroup.attribute.height,\n isMerge: false\n };\n}\n\nexport function updateImageDxDy(startCol, endCol, startRow, endRow, table) {\n for (let col = startCol; col <= endCol; col++) {\n for (let row = startRow; row <= endRow; row++) {\n const cellGroup = table.scenegraph.getCell(col, row);\n if (cellGroup) {\n const image = cellGroup.getChildByName('image');\n if (image) {\n image.setAttributes({\n dx: -table.getColsWidth(cellGroup.mergeStartCol, col - 1),\n dy: -table.getRowsHeight(cellGroup.mergeStartRow, row - 1)\n });\n }\n const playIcon = cellGroup.getChildByName('play-icon');\n if (playIcon) {\n playIcon.setAttributes({\n dx: -table.getColsWidth(cellGroup.mergeStartCol, col - 1),\n dy: -table.getRowsHeight(cellGroup.mergeStartRow, row - 1)\n });\n }\n }\n }\n }\n}\n\nfunction updateAutoSizingAndKeepAspectRatio(\n imageAutoSizing: boolean,\n keepAspectRatio: boolean,\n padding: [number, number, number, number],\n textAlign: CanvasTextAlign,\n textBaseline: CanvasTextBaseline,\n image: Image,\n cellGroup: Group,\n table: BaseTableAPI\n) {\n const originImage = image.resources.get(image.attribute.image).data;\n const { col, row } = cellGroup;\n\n if (imageAutoSizing && !isDamagePic(image)) {\n _adjustWidthHeight(\n col,\n row,\n (originImage as HTMLImageElement).width,\n (originImage as HTMLImageElement).height,\n table.scenegraph,\n padding,\n cellGroup\n );\n }\n if (keepAspectRatio || isDamagePic(image)) {\n const { width: cellWidth, height: cellHeight, isMerge } = getCellRange(cellGroup, table);\n\n const { width: imageWidth, height: imageHeight } = calcKeepAspectRatioSize(\n originImage.width,\n originImage.height,\n // cellGroup.attribute.width - padding[1] - padding[3],\n // cellGroup.attribute.height - padding[0] - padding[2]\n cellWidth - padding[1] - padding[3],\n cellHeight - padding[0] - padding[2]\n );\n\n // const left = 0;\n // const top = 0;\n const pos = calcStartPosition(\n 0,\n 0,\n // cellGroup.attribute.width,\n // cellGroup.attribute.height,\n cellWidth,\n cellHeight,\n imageWidth,\n imageHeight,\n textAlign,\n textBaseline,\n padding\n );\n\n image.setAttributes({\n x: pos.x,\n y: pos.y,\n width: imageWidth,\n height: imageHeight\n // dx: isMerge ? -table.getColsWidth(cellGroup.mergeStartCol, col - 1) : 0,\n // dy: isMerge ? -table.getRowsHeight(cellGroup.mergeStartRow, row - 1) : 0\n });\n\n if (isMerge) {\n updateImageDxDy(\n cellGroup.mergeStartCol,\n cellGroup.mergeEndCol,\n cellGroup.mergeStartRow,\n cellGroup.mergeEndRow,\n table\n );\n }\n }\n}\n\nfunction isDamagePic(image: IImage) {\n const regedIcons = icons.get();\n return image.attribute.image === (regedIcons.damage_pic as any).svg;\n}\n"]}
|
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@@ -139,8 +139,8 @@ class SceneProxy {
|
|
|
139
139
|
maxHeight = Math.max(maxHeight, height);
|
|
140
140
|
}
|
|
141
141
|
this.table.scenegraph.bodyGroup.setAttribute("height", maxHeight), this.currentRow = endRow,
|
|
142
|
-
this.rowEnd = endRow, this.rowUpdatePos = this.rowEnd, this.
|
|
143
|
-
this.table.scenegraph.
|
|
142
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+
this.rowEnd = endRow, this.rowUpdatePos = this.rowEnd, this.table.scenegraph.updateContainer(),
|
|
143
|
+
this.table.scenegraph.updateBorderSizeAndPosition();
|
|
144
144
|
}
|
|
145
145
|
createColGroup(onceCount) {
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|
146
146
|
const endCol = Math.min(this.totalCol, this.currentCol + onceCount);
|
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@@ -162,8 +162,7 @@ class SceneProxy {
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162
162
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const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width, yOrigin = lastColumnGroup.attribute.y;
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163
163
|
(0, column_1.createColGroup)(this.table.scenegraph.bodyGroup, xOrigin, yOrigin, this.currentCol + 1, endCol, this.rowStart, this.rowEnd, "body", this.table),
|
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164
164
|
this.currentCol = endCol, this.colEnd = endCol, this.colUpdatePos = this.colEnd,
|
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165
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-
this.
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166
|
-
this.table.scenegraph.updateBorderSizeAndPosition();
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165
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+
this.table.scenegraph.updateContainer(), this.table.scenegraph.updateBorderSizeAndPosition();
|
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167
166
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}
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168
167
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setY(y, isEnd = !1) {
|
|
169
168
|
return __awaiter(this, void 0, void 0, (function*() {
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@@ -1 +1 @@
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|
1
|
-
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{ isNumber, isValid } 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';\nimport { getDefaultHeight, getDefaultWidth } from './default-width-height';\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 deltaHeight: 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 deltaWidth: 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 // const defaultColWidth = getDefaultHeight(this.table);\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 // const defaultRowHeight = getDefaultWidth(this.table);\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, isEnd = false) {\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.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (y > yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (\n !this.table.scenegraph.bodyGroup.firstChild ||\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n this.updateDeltaY(y);\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.updateBody(y - this.deltaY);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y, isEnd);\n }\n }\n\n async setX(x: number, isEnd = false) {\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.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (x > xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\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.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x, isEnd);\n }\n }\n\n async dynamicSetY(y: number, isEnd = false) {\n dynamicSetY(y, isEnd, this);\n }\n async dynamicSetX(x: number, isEnd = false) {\n dynamicSetX(x, isEnd, 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.mergeStartCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeEndRow = undefined;\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 updateDeltaY(y: number, screenTopY?: number, screenTopRow?: number) {\n if (this.rowStart === this.bodyTopRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowStart, true);\n if (cellGroup.role === 'cell') {\n const deltaY = cellGroup.attribute.y;\n this.deltaY = -deltaY;\n }\n } else if (this.rowEnd === this.bodyBottomRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowEnd, true);\n if (cellGroup.role === 'cell') {\n // const deltaY =\n // cellGroup.attribute.y +\n // cellGroup.attribute.height -\n // (this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight()) -\n // y;\n const deltaY =\n cellGroup.attribute.y +\n cellGroup.attribute.height -\n (this.table.getAllRowsHeight() - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight());\n this.deltaY = -deltaY;\n }\n } else if (isValid(screenTopY) && isValid(screenTopRow)) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, screenTopRow, true);\n const bodyY = y - this.deltaY;\n const distRowYOffset = screenTopY - bodyY; // dist cell 距离表格顶部的位置差\n const currentRowYOffset = cellGroup.attribute.y - bodyY + this.table.getFrozenRowsHeight(); // current cell 距离表格顶部的位置差\n // const deltaY = screenTopY - (cellGroup.attribute.y + );\n this.deltaY = distRowYOffset - currentRowYOffset;\n }\n }\n\n updateDeltaX(x: number, screenLeftX?: number, screenLeftCol?: number) {\n if (this.colStart === this.bodyLeftCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colStart);\n if (colGroup) {\n const deltaX = colGroup.attribute.x;\n this.deltaX = -deltaX;\n }\n } else if (this.colEnd === this.bodyRightCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colEnd);\n if (colGroup) {\n const deltaX =\n colGroup.attribute.x +\n colGroup.attribute.width -\n (this.table.getAllColsWidth() - this.table.getFrozenColsWidth() - this.table.getRightFrozenColsWidth());\n this.deltaX = -deltaX;\n }\n } else if (isValid(screenLeftX) && isValid(screenLeftCol)) {\n const colGroup =\n this.table.scenegraph.getColGroup(screenLeftCol) || this.table.scenegraph.getColGroup(screenLeftCol, true);\n // const deltaX = screenLeftX - (colGroup.attribute.x + this.table.getFrozenColsWidth() + this.deltaX);\n // this.deltaX = deltaX + this.deltaX;\n const bodyX = x - this.deltaX;\n const distColXOffset = screenLeftX - bodyX; // dist col 距离表格左侧的位置差\n const currentColXOffset = colGroup.attribute.x - bodyX + this.table.getFrozenColsWidth(); // current col 距离表格左侧的位置差\n this.deltaX = distColXOffset - currentColXOffset;\n }\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 }\n const prev = cacheCellGroup._prev as Group;\n const next = cacheCellGroup._next as Group;\n // cacheCellGroup may have wrong order\n if (cacheCellGroup.row > row && prev && prev.row === row - 1) {\n return getCellByCache(prev, row);\n }\n if (cacheCellGroup.row < row && next && next.row === row + 1) {\n return getCellByCache(next, row);\n }\n return null;\n}\n"]}
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1
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+
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{ isNumber, isValid } 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';\nimport { getDefaultHeight, getDefaultWidth } from './default-width-height';\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 deltaHeight: 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 deltaWidth: 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 // const defaultColWidth = getDefaultHeight(this.table);\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 // const defaultRowHeight = getDefaultWidth(this.table);\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, isEnd = false) {\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.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (y > yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (\n !this.table.scenegraph.bodyGroup.firstChild ||\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n this.updateDeltaY(y);\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.updateBody(y - this.deltaY);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y, isEnd);\n }\n }\n\n async setX(x: number, isEnd = false) {\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.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (x > xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\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.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x, isEnd);\n }\n }\n\n async dynamicSetY(y: number, isEnd = false) {\n dynamicSetY(y, isEnd, this);\n }\n async dynamicSetX(x: number, isEnd = false) {\n dynamicSetX(x, isEnd, 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.mergeStartCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeEndRow = undefined;\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 updateDeltaY(y: number, screenTopY?: number, screenTopRow?: number) {\n if (this.rowStart === this.bodyTopRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowStart, true);\n if (cellGroup.role === 'cell') {\n const deltaY = cellGroup.attribute.y;\n this.deltaY = -deltaY;\n }\n } else if (this.rowEnd === this.bodyBottomRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowEnd, true);\n if (cellGroup.role === 'cell') {\n // const deltaY =\n // cellGroup.attribute.y +\n // cellGroup.attribute.height -\n // (this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight()) -\n // y;\n const deltaY =\n cellGroup.attribute.y +\n cellGroup.attribute.height -\n (this.table.getAllRowsHeight() - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight());\n this.deltaY = -deltaY;\n }\n } else if (isValid(screenTopY) && isValid(screenTopRow)) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, screenTopRow, true);\n const bodyY = y - this.deltaY;\n const distRowYOffset = screenTopY - bodyY; // dist cell 距离表格顶部的位置差\n const currentRowYOffset = cellGroup.attribute.y - bodyY + this.table.getFrozenRowsHeight(); // current cell 距离表格顶部的位置差\n // const deltaY = screenTopY - (cellGroup.attribute.y + );\n this.deltaY = distRowYOffset - currentRowYOffset;\n }\n }\n\n updateDeltaX(x: number, screenLeftX?: number, screenLeftCol?: number) {\n if (this.colStart === this.bodyLeftCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colStart);\n if (colGroup) {\n const deltaX = colGroup.attribute.x;\n this.deltaX = -deltaX;\n }\n } else if (this.colEnd === this.bodyRightCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colEnd);\n if (colGroup) {\n const deltaX =\n colGroup.attribute.x +\n colGroup.attribute.width -\n (this.table.getAllColsWidth() - this.table.getFrozenColsWidth() - this.table.getRightFrozenColsWidth());\n this.deltaX = -deltaX;\n }\n } else if (isValid(screenLeftX) && isValid(screenLeftCol)) {\n const colGroup =\n this.table.scenegraph.getColGroup(screenLeftCol) || this.table.scenegraph.getColGroup(screenLeftCol, true);\n // const deltaX = screenLeftX - (colGroup.attribute.x + this.table.getFrozenColsWidth() + this.deltaX);\n // this.deltaX = deltaX + this.deltaX;\n const bodyX = x - this.deltaX;\n const distColXOffset = screenLeftX - bodyX; // dist col 距离表格左侧的位置差\n const currentColXOffset = colGroup.attribute.x - bodyX + this.table.getFrozenColsWidth(); // current col 距离表格左侧的位置差\n this.deltaX = distColXOffset - currentColXOffset;\n }\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 }\n const prev = cacheCellGroup._prev as Group;\n const next = cacheCellGroup._next as Group;\n // cacheCellGroup may have wrong order\n if (cacheCellGroup.row > row && prev && prev.row === row - 1) {\n return getCellByCache(prev, row);\n }\n if (cacheCellGroup.row < row && next && next.row === row + 1) {\n return getCellByCache(next, row);\n }\n return null;\n}\n"]}
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@@ -153,8 +153,9 @@ function updateCellGroupIcon(cellGroup, filter, dealer) {
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function updateCellRangeIcon(col, row, filter, dealer, scene) {
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const cellGroup = scene.getCell(col, row);
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if (
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vutils_1.isValid)(cellGroup.
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if ("cell" === cellGroup.role && (0, vutils_1.isValid)(cellGroup.mergeStartCol) && (0,
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vutils_1.isValid)(cellGroup.mergeStartRow) && (0, vutils_1.isValid)(cellGroup.mergeEndCol) && (0,
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+
vutils_1.isValid)(cellGroup.mergeEndRow)) {
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|
const {colStart: colStart, colEnd: colEnd, rowStart: rowStart, rowEnd: rowEnd} = (0,
|
|
159
160
|
merge_range_1.getCellMergeRange)(cellGroup, scene);
|
|
160
161
|
for (let col = colStart; col <= colEnd; col++) for (let row = rowStart; row <= rowEnd; row++) updateCellGroupIcon(scene.highPerformanceGetCell(col, row), filter, dealer);
|