@visactor/vtable 0.21.3-alpha.2 → 0.21.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (59) hide show
  1. package/cjs/ListTable.js.map +1 -1
  2. package/cjs/core/BaseTable.js +11 -5
  3. package/cjs/core/BaseTable.js.map +1 -1
  4. package/cjs/data/DataSource.js +5 -1
  5. package/cjs/data/DataSource.js.map +1 -1
  6. package/cjs/dataset/dataset.js +1 -0
  7. package/cjs/event/scroll.js +0 -1
  8. package/cjs/index.d.ts +1 -1
  9. package/cjs/index.js +1 -1
  10. package/cjs/index.js.map +1 -1
  11. package/cjs/scenegraph/group-creater/cell-helper.d.ts +1 -0
  12. package/cjs/scenegraph/group-creater/cell-helper.js +16 -26
  13. package/cjs/scenegraph/group-creater/cell-helper.js.map +1 -1
  14. package/cjs/scenegraph/group-creater/cell-type/image-cell.js +3 -2
  15. package/cjs/scenegraph/group-creater/cell-type/image-cell.js.map +1 -1
  16. package/cjs/scenegraph/group-creater/column-helper.js +3 -2
  17. package/cjs/scenegraph/group-creater/column-helper.js.map +1 -1
  18. package/cjs/scenegraph/group-creater/progress/proxy.js +4 -5
  19. package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
  20. package/cjs/scenegraph/icon/icon-update.js +3 -2
  21. package/cjs/scenegraph/icon/icon-update.js.map +1 -1
  22. package/cjs/state/hover/update-cell.js +3 -2
  23. package/cjs/state/hover/update-cell.js.map +1 -1
  24. package/cjs/tools/merge-range.js +6 -0
  25. package/cjs/tools/merge-range.js.map +1 -1
  26. package/cjs/ts-types/new-data-set.d.ts +2 -1
  27. package/cjs/ts-types/new-data-set.js.map +1 -1
  28. package/cjs/vrender.js.map +1 -1
  29. package/dist/vtable.js +49 -54
  30. package/dist/vtable.min.js +2 -2
  31. package/es/ListTable.js.map +1 -1
  32. package/es/core/BaseTable.js +10 -5
  33. package/es/core/BaseTable.js.map +1 -1
  34. package/es/data/DataSource.js +5 -1
  35. package/es/data/DataSource.js.map +1 -1
  36. package/es/dataset/dataset.js +2 -1
  37. package/es/event/scroll.js +1 -2
  38. package/es/index.d.ts +1 -1
  39. package/es/index.js +1 -1
  40. package/es/index.js.map +1 -1
  41. package/es/scenegraph/group-creater/cell-helper.d.ts +1 -0
  42. package/es/scenegraph/group-creater/cell-helper.js +12 -24
  43. package/es/scenegraph/group-creater/cell-helper.js.map +1 -1
  44. package/es/scenegraph/group-creater/cell-type/image-cell.js +1 -1
  45. package/es/scenegraph/group-creater/cell-type/image-cell.js.map +1 -1
  46. package/es/scenegraph/group-creater/column-helper.js +5 -4
  47. package/es/scenegraph/group-creater/column-helper.js.map +1 -1
  48. package/es/scenegraph/group-creater/progress/proxy.js +4 -5
  49. package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
  50. package/es/scenegraph/icon/icon-update.js +1 -1
  51. package/es/scenegraph/icon/icon-update.js.map +1 -1
  52. package/es/state/hover/update-cell.js +1 -1
  53. package/es/state/hover/update-cell.js.map +1 -1
  54. package/es/tools/merge-range.js +6 -0
  55. package/es/tools/merge-range.js.map +1 -1
  56. package/es/ts-types/new-data-set.d.ts +2 -1
  57. package/es/ts-types/new-data-set.js.map +1 -1
  58. package/es/vrender.js.map +1 -1
  59. package/package.json +6 -6
@@ -1 +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"]}
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 (cellGroup.role === 'cell' && 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"]}
@@ -153,8 +153,9 @@ function updateCellGroupIcon(cellGroup, filter, dealer) {
153
153
 
154
154
  function updateCellRangeIcon(col, row, filter, dealer, scene) {
155
155
  const cellGroup = scene.getCell(col, row);
156
- if ((0, vutils_1.isValid)(cellGroup.mergeStartCol) && (0, vutils_1.isValid)(cellGroup.mergeStartRow) && (0,
157
- vutils_1.isValid)(cellGroup.mergeEndCol) && (0, vutils_1.isValid)(cellGroup.mergeEndRow)) {
156
+ if ("cell" === cellGroup.role && (0, vutils_1.isValid)(cellGroup.mergeStartCol) && (0,
157
+ vutils_1.isValid)(cellGroup.mergeStartRow) && (0, vutils_1.isValid)(cellGroup.mergeEndCol) && (0,
158
+ vutils_1.isValid)(cellGroup.mergeEndRow)) {
158
159
  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);
@@ -1 +1 @@
1
- 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{ isValid } from '@visactor/vutils';\nimport type { Group } from '../graphic/group';\nimport type { Scenegraph } from '../scenegraph';\nimport type { ColumnIconOption, SortOrder, SvgIcon } from '../../ts-types';\nimport { IconFuncTypeEnum } from '../../ts-types';\nimport type { Icon } from '../graphic/icon';\nimport type { TooltipOptions } from '../../ts-types/tooltip';\nimport type { IRect } from './../../vrender';\nimport { IContainPointMode, createRect } from './../../vrender';\nimport { dealWithIcon } from '../utils/text-icon-layout';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport { getCellMergeRange } from '../../tools/merge-range';\n\nexport function hideHoverIcon(col: number, row: number, scene: Scenegraph) {\n if (col === -1 || row === -1) {\n return;\n }\n // const cellGroup = scene.getCell(col, row);\n // hideIcon(scene, cellGroup, 'mouseenter_cell');\n\n // hideIcon\n updateCellRangeIcon(\n col,\n row,\n (icon: Icon) => icon.attribute.visibleTime === 'mouseenter_cell',\n (icon: Icon) => {\n icon.setAttribute('opacity', 0);\n },\n scene\n );\n scene.updateNextFrame();\n}\n\nexport function showHoverIcon(col: number, row: number, scene: Scenegraph) {\n if (col === -1 || row === -1) {\n return;\n }\n // const cellGroup = scene.getCell(col, row);\n // showIcon(scene, cellGroup, 'mouseenter_cell');\n\n // showIcon\n updateCellRangeIcon(\n col,\n row,\n (icon: Icon) => icon.attribute.visibleTime === 'mouseenter_cell',\n (icon: Icon) => {\n icon.setAttribute('opacity', 1);\n },\n scene\n );\n scene.updateNextFrame();\n}\n\nexport function hideClickIcon(col: number, row: number, scene: Scenegraph) {\n if (col === -1 || row === -1) {\n return;\n }\n // const cellGroup = scene.getCell(col, row);\n // hideIcon(scene, cellGroup, 'click_cell');\n\n // hideIcon\n updateCellRangeIcon(\n col,\n row,\n (icon: Icon) => icon.attribute.visibleTime === 'click_cell',\n (icon: Icon) => {\n icon.setAttribute('opacity', 0);\n },\n scene\n );\n scene.updateNextFrame();\n}\n\nexport function showClickIcon(col: number, row: number, scene: Scenegraph) {\n if (col === -1 || row === -1) {\n return;\n }\n // const cellGroup = scene.getCell(col, row);\n // showIcon(scene, cellGroup, 'click_cell');\n\n // showIcon\n updateCellRangeIcon(\n col,\n row,\n (icon: Icon) => icon.attribute.visibleTime === 'click_cell',\n (icon: Icon) => {\n icon.setAttribute('opacity', 1);\n },\n scene\n );\n scene.updateNextFrame();\n}\n\n/**\n * @description: 获取指定单元格指定位置的icon mark\n * @param {number} col\n * @param {number} row\n * @param {number} x\n * @param {number} y\n * @return {*}\n */\nexport function getIconByXY(col: number, row: number, x: number, y: number, scene: Scenegraph): Icon | undefined {\n const cellGroup = scene.getCell(col, row);\n let pickMark;\n cellGroup.forEachChildren((mark: Icon) => {\n if (mark.role && mark.role.startsWith('icon') && mark.containsPoint(x, y, IContainPointMode.GLOBAL)) {\n pickMark = mark;\n }\n });\n return pickMark;\n}\n\n/**\n * @description: 将指定icon mark设置为Hover样式\n * @param {Icon} icon\n * @param {number} col\n * @param {number} row\n * @return {*}\n */\nexport function setIconHoverStyle(baseIcon: Icon, col: number, row: number, cellGroup: Group, scene: Scenegraph) {\n if (baseIcon.attribute.backgroundColor || baseIcon.attribute.hoverImage) {\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) => icon.name === baseIcon.name,\n (icon: Icon) => {\n // hover展示背景\n if (icon.attribute.backgroundColor) {\n let iconBack = icon.parent.getChildByName('icon-back') as IRect;\n if (iconBack) {\n iconBack.setAttributes({\n x:\n (icon.attribute.x ?? 0) +\n (icon.attribute.dx ?? 0) +\n (icon.AABBBounds.width() - icon.backgroundWidth) / 2,\n y: (icon.attribute.y ?? 0) + (icon.AABBBounds.height() - icon.backgroundHeight) / 2,\n dx: icon.attribute.dx ?? 0,\n dy: icon.attribute.dy ?? 0,\n width: icon.backgroundWidth,\n height: icon.backgroundHeight,\n fill: icon.attribute.backgroundColor,\n cornerRadius: 5,\n visible: true\n });\n } else {\n iconBack = createRect({\n x:\n (icon.attribute.x ?? 0) +\n (icon.attribute.dx ?? 0) +\n (icon.AABBBounds.width() - icon.backgroundWidth) / 2,\n y: (icon.attribute.y ?? 0) + (icon.AABBBounds.height() - icon.backgroundHeight) / 2,\n dx: icon.attribute.dx ?? 0,\n dy: icon.attribute.dy ?? 0,\n width: icon.backgroundWidth,\n height: icon.backgroundHeight,\n fill: icon.attribute.backgroundColor,\n cornerRadius: 5,\n pickable: false,\n visible: true\n }) as IRect;\n iconBack.name = 'icon-back';\n // cellGroup.appendChild(iconBack);\n }\n icon.parent.insertBefore(iconBack, icon);\n }\n\n // hover更换图片\n if (icon.attribute.hoverImage && icon.attribute.image !== icon.attribute.hoverImage) {\n icon.image = icon.attribute.hoverImage;\n }\n },\n scene\n );\n }\n // hover展示tooltip\n if (baseIcon.tooltip) {\n const { x1: left, x2: right, y1: top, y2: bottom } = baseIcon.globalAABBBounds;\n const tooltipOptions: TooltipOptions = {\n content: baseIcon.tooltip.title,\n referencePosition: {\n rect: {\n left: left,\n right: right,\n top: top,\n bottom: bottom,\n width: baseIcon.globalAABBBounds.width(),\n height: baseIcon.globalAABBBounds.height()\n },\n placement: baseIcon.tooltip.placement\n },\n style: Object.assign({}, scene.table.internalProps.theme?.tooltipStyle, baseIcon.tooltip?.style)\n };\n if (!scene.table.internalProps.tooltipHandler.isBinded(tooltipOptions)) {\n scene.table.showTooltip(col, row, tooltipOptions);\n }\n }\n}\n\n/**\n * @description: 将指定icon mark设置为Normal样式\n * @param {Icon} icon\n * @param {number} col\n * @param {number} row\n * @return {*}\n */\nexport function setIconNormalStyle(baseIcon: Icon, col: number, row: number, scene: Scenegraph) {\n if (baseIcon.attribute.backgroundColor || baseIcon.attribute.hoverImage) {\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) => icon.name === baseIcon.name,\n (icon: Icon) => {\n const iconBack = icon.parent.getChildByName('icon-back') as IRect;\n if (iconBack) {\n iconBack.setAttribute('visible', false);\n }\n\n // hover更换图片\n if (icon.attribute.hoverImage && icon.attribute.image !== icon.attribute.originImage) {\n icon.image = icon.attribute.originImage;\n }\n },\n scene\n );\n }\n}\n\nexport function updateIcon(baseIcon: Icon, iconConfig: ColumnIconOption, col: number, row: number, scene: Scenegraph) {\n // 直接更新mark attribute\n // dealWithIcon(iconConfig, icon);\n // icon.name = iconConfig.name;\n // scene.updateNextFrame();\n const iconName = baseIcon.name;\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) => icon.name === iconName,\n // dealer\n (icon: Icon) => {\n dealWithIcon(iconConfig, icon);\n icon.name = iconConfig.name;\n },\n scene\n );\n\n scene.updateNextFrame();\n}\n\nfunction resetSortIcon(oldSortCol: number, oldSortRow: number, iconConfig: ColumnIconOption, scene: Scenegraph) {\n const oldSortCell = scene.getCell(oldSortCol, oldSortRow);\n if (\n isValid(oldSortCell.mergeStartCol) &&\n isValid(oldSortCell.mergeStartRow) &&\n isValid(oldSortCell.mergeEndCol) &&\n isValid(oldSortCell.mergeEndRow)\n ) {\n for (let col = oldSortCell.mergeStartCol; col <= oldSortCell.mergeEndCol; col++) {\n for (let row = oldSortCell.mergeStartRow; row <= oldSortCell.mergeEndRow; row++) {\n let oldIconMark: Icon;\n scene.getCell(col, row).forEachChildren((mark: Icon) => {\n if (mark.attribute.funcType === 'sort') {\n oldIconMark = mark;\n return true;\n }\n return false;\n });\n if (oldIconMark) {\n dealWithIcon(iconConfig, oldIconMark);\n oldIconMark.name = iconConfig.name;\n }\n }\n }\n } else {\n let oldIconMark: Icon;\n oldSortCell.forEachChildren((mark: Icon) => {\n if (mark.attribute.funcType === 'sort') {\n oldIconMark = mark;\n return true;\n }\n return false;\n });\n if (oldIconMark) {\n // updateIcon(oldIconMark, oldIcon);\n dealWithIcon(iconConfig, oldIconMark);\n oldIconMark.name = iconConfig.name;\n }\n }\n}\n\nfunction checkSameCell(col1: number, row1: number, col2: number, row2: number, table: BaseTableAPI) {\n const range1 = table.getCellRange(col1, row1);\n const range2 = table.getCellRange(col2, row2);\n if (\n range1.start.col === range2.start.col &&\n range1.start.row === range2.start.row &&\n range1.end.col === range2.end.col &&\n range1.end.row === range2.end.row\n ) {\n return true;\n }\n return false;\n}\n\nexport function updateSortIcon(\n col: number,\n row: number,\n iconMark: Icon,\n order: SortOrder,\n oldSortCol: number,\n oldSortRow: number,\n oldIconMark: Icon | undefined,\n scene: Scenegraph\n) {\n // 更新icon\n const icon = scene.table.internalProps.headerHelper.getSortIcon(order, scene.table, col, row);\n if (iconMark) {\n updateIcon(iconMark, icon, col, row, scene);\n }\n\n // 更新旧frozen icon\n if (!checkSameCell(col, row, oldSortCol, oldSortRow, scene.table)) {\n const oldIcon = scene.table.internalProps.headerHelper.getSortIcon('normal', scene.table, oldSortCol, oldSortRow);\n if (oldIconMark) {\n updateIcon(oldIconMark, oldIcon, oldSortCol, oldSortRow, scene);\n } else {\n resetSortIcon(oldSortCol, oldSortRow, oldIcon, scene);\n }\n }\n}\n\nexport function updateFrozenIcon(scene: Scenegraph) {\n // 依据新旧冻结列确定更新范围\n for (let col = 0; col < scene.table.colCount; col++) {\n for (let row = 0; row < scene.table.columnHeaderLevelCount; row++) {\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) => icon.attribute.funcType === 'frozen',\n // dealer\n (icon: Icon) => {\n const iconConfig = scene.table.internalProps.headerHelper.getFrozenIcon(col, row);\n dealWithIcon(iconConfig, icon);\n icon.name = iconConfig.name;\n },\n scene\n );\n }\n }\n}\n\nexport function updateHierarchyIcon(col: number, row: number, scene: Scenegraph) {\n let iconConfig: SvgIcon;\n if (scene.table.isHeader(col, row)) {\n iconConfig = scene.table.internalProps.headerHelper.getHierarchyIcon(col, row);\n } else {\n iconConfig = scene.table.internalProps.bodyHelper.getHierarchyIcon(col, row);\n }\n\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) =>\n icon.attribute.funcType === IconFuncTypeEnum.collapse || icon.attribute.funcType === IconFuncTypeEnum.expand,\n // dealer\n (icon: Icon) => {\n dealWithIcon(iconConfig, icon);\n icon.name = iconConfig.name;\n },\n scene\n );\n}\n\nexport function updateCellGroupIcon(cellGroup: Group, filter: (icon: Icon) => boolean, dealer: (icon: Icon) => void) {\n cellGroup.forEachChildren((child: any) => {\n if (child.type === 'group') {\n updateCellGroupIcon(child, filter, dealer);\n } else if (filter(child)) {\n dealer(child);\n }\n });\n}\n\nexport function updateCellRangeIcon(\n col: number,\n row: number,\n filter: (icon: Icon) => boolean,\n dealer: (icon: Icon) => void,\n scene: Scenegraph\n) {\n const cellGroup = scene.getCell(col, row);\n if (\n isValid(cellGroup.mergeStartCol) &&\n isValid(cellGroup.mergeStartRow) &&\n isValid(cellGroup.mergeEndCol) &&\n isValid(cellGroup.mergeEndRow)\n ) {\n const { colStart, colEnd, rowStart, rowEnd } = getCellMergeRange(cellGroup, scene);\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n updateCellGroupIcon(scene.highPerformanceGetCell(col, row), filter, dealer);\n }\n }\n } else {\n updateCellGroupIcon(cellGroup, filter, dealer);\n }\n}\n\nexport function residentHoverIcon(col: number, row: number, scene: Scenegraph) {\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) => icon.attribute.funcType === IconFuncTypeEnum.dropDown,\n // dealer\n (icon: Icon) => {\n (icon as any).oldVisibleTime = icon.attribute.visibleTime;\n icon.setAttribute('visibleTime', 'always');\n icon.setAttribute('opacity', 1);\n },\n scene\n );\n}\n\nexport function resetResidentHoverIcon(col: number, row: number, scene: Scenegraph) {\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) => icon.attribute.funcType === IconFuncTypeEnum.dropDown,\n // dealer\n (icon: Icon) => {\n (icon as any).oldVisibleTime && icon.setAttribute('visibleTime', (icon as any).oldVisibleTime);\n icon.setAttribute('opacity', icon.attribute.visibleTime === 'always' ? 1 : 0);\n },\n scene\n );\n}\n"]}
1
+ 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{ isValid } from '@visactor/vutils';\nimport type { Group } from '../graphic/group';\nimport type { Scenegraph } from '../scenegraph';\nimport type { ColumnIconOption, SortOrder, SvgIcon } from '../../ts-types';\nimport { IconFuncTypeEnum } from '../../ts-types';\nimport type { Icon } from '../graphic/icon';\nimport type { TooltipOptions } from '../../ts-types/tooltip';\nimport type { IRect } from './../../vrender';\nimport { IContainPointMode, createRect } from './../../vrender';\nimport { dealWithIcon } from '../utils/text-icon-layout';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport { getCellMergeRange } from '../../tools/merge-range';\n\nexport function hideHoverIcon(col: number, row: number, scene: Scenegraph) {\n if (col === -1 || row === -1) {\n return;\n }\n // const cellGroup = scene.getCell(col, row);\n // hideIcon(scene, cellGroup, 'mouseenter_cell');\n\n // hideIcon\n updateCellRangeIcon(\n col,\n row,\n (icon: Icon) => icon.attribute.visibleTime === 'mouseenter_cell',\n (icon: Icon) => {\n icon.setAttribute('opacity', 0);\n },\n scene\n );\n scene.updateNextFrame();\n}\n\nexport function showHoverIcon(col: number, row: number, scene: Scenegraph) {\n if (col === -1 || row === -1) {\n return;\n }\n // const cellGroup = scene.getCell(col, row);\n // showIcon(scene, cellGroup, 'mouseenter_cell');\n\n // showIcon\n updateCellRangeIcon(\n col,\n row,\n (icon: Icon) => icon.attribute.visibleTime === 'mouseenter_cell',\n (icon: Icon) => {\n icon.setAttribute('opacity', 1);\n },\n scene\n );\n scene.updateNextFrame();\n}\n\nexport function hideClickIcon(col: number, row: number, scene: Scenegraph) {\n if (col === -1 || row === -1) {\n return;\n }\n // const cellGroup = scene.getCell(col, row);\n // hideIcon(scene, cellGroup, 'click_cell');\n\n // hideIcon\n updateCellRangeIcon(\n col,\n row,\n (icon: Icon) => icon.attribute.visibleTime === 'click_cell',\n (icon: Icon) => {\n icon.setAttribute('opacity', 0);\n },\n scene\n );\n scene.updateNextFrame();\n}\n\nexport function showClickIcon(col: number, row: number, scene: Scenegraph) {\n if (col === -1 || row === -1) {\n return;\n }\n // const cellGroup = scene.getCell(col, row);\n // showIcon(scene, cellGroup, 'click_cell');\n\n // showIcon\n updateCellRangeIcon(\n col,\n row,\n (icon: Icon) => icon.attribute.visibleTime === 'click_cell',\n (icon: Icon) => {\n icon.setAttribute('opacity', 1);\n },\n scene\n );\n scene.updateNextFrame();\n}\n\n/**\n * @description: 获取指定单元格指定位置的icon mark\n * @param {number} col\n * @param {number} row\n * @param {number} x\n * @param {number} y\n * @return {*}\n */\nexport function getIconByXY(col: number, row: number, x: number, y: number, scene: Scenegraph): Icon | undefined {\n const cellGroup = scene.getCell(col, row);\n let pickMark;\n cellGroup.forEachChildren((mark: Icon) => {\n if (mark.role && mark.role.startsWith('icon') && mark.containsPoint(x, y, IContainPointMode.GLOBAL)) {\n pickMark = mark;\n }\n });\n return pickMark;\n}\n\n/**\n * @description: 将指定icon mark设置为Hover样式\n * @param {Icon} icon\n * @param {number} col\n * @param {number} row\n * @return {*}\n */\nexport function setIconHoverStyle(baseIcon: Icon, col: number, row: number, cellGroup: Group, scene: Scenegraph) {\n if (baseIcon.attribute.backgroundColor || baseIcon.attribute.hoverImage) {\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) => icon.name === baseIcon.name,\n (icon: Icon) => {\n // hover展示背景\n if (icon.attribute.backgroundColor) {\n let iconBack = icon.parent.getChildByName('icon-back') as IRect;\n if (iconBack) {\n iconBack.setAttributes({\n x:\n (icon.attribute.x ?? 0) +\n (icon.attribute.dx ?? 0) +\n (icon.AABBBounds.width() - icon.backgroundWidth) / 2,\n y: (icon.attribute.y ?? 0) + (icon.AABBBounds.height() - icon.backgroundHeight) / 2,\n dx: icon.attribute.dx ?? 0,\n dy: icon.attribute.dy ?? 0,\n width: icon.backgroundWidth,\n height: icon.backgroundHeight,\n fill: icon.attribute.backgroundColor,\n cornerRadius: 5,\n visible: true\n });\n } else {\n iconBack = createRect({\n x:\n (icon.attribute.x ?? 0) +\n (icon.attribute.dx ?? 0) +\n (icon.AABBBounds.width() - icon.backgroundWidth) / 2,\n y: (icon.attribute.y ?? 0) + (icon.AABBBounds.height() - icon.backgroundHeight) / 2,\n dx: icon.attribute.dx ?? 0,\n dy: icon.attribute.dy ?? 0,\n width: icon.backgroundWidth,\n height: icon.backgroundHeight,\n fill: icon.attribute.backgroundColor,\n cornerRadius: 5,\n pickable: false,\n visible: true\n }) as IRect;\n iconBack.name = 'icon-back';\n // cellGroup.appendChild(iconBack);\n }\n icon.parent.insertBefore(iconBack, icon);\n }\n\n // hover更换图片\n if (icon.attribute.hoverImage && icon.attribute.image !== icon.attribute.hoverImage) {\n icon.image = icon.attribute.hoverImage;\n }\n },\n scene\n );\n }\n // hover展示tooltip\n if (baseIcon.tooltip) {\n const { x1: left, x2: right, y1: top, y2: bottom } = baseIcon.globalAABBBounds;\n const tooltipOptions: TooltipOptions = {\n content: baseIcon.tooltip.title,\n referencePosition: {\n rect: {\n left: left,\n right: right,\n top: top,\n bottom: bottom,\n width: baseIcon.globalAABBBounds.width(),\n height: baseIcon.globalAABBBounds.height()\n },\n placement: baseIcon.tooltip.placement\n },\n style: Object.assign({}, scene.table.internalProps.theme?.tooltipStyle, baseIcon.tooltip?.style)\n };\n if (!scene.table.internalProps.tooltipHandler.isBinded(tooltipOptions)) {\n scene.table.showTooltip(col, row, tooltipOptions);\n }\n }\n}\n\n/**\n * @description: 将指定icon mark设置为Normal样式\n * @param {Icon} icon\n * @param {number} col\n * @param {number} row\n * @return {*}\n */\nexport function setIconNormalStyle(baseIcon: Icon, col: number, row: number, scene: Scenegraph) {\n if (baseIcon.attribute.backgroundColor || baseIcon.attribute.hoverImage) {\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) => icon.name === baseIcon.name,\n (icon: Icon) => {\n const iconBack = icon.parent.getChildByName('icon-back') as IRect;\n if (iconBack) {\n iconBack.setAttribute('visible', false);\n }\n\n // hover更换图片\n if (icon.attribute.hoverImage && icon.attribute.image !== icon.attribute.originImage) {\n icon.image = icon.attribute.originImage;\n }\n },\n scene\n );\n }\n}\n\nexport function updateIcon(baseIcon: Icon, iconConfig: ColumnIconOption, col: number, row: number, scene: Scenegraph) {\n // 直接更新mark attribute\n // dealWithIcon(iconConfig, icon);\n // icon.name = iconConfig.name;\n // scene.updateNextFrame();\n const iconName = baseIcon.name;\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) => icon.name === iconName,\n // dealer\n (icon: Icon) => {\n dealWithIcon(iconConfig, icon);\n icon.name = iconConfig.name;\n },\n scene\n );\n\n scene.updateNextFrame();\n}\n\nfunction resetSortIcon(oldSortCol: number, oldSortRow: number, iconConfig: ColumnIconOption, scene: Scenegraph) {\n const oldSortCell = scene.getCell(oldSortCol, oldSortRow);\n if (\n isValid(oldSortCell.mergeStartCol) &&\n isValid(oldSortCell.mergeStartRow) &&\n isValid(oldSortCell.mergeEndCol) &&\n isValid(oldSortCell.mergeEndRow)\n ) {\n for (let col = oldSortCell.mergeStartCol; col <= oldSortCell.mergeEndCol; col++) {\n for (let row = oldSortCell.mergeStartRow; row <= oldSortCell.mergeEndRow; row++) {\n let oldIconMark: Icon;\n scene.getCell(col, row).forEachChildren((mark: Icon) => {\n if (mark.attribute.funcType === 'sort') {\n oldIconMark = mark;\n return true;\n }\n return false;\n });\n if (oldIconMark) {\n dealWithIcon(iconConfig, oldIconMark);\n oldIconMark.name = iconConfig.name;\n }\n }\n }\n } else {\n let oldIconMark: Icon;\n oldSortCell.forEachChildren((mark: Icon) => {\n if (mark.attribute.funcType === 'sort') {\n oldIconMark = mark;\n return true;\n }\n return false;\n });\n if (oldIconMark) {\n // updateIcon(oldIconMark, oldIcon);\n dealWithIcon(iconConfig, oldIconMark);\n oldIconMark.name = iconConfig.name;\n }\n }\n}\n\nfunction checkSameCell(col1: number, row1: number, col2: number, row2: number, table: BaseTableAPI) {\n const range1 = table.getCellRange(col1, row1);\n const range2 = table.getCellRange(col2, row2);\n if (\n range1.start.col === range2.start.col &&\n range1.start.row === range2.start.row &&\n range1.end.col === range2.end.col &&\n range1.end.row === range2.end.row\n ) {\n return true;\n }\n return false;\n}\n\nexport function updateSortIcon(\n col: number,\n row: number,\n iconMark: Icon,\n order: SortOrder,\n oldSortCol: number,\n oldSortRow: number,\n oldIconMark: Icon | undefined,\n scene: Scenegraph\n) {\n // 更新icon\n const icon = scene.table.internalProps.headerHelper.getSortIcon(order, scene.table, col, row);\n if (iconMark) {\n updateIcon(iconMark, icon, col, row, scene);\n }\n\n // 更新旧frozen icon\n if (!checkSameCell(col, row, oldSortCol, oldSortRow, scene.table)) {\n const oldIcon = scene.table.internalProps.headerHelper.getSortIcon('normal', scene.table, oldSortCol, oldSortRow);\n if (oldIconMark) {\n updateIcon(oldIconMark, oldIcon, oldSortCol, oldSortRow, scene);\n } else {\n resetSortIcon(oldSortCol, oldSortRow, oldIcon, scene);\n }\n }\n}\n\nexport function updateFrozenIcon(scene: Scenegraph) {\n // 依据新旧冻结列确定更新范围\n for (let col = 0; col < scene.table.colCount; col++) {\n for (let row = 0; row < scene.table.columnHeaderLevelCount; row++) {\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) => icon.attribute.funcType === 'frozen',\n // dealer\n (icon: Icon) => {\n const iconConfig = scene.table.internalProps.headerHelper.getFrozenIcon(col, row);\n dealWithIcon(iconConfig, icon);\n icon.name = iconConfig.name;\n },\n scene\n );\n }\n }\n}\n\nexport function updateHierarchyIcon(col: number, row: number, scene: Scenegraph) {\n let iconConfig: SvgIcon;\n if (scene.table.isHeader(col, row)) {\n iconConfig = scene.table.internalProps.headerHelper.getHierarchyIcon(col, row);\n } else {\n iconConfig = scene.table.internalProps.bodyHelper.getHierarchyIcon(col, row);\n }\n\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) =>\n icon.attribute.funcType === IconFuncTypeEnum.collapse || icon.attribute.funcType === IconFuncTypeEnum.expand,\n // dealer\n (icon: Icon) => {\n dealWithIcon(iconConfig, icon);\n icon.name = iconConfig.name;\n },\n scene\n );\n}\n\nexport function updateCellGroupIcon(cellGroup: Group, filter: (icon: Icon) => boolean, dealer: (icon: Icon) => void) {\n cellGroup.forEachChildren((child: any) => {\n if (child.type === 'group') {\n updateCellGroupIcon(child, filter, dealer);\n } else if (filter(child)) {\n dealer(child);\n }\n });\n}\n\nexport function updateCellRangeIcon(\n col: number,\n row: number,\n filter: (icon: Icon) => boolean,\n dealer: (icon: Icon) => void,\n scene: Scenegraph\n) {\n const cellGroup = scene.getCell(col, row);\n if (\n cellGroup.role === 'cell' &&\n isValid(cellGroup.mergeStartCol) &&\n isValid(cellGroup.mergeStartRow) &&\n isValid(cellGroup.mergeEndCol) &&\n isValid(cellGroup.mergeEndRow)\n ) {\n const { colStart, colEnd, rowStart, rowEnd } = getCellMergeRange(cellGroup, scene);\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n updateCellGroupIcon(scene.highPerformanceGetCell(col, row), filter, dealer);\n }\n }\n } else {\n updateCellGroupIcon(cellGroup, filter, dealer);\n }\n}\n\nexport function residentHoverIcon(col: number, row: number, scene: Scenegraph) {\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) => icon.attribute.funcType === IconFuncTypeEnum.dropDown,\n // dealer\n (icon: Icon) => {\n (icon as any).oldVisibleTime = icon.attribute.visibleTime;\n icon.setAttribute('visibleTime', 'always');\n icon.setAttribute('opacity', 1);\n },\n scene\n );\n}\n\nexport function resetResidentHoverIcon(col: number, row: number, scene: Scenegraph) {\n updateCellRangeIcon(\n col,\n row,\n // filter\n (icon: Icon) => icon.attribute.funcType === IconFuncTypeEnum.dropDown,\n // dealer\n (icon: Icon) => {\n (icon as any).oldVisibleTime && icon.setAttribute('visibleTime', (icon as any).oldVisibleTime);\n icon.setAttribute('opacity', icon.attribute.visibleTime === 'always' ? 1 : 0);\n },\n scene\n );\n}\n"]}
@@ -8,8 +8,9 @@ const vutils_1 = require("@visactor/vutils"), merge_range_1 = require("../../too
8
8
 
9
9
  function updateCell(scenegraph, col, row) {
10
10
  const cellGroup = scenegraph.highPerformanceGetCell(col, row);
11
- if ((0, vutils_1.isValid)(cellGroup.mergeStartCol) && (0, vutils_1.isValid)(cellGroup.mergeStartRow) && (0,
12
- vutils_1.isValid)(cellGroup.mergeEndCol) && (0, vutils_1.isValid)(cellGroup.mergeEndRow)) {
11
+ if ("cell" === cellGroup.role && (0, vutils_1.isValid)(cellGroup.mergeStartCol) && (0,
12
+ vutils_1.isValid)(cellGroup.mergeStartRow) && (0, vutils_1.isValid)(cellGroup.mergeEndCol) && (0,
13
+ vutils_1.isValid)(cellGroup.mergeEndRow)) {
13
14
  const {colStart: colStart, colEnd: colEnd, rowStart: rowStart, rowEnd: rowEnd} = (0,
14
15
  merge_range_1.getCellMergeRange)(cellGroup, scenegraph);
15
16
  for (let col = colStart; col <= colEnd; col++) for (let row = rowStart; row <= rowEnd; row++) {
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/state/hover/update-cell.ts"],"names":[],"mappings":";;;AAAA,6CAA2C;AAE3C,yDAA4D;AAE5D,SAAgB,UAAU,CAAC,UAAsB,EAAE,GAAW,EAAE,GAAW;IACzE,MAAM,SAAS,GAAG,UAAU,CAAC,sBAAsB,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;IAC9D,IACE,IAAA,gBAAO,EAAC,SAAS,CAAC,aAAa,CAAC;QAChC,IAAA,gBAAO,EAAC,SAAS,CAAC,aAAa,CAAC;QAChC,IAAA,gBAAO,EAAC,SAAS,CAAC,WAAW,CAAC;QAC9B,IAAA,gBAAO,EAAC,SAAS,CAAC,WAAW,CAAC,EAC9B;QACA,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,GAAG,IAAA,+BAAiB,EAAC,SAAS,EAAE,UAAU,CAAC,CAAC;QACxF,KAAK,IAAI,GAAG,GAAG,QAAQ,EAAE,GAAG,IAAI,MAAM,EAAE,GAAG,EAAE,EAAE;YAC7C,KAAK,IAAI,GAAG,GAAG,QAAQ,EAAE,GAAG,IAAI,MAAM,EAAE,GAAG,EAAE,EAAE;gBAC7C,MAAM,SAAS,GAAG,UAAU,CAAC,sBAAsB,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;gBAC9D,SAAS,CAAC,iBAAiB,EAAE,CAAC;aAC/B;SACF;KACF;SAAM;QACL,SAAS,CAAC,iBAAiB,EAAE,CAAC;KAC/B;AACH,CAAC;AAlBD,gCAkBC","file":"update-cell.js","sourcesContent":["import { isValid } from '@visactor/vutils';\nimport type { Scenegraph } from '../../scenegraph/scenegraph';\nimport { getCellMergeRange } from '../../tools/merge-range';\n\nexport function updateCell(scenegraph: Scenegraph, col: number, row: number) {\n const cellGroup = scenegraph.highPerformanceGetCell(col, row);\n if (\n isValid(cellGroup.mergeStartCol) &&\n isValid(cellGroup.mergeStartRow) &&\n isValid(cellGroup.mergeEndCol) &&\n isValid(cellGroup.mergeEndRow)\n ) {\n const { colStart, colEnd, rowStart, rowEnd } = getCellMergeRange(cellGroup, scenegraph);\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const mergeCell = scenegraph.highPerformanceGetCell(col, row);\n mergeCell.addUpdateBoundTag();\n }\n }\n } else {\n cellGroup.addUpdateBoundTag();\n }\n}\n"]}
1
+ {"version":3,"sources":["../src/state/hover/update-cell.ts"],"names":[],"mappings":";;;AAAA,6CAA2C;AAE3C,yDAA4D;AAE5D,SAAgB,UAAU,CAAC,UAAsB,EAAE,GAAW,EAAE,GAAW;IACzE,MAAM,SAAS,GAAG,UAAU,CAAC,sBAAsB,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;IAC9D,IACE,SAAS,CAAC,IAAI,KAAK,MAAM;QACzB,IAAA,gBAAO,EAAC,SAAS,CAAC,aAAa,CAAC;QAChC,IAAA,gBAAO,EAAC,SAAS,CAAC,aAAa,CAAC;QAChC,IAAA,gBAAO,EAAC,SAAS,CAAC,WAAW,CAAC;QAC9B,IAAA,gBAAO,EAAC,SAAS,CAAC,WAAW,CAAC,EAC9B;QACA,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,GAAG,IAAA,+BAAiB,EAAC,SAAS,EAAE,UAAU,CAAC,CAAC;QACxF,KAAK,IAAI,GAAG,GAAG,QAAQ,EAAE,GAAG,IAAI,MAAM,EAAE,GAAG,EAAE,EAAE;YAC7C,KAAK,IAAI,GAAG,GAAG,QAAQ,EAAE,GAAG,IAAI,MAAM,EAAE,GAAG,EAAE,EAAE;gBAC7C,MAAM,SAAS,GAAG,UAAU,CAAC,sBAAsB,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;gBAC9D,SAAS,CAAC,iBAAiB,EAAE,CAAC;aAC/B;SACF;KACF;SAAM;QACL,SAAS,CAAC,iBAAiB,EAAE,CAAC;KAC/B;AACH,CAAC;AAnBD,gCAmBC","file":"update-cell.js","sourcesContent":["import { isValid } from '@visactor/vutils';\nimport type { Scenegraph } from '../../scenegraph/scenegraph';\nimport { getCellMergeRange } from '../../tools/merge-range';\n\nexport function updateCell(scenegraph: Scenegraph, col: number, row: number) {\n const cellGroup = scenegraph.highPerformanceGetCell(col, row);\n if (\n cellGroup.role === 'cell' &&\n isValid(cellGroup.mergeStartCol) &&\n isValid(cellGroup.mergeStartRow) &&\n isValid(cellGroup.mergeEndCol) &&\n isValid(cellGroup.mergeEndRow)\n ) {\n const { colStart, colEnd, rowStart, rowEnd } = getCellMergeRange(cellGroup, scenegraph);\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const mergeCell = scenegraph.highPerformanceGetCell(col, row);\n mergeCell.addUpdateBoundTag();\n }\n }\n } else {\n cellGroup.addUpdateBoundTag();\n }\n}\n"]}
@@ -1,6 +1,12 @@
1
1
  "use strict";
2
2
 
3
3
  function getCellMergeRange(cellGroup, scene) {
4
+ if (!scene || !scene.proxy) return {
5
+ colStart: 0,
6
+ colEnd: 0,
7
+ rowStart: 0,
8
+ rowEnd: 0
9
+ };
4
10
  const {mergeStartCol: mergeStartCol, mergeEndCol: mergeEndCol, mergeStartRow: mergeStartRow, mergeEndRow: mergeEndRow, col: col, row: row} = cellGroup, {colStart: colStart, colEnd: colEnd, rowStart: rowStart, rowEnd: rowEnd, bodyLeftCol: bodyLeftCol, bodyRightCol: bodyRightCol, bodyTopRow: bodyTopRow, bodyBottomRow: bodyBottomRow} = scene.proxy;
5
11
  let cellRangeColStart = mergeStartCol, cellRangeColEnd = mergeEndCol, cellRangeRowStart = mergeStartRow, cellRangeRowEnd = mergeEndRow;
6
12
  return col >= bodyLeftCol && col <= bodyRightCol && (cellRangeColStart = Math.max(cellGroup.mergeStartCol, colStart),
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/tools/merge-range.ts"],"names":[],"mappings":";;;AAGA,SAAgB,iBAAiB,CAAC,SAAgB,EAAE,KAAiB;IACnE,MAAM,EAAE,aAAa,EAAE,WAAW,EAAE,aAAa,EAAE,WAAW,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,CAAC;IACvF,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,WAAW,EAAE,YAAY,EAAE,UAAU,EAAE,aAAa,EAAE,GAAG,KAAK,CAAC,KAAK,CAAC;IAEjH,IAAI,iBAAiB,GAAG,aAAa,CAAC;IACtC,IAAI,eAAe,GAAG,WAAW,CAAC;IAClC,IAAI,iBAAiB,GAAG,aAAa,CAAC;IACtC,IAAI,eAAe,GAAG,WAAW,CAAC;IAElC,IAAI,GAAG,IAAI,WAAW,IAAI,GAAG,IAAI,YAAY,EAAE;QAC7C,iBAAiB,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,aAAa,EAAE,QAAQ,CAAC,CAAC;QAChE,eAAe,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;KAC3D;IAED,IAAI,GAAG,IAAI,UAAU,IAAI,GAAG,IAAI,aAAa,EAAE;QAC7C,iBAAiB,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,aAAa,EAAE,QAAQ,CAAC,CAAC;QAChE,eAAe,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;KAC3D;IAED,OAAO;QACL,QAAQ,EAAE,iBAAiB;QAC3B,MAAM,EAAE,eAAe;QACvB,QAAQ,EAAE,iBAAiB;QAC3B,MAAM,EAAE,eAAe;KACxB,CAAC;AACJ,CAAC;AAzBD,8CAyBC","file":"merge-range.js","sourcesContent":["import type { Group } from '../scenegraph/graphic/group';\nimport type { Scenegraph } from '../scenegraph/scenegraph';\n\nexport function getCellMergeRange(cellGroup: Group, scene: Scenegraph) {\n const { mergeStartCol, mergeEndCol, mergeStartRow, mergeEndRow, col, row } = cellGroup;\n const { colStart, colEnd, rowStart, rowEnd, bodyLeftCol, bodyRightCol, bodyTopRow, bodyBottomRow } = scene.proxy;\n\n let cellRangeColStart = mergeStartCol;\n let cellRangeColEnd = mergeEndCol;\n let cellRangeRowStart = mergeStartRow;\n let cellRangeRowEnd = mergeEndRow;\n\n if (col >= bodyLeftCol && col <= bodyRightCol) {\n cellRangeColStart = Math.max(cellGroup.mergeStartCol, colStart);\n cellRangeColEnd = Math.min(cellGroup.mergeEndCol, colEnd);\n }\n\n if (row >= bodyTopRow && row <= bodyBottomRow) {\n cellRangeRowStart = Math.max(cellGroup.mergeStartRow, rowStart);\n cellRangeRowEnd = Math.min(cellGroup.mergeEndRow, rowEnd);\n }\n\n return {\n colStart: cellRangeColStart,\n colEnd: cellRangeColEnd,\n rowStart: cellRangeRowStart,\n rowEnd: cellRangeRowEnd\n };\n}\n"]}
1
+ {"version":3,"sources":["../src/tools/merge-range.ts"],"names":[],"mappings":";;;AAGA,SAAgB,iBAAiB,CAAC,SAAgB,EAAE,KAAiB;IACnE,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE;QAC1B,OAAO;YACL,QAAQ,EAAE,CAAC;YACX,MAAM,EAAE,CAAC;YACT,QAAQ,EAAE,CAAC;YACX,MAAM,EAAE,CAAC;SACV,CAAC;KACH;IACD,MAAM,EAAE,aAAa,EAAE,WAAW,EAAE,aAAa,EAAE,WAAW,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,SAAS,CAAC;IACvF,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,WAAW,EAAE,YAAY,EAAE,UAAU,EAAE,aAAa,EAAE,GAAG,KAAK,CAAC,KAAK,CAAC;IAEjH,IAAI,iBAAiB,GAAG,aAAa,CAAC;IACtC,IAAI,eAAe,GAAG,WAAW,CAAC;IAClC,IAAI,iBAAiB,GAAG,aAAa,CAAC;IACtC,IAAI,eAAe,GAAG,WAAW,CAAC;IAElC,IAAI,GAAG,IAAI,WAAW,IAAI,GAAG,IAAI,YAAY,EAAE;QAC7C,iBAAiB,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,aAAa,EAAE,QAAQ,CAAC,CAAC;QAChE,eAAe,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;KAC3D;IAED,IAAI,GAAG,IAAI,UAAU,IAAI,GAAG,IAAI,aAAa,EAAE;QAC7C,iBAAiB,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,aAAa,EAAE,QAAQ,CAAC,CAAC;QAChE,eAAe,GAAG,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;KAC3D;IAED,OAAO;QACL,QAAQ,EAAE,iBAAiB;QAC3B,MAAM,EAAE,eAAe;QACvB,QAAQ,EAAE,iBAAiB;QAC3B,MAAM,EAAE,eAAe;KACxB,CAAC;AACJ,CAAC;AAjCD,8CAiCC","file":"merge-range.js","sourcesContent":["import type { Group } from '../scenegraph/graphic/group';\nimport type { Scenegraph } from '../scenegraph/scenegraph';\n\nexport function getCellMergeRange(cellGroup: Group, scene: Scenegraph) {\n if (!scene || !scene.proxy) {\n return {\n colStart: 0,\n colEnd: 0,\n rowStart: 0,\n rowEnd: 0\n };\n }\n const { mergeStartCol, mergeEndCol, mergeStartRow, mergeEndRow, col, row } = cellGroup;\n const { colStart, colEnd, rowStart, rowEnd, bodyLeftCol, bodyRightCol, bodyTopRow, bodyBottomRow } = scene.proxy;\n\n let cellRangeColStart = mergeStartCol;\n let cellRangeColEnd = mergeEndCol;\n let cellRangeRowStart = mergeStartRow;\n let cellRangeRowEnd = mergeEndRow;\n\n if (col >= bodyLeftCol && col <= bodyRightCol) {\n cellRangeColStart = Math.max(cellGroup.mergeStartCol, colStart);\n cellRangeColEnd = Math.min(cellGroup.mergeEndCol, colEnd);\n }\n\n if (row >= bodyTopRow && row <= bodyBottomRow) {\n cellRangeRowStart = Math.max(cellGroup.mergeStartRow, rowStart);\n cellRangeRowEnd = Math.min(cellGroup.mergeEndRow, rowEnd);\n }\n\n return {\n colStart: cellRangeColStart,\n colEnd: cellRangeColEnd,\n rowStart: cellRangeRowStart,\n rowEnd: cellRangeRowEnd\n };\n}\n"]}
@@ -1,3 +1,4 @@
1
+ import type { ColorPropertyDefine } from '.';
1
2
  import type { Either } from '../tools/helper';
2
3
  import type { BaseTableAPI } from './base-table';
3
4
  export interface TotalsStatus {
@@ -92,7 +93,7 @@ export interface SymbolMapping {
92
93
  }
93
94
  export type MappingFuncRule = {
94
95
  indicatorKey: string;
95
- mapping?: (table: any, value: number) => string;
96
+ mapping?: ColorPropertyDefine;
96
97
  };
97
98
  export interface DerivedFieldRule {
98
99
  fieldName?: string;
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/ts-types/new-data-set.ts"],"names":[],"mappings":";;;AAWA,IAAY,eASX;AATD,WAAY,eAAe;IACzB,oCAAiB,CAAA;IACjB,gCAAa,CAAA;IACb,8BAAW,CAAA;IACX,8BAAW,CAAA;IACX,8BAAW,CAAA;IACX,8BAAW,CAAA;IACX,kCAAe,CAAA;IACf,oCAAiB,CAAA;AACnB,CAAC,EATW,eAAe,GAAf,uBAAe,KAAf,uBAAe,QAS1B;AACD,IAAY,QAGX;AAHD,WAAY,QAAQ;IAClB,uBAAW,CAAA;IACX,yBAAa,CAAA;AACf,CAAC,EAHW,QAAQ,GAAR,gBAAQ,KAAR,gBAAQ,QAGnB","file":"new-data-set.js","sourcesContent":["import type { Either } from '../tools/helper';\nimport type { BaseTableAPI } from './base-table';\n\n//#region 总计小计\nexport interface TotalsStatus {\n isRowTotal: boolean;\n isRowSubTotal: boolean;\n isColTotal: boolean;\n isColSubTotal: boolean;\n}\n\nexport enum AggregationType {\n RECORD = 'RECORD',\n NONE = 'NONE', //不做聚合 只获取其中一条数据作为节点的record 取其field\n SUM = 'SUM',\n MIN = 'MIN',\n MAX = 'MAX',\n AVG = 'AVG',\n COUNT = 'COUNT',\n CUSTOM = 'CUSTOM'\n}\nexport enum SortType {\n ASC = 'ASC',\n DESC = 'DESC'\n}\nexport interface CalcTotals {\n aggregationType?: AggregationType; // 聚合方式\n // calcFunc?: (query: Record<string, any>, arr: Record<string, any>[]) => number;\n}\n\nexport interface Total {\n /** 是否显示总计; 如果配置了total对象,showGrandTotals默认false */\n showGrandTotals: boolean;\n /** 是否显示小计; 如果配置了total对象,showSubTotals默认为true */\n showSubTotals: boolean;\n\n // // 计算总计方法\n // calcGrandTotals?: CalcTotals;\n // // 计算小计方法\n // calcSubTotals?: CalcTotals;\n /** 小计汇总维度定义 */\n subTotalsDimensions?: string[];\n /** 汇总节点显示名称 默认'总计' */\n grandTotalLabel?: string;\n /** 汇总节点显示名称 默认'小计' */\n subTotalLabel?: string;\n}\n\nexport interface Totals {\n row?: Total & {\n /** 总计显示在上 默认false */\n showGrandTotalsOnTop?: boolean;\n /** 小计显示在上 默认false */\n showSubTotalsOnTop?: boolean;\n };\n column?: Total & {\n /** 总计显示在左 默认false */\n showGrandTotalsOnLeft?: boolean;\n /** 小计显示在左 默认false */\n showSubTotalsOnLeft?: boolean;\n };\n}\n\n//#endregion 总计小计\n\n//#region 排序规则\n// export interface SortRule {\n// //排序维度\n// sortField: string;\n// //以下均为排序方法\n// //1. 指定排序类型\n// sortType?: SortType;\n// //2. 按维度成员指定排序\n// sortBy?: string[];\n// //3. 按指标值排序\n// sortByIndicator?: string;\n// //如果按指标值排序,还需要指定另外一个(行或列)方向的底层维度成员具体值\n// query?: string[];\n// //4. 自定义排序方法function\n// sortFunc?: (a: any, b: any) => number;\n// }\n//以下均为排序方法\n//1. 指定排序类型\nexport interface SortTypeRule {\n /**排序维度 */\n sortField: string;\n /**升序降序 ASC or DESC*/\n sortType?: SortType;\n}\n//2. 按维度成员指定排序\nexport interface SortByRule {\n /**排序维度 */\n sortField: string;\n /**根据指定具体顺序排序 */\n sortBy?: string[];\n}\n//3. 按指标值排序\nexport interface SortByIndicatorRule {\n /**排序维度 */\n sortField: string;\n /**升序降序 ASC or DESC*/\n sortType?: SortType;\n /**排序根据某个指标值 */\n sortByIndicator?: string;\n /**如果按指标值排序,还需要指定另外一个(行或列)方向的底层维度成员具体值。例如按照办公用品下的纸张 ['办公用品', '纸张'] */\n query?: string[];\n}\n//4. 自定义排序方法function\nexport interface SortFuncRule {\n /**排序维度 */\n sortField: string;\n /**自定义排序函数 */\n sortFunc?: (a: any, b: any) => number;\n}\n//自定义排序方法参数\n// export interface SortFuncParam extends SortRule {\n// data: Array<string | Record<string, any>>;\n// }\nexport type SortRule = SortTypeRule | SortByRule | SortByIndicatorRule | SortFuncRule;\nexport type SortRules = SortRule[];\n//#endregion 排序规则\n\n//#region 过滤规则\nexport interface FilterFuncRule {\n filterFunc?: (row: Record<string, any>) => boolean;\n}\nexport interface FilterValueRule {\n filterKey?: string;\n filteredValues?: unknown[];\n}\nexport type FilterRules = Either<FilterFuncRule, FilterValueRule>[];\n//#endregion 过滤规则\n\n//#region 聚合规则\nexport interface AggregationRule<T extends AggregationType> {\n /** 区别于field 重新起个key值,供配置indicators使用 */\n indicatorKey: string;\n // 可以收集单个字段的聚合结果,或者收集多个字段的聚合结果\n field: T extends AggregationType.RECORD ? string[] | string : string;\n aggregationType: T;\n /**计算结果格式化 */\n formatFun?: (value: number, col: number, row: number, table: BaseTableAPI) => number | string;\n}\nexport type AggregationRules = AggregationRule<AggregationType>[];\n//#endregion 聚合规则\n\n//#region 映射规则\nexport interface MappingRule {\n label?: LabelMapping;\n symbol?: SymbolMapping;\n bgColor?: MappingFuncRule;\n}\nexport type MappingRules = MappingRule[];\nexport interface LabelMapping {\n text?: MappingFuncRule;\n color?: MappingFuncRule;\n}\nexport interface SymbolMapping {\n shape?: 'circle' | 'rect';\n color?: MappingFuncRule;\n size?: MappingFuncRule;\n}\n\nexport type MappingFuncRule = {\n indicatorKey: string;\n mapping?: (table: any, value: number) => string;\n};\n\n//#endregion 映射规则\nexport interface DerivedFieldRule {\n fieldName?: string;\n derivedFunc?: (record: Record<string, any>) => any;\n}\nexport type DerivedFieldRules = DerivedFieldRule[];\n/**\n * 基本表数据处理配置\n */\nexport interface IListTableDataConfig {\n // aggregationRules?: AggregationRules; //按照行列维度聚合值计算规则;\n // sortRules?: SortTypeRule | SortByRule | SortFuncRule; //排序规则 不能简单的将sortState挪到这里 sort的规则在column中配置的;\n filterRules?: FilterRules; //过滤规则;\n // totals?: Totals; //小计或总计;\n // derivedFieldRules?: DerivedFieldRules;\n}\n/**\n * 透视表数据处理配置\n */\nexport interface IPivotTableDataConfig {\n aggregationRules?: AggregationRules; //按照行列维度聚合值计算规则;\n sortRules?: SortRules; //排序规则;\n filterRules?: FilterRules; //过滤规则;\n totals?: Totals; //小计或总计;\n /**\n * 目前mappding还不太好用 不建议使用 建议先用style\n */\n mappingRules?: MappingRules;\n derivedFieldRules?: DerivedFieldRules;\n}\n\n/**\n * 透视图数据处理配置\n */\nexport interface IPivotChartDataConfig extends IPivotTableDataConfig {\n /**\n * PivotChart专有\n */\n collectValuesBy?: Record<string, CollectValueBy>;\n /**\n * PivotChart专有\n */\n isPivotChart?: boolean;\n /**\n * PivotChart专有\n */\n dimensionSortArray?: string[];\n}\n\n/** 在处理数据的过程中 去额外收集某个维度的维度值范围 可为离散值或者连续值范围 */\nexport type CollectValueBy = {\n /** 要收集的字段按什么进行分组 */\n by: string[];\n /** 是否计算一个range范围 true的话对应的收集数据的结果为{max:number,min:number} */\n range?: boolean;\n /** 收集是按照sumBy字段相同的进行分组聚合 聚合结果求最大最小值;如果不设置该值 则按单条数据求最大最小值 */\n sumBy?: string[];\n /** 帮助计算列宽使用 如果是chart图表 收集的是xFiled的维度值 可以根据维度值的个数乘于图元宽度计算一个最优列宽*/\n type?: 'xField' | 'yField' | undefined;\n /** 如果是收集的离散值,离散值的排序依据 */\n sortBy?: string[];\n};\nexport type CollectedValue = { max?: number; min?: number } | Array<string>;\n\n//#region 提供给基本表格的类型\nexport type Aggregation = {\n aggregationType: AggregationType;\n showOnTop?: boolean;\n formatFun?: (value: number, col: number, row: number, table: BaseTableAPI) => string | number;\n};\n\nexport type CustomAggregation = {\n aggregationType: AggregationType.CUSTOM;\n aggregationFun: (values: any[], records: any[]) => any;\n showOnTop?: boolean;\n formatFun?: (value: number, col: number, row: number, table: BaseTableAPI) => string | number;\n};\n//#endregion\n"]}
1
+ {"version":3,"sources":["../src/ts-types/new-data-set.ts"],"names":[],"mappings":";;;AAYA,IAAY,eASX;AATD,WAAY,eAAe;IACzB,oCAAiB,CAAA;IACjB,gCAAa,CAAA;IACb,8BAAW,CAAA;IACX,8BAAW,CAAA;IACX,8BAAW,CAAA;IACX,8BAAW,CAAA;IACX,kCAAe,CAAA;IACf,oCAAiB,CAAA;AACnB,CAAC,EATW,eAAe,GAAf,uBAAe,KAAf,uBAAe,QAS1B;AACD,IAAY,QAGX;AAHD,WAAY,QAAQ;IAClB,uBAAW,CAAA;IACX,yBAAa,CAAA;AACf,CAAC,EAHW,QAAQ,GAAR,gBAAQ,KAAR,gBAAQ,QAGnB","file":"new-data-set.js","sourcesContent":["import type { ColorPropertyDefine } from '.';\nimport type { Either } from '../tools/helper';\nimport type { BaseTableAPI } from './base-table';\n\n//#region 总计小计\nexport interface TotalsStatus {\n isRowTotal: boolean;\n isRowSubTotal: boolean;\n isColTotal: boolean;\n isColSubTotal: boolean;\n}\n\nexport enum AggregationType {\n RECORD = 'RECORD',\n NONE = 'NONE', //不做聚合 只获取其中一条数据作为节点的record 取其field\n SUM = 'SUM',\n MIN = 'MIN',\n MAX = 'MAX',\n AVG = 'AVG',\n COUNT = 'COUNT',\n CUSTOM = 'CUSTOM'\n}\nexport enum SortType {\n ASC = 'ASC',\n DESC = 'DESC'\n}\nexport interface CalcTotals {\n aggregationType?: AggregationType; // 聚合方式\n // calcFunc?: (query: Record<string, any>, arr: Record<string, any>[]) => number;\n}\n\nexport interface Total {\n /** 是否显示总计; 如果配置了total对象,showGrandTotals默认false */\n showGrandTotals: boolean;\n /** 是否显示小计; 如果配置了total对象,showSubTotals默认为true */\n showSubTotals: boolean;\n\n // // 计算总计方法\n // calcGrandTotals?: CalcTotals;\n // // 计算小计方法\n // calcSubTotals?: CalcTotals;\n /** 小计汇总维度定义 */\n subTotalsDimensions?: string[];\n /** 汇总节点显示名称 默认'总计' */\n grandTotalLabel?: string;\n /** 汇总节点显示名称 默认'小计' */\n subTotalLabel?: string;\n}\n\nexport interface Totals {\n row?: Total & {\n /** 总计显示在上 默认false */\n showGrandTotalsOnTop?: boolean;\n /** 小计显示在上 默认false */\n showSubTotalsOnTop?: boolean;\n };\n column?: Total & {\n /** 总计显示在左 默认false */\n showGrandTotalsOnLeft?: boolean;\n /** 小计显示在左 默认false */\n showSubTotalsOnLeft?: boolean;\n };\n}\n\n//#endregion 总计小计\n\n//#region 排序规则\n// export interface SortRule {\n// //排序维度\n// sortField: string;\n// //以下均为排序方法\n// //1. 指定排序类型\n// sortType?: SortType;\n// //2. 按维度成员指定排序\n// sortBy?: string[];\n// //3. 按指标值排序\n// sortByIndicator?: string;\n// //如果按指标值排序,还需要指定另外一个(行或列)方向的底层维度成员具体值\n// query?: string[];\n// //4. 自定义排序方法function\n// sortFunc?: (a: any, b: any) => number;\n// }\n//以下均为排序方法\n//1. 指定排序类型\nexport interface SortTypeRule {\n /**排序维度 */\n sortField: string;\n /**升序降序 ASC or DESC*/\n sortType?: SortType;\n}\n//2. 按维度成员指定排序\nexport interface SortByRule {\n /**排序维度 */\n sortField: string;\n /**根据指定具体顺序排序 */\n sortBy?: string[];\n}\n//3. 按指标值排序\nexport interface SortByIndicatorRule {\n /**排序维度 */\n sortField: string;\n /**升序降序 ASC or DESC*/\n sortType?: SortType;\n /**排序根据某个指标值 */\n sortByIndicator?: string;\n /**如果按指标值排序,还需要指定另外一个(行或列)方向的底层维度成员具体值。例如按照办公用品下的纸张 ['办公用品', '纸张'] */\n query?: string[];\n}\n//4. 自定义排序方法function\nexport interface SortFuncRule {\n /**排序维度 */\n sortField: string;\n /**自定义排序函数 */\n sortFunc?: (a: any, b: any) => number;\n}\n//自定义排序方法参数\n// export interface SortFuncParam extends SortRule {\n// data: Array<string | Record<string, any>>;\n// }\nexport type SortRule = SortTypeRule | SortByRule | SortByIndicatorRule | SortFuncRule;\nexport type SortRules = SortRule[];\n//#endregion 排序规则\n\n//#region 过滤规则\nexport interface FilterFuncRule {\n filterFunc?: (row: Record<string, any>) => boolean;\n}\nexport interface FilterValueRule {\n filterKey?: string;\n filteredValues?: unknown[];\n}\nexport type FilterRules = Either<FilterFuncRule, FilterValueRule>[];\n//#endregion 过滤规则\n\n//#region 聚合规则\nexport interface AggregationRule<T extends AggregationType> {\n /** 区别于field 重新起个key值,供配置indicators使用 */\n indicatorKey: string;\n // 可以收集单个字段的聚合结果,或者收集多个字段的聚合结果\n field: T extends AggregationType.RECORD ? string[] | string : string;\n aggregationType: T;\n /**计算结果格式化 */\n formatFun?: (value: number, col: number, row: number, table: BaseTableAPI) => number | string;\n}\nexport type AggregationRules = AggregationRule<AggregationType>[];\n//#endregion 聚合规则\n\n//#region 映射规则\nexport interface MappingRule {\n label?: LabelMapping;\n symbol?: SymbolMapping;\n bgColor?: MappingFuncRule;\n}\nexport type MappingRules = MappingRule[];\nexport interface LabelMapping {\n text?: MappingFuncRule;\n color?: MappingFuncRule;\n}\nexport interface SymbolMapping {\n shape?: 'circle' | 'rect';\n color?: MappingFuncRule;\n size?: MappingFuncRule;\n}\n\nexport type MappingFuncRule = {\n indicatorKey: string;\n mapping?: ColorPropertyDefine;\n};\n\n//#endregion 映射规则\nexport interface DerivedFieldRule {\n fieldName?: string;\n derivedFunc?: (record: Record<string, any>) => any;\n}\nexport type DerivedFieldRules = DerivedFieldRule[];\n/**\n * 基本表数据处理配置\n */\nexport interface IListTableDataConfig {\n // aggregationRules?: AggregationRules; //按照行列维度聚合值计算规则;\n // sortRules?: SortTypeRule | SortByRule | SortFuncRule; //排序规则 不能简单的将sortState挪到这里 sort的规则在column中配置的;\n filterRules?: FilterRules; //过滤规则;\n // totals?: Totals; //小计或总计;\n // derivedFieldRules?: DerivedFieldRules;\n}\n/**\n * 透视表数据处理配置\n */\nexport interface IPivotTableDataConfig {\n aggregationRules?: AggregationRules; //按照行列维度聚合值计算规则;\n sortRules?: SortRules; //排序规则;\n filterRules?: FilterRules; //过滤规则;\n totals?: Totals; //小计或总计;\n /**\n * 目前mappding还不太好用 不建议使用 建议先用style\n */\n mappingRules?: MappingRules;\n derivedFieldRules?: DerivedFieldRules;\n}\n\n/**\n * 透视图数据处理配置\n */\nexport interface IPivotChartDataConfig extends IPivotTableDataConfig {\n /**\n * PivotChart专有\n */\n collectValuesBy?: Record<string, CollectValueBy>;\n /**\n * PivotChart专有\n */\n isPivotChart?: boolean;\n /**\n * PivotChart专有\n */\n dimensionSortArray?: string[];\n}\n\n/** 在处理数据的过程中 去额外收集某个维度的维度值范围 可为离散值或者连续值范围 */\nexport type CollectValueBy = {\n /** 要收集的字段按什么进行分组 */\n by: string[];\n /** 是否计算一个range范围 true的话对应的收集数据的结果为{max:number,min:number} */\n range?: boolean;\n /** 收集是按照sumBy字段相同的进行分组聚合 聚合结果求最大最小值;如果不设置该值 则按单条数据求最大最小值 */\n sumBy?: string[];\n /** 帮助计算列宽使用 如果是chart图表 收集的是xFiled的维度值 可以根据维度值的个数乘于图元宽度计算一个最优列宽*/\n type?: 'xField' | 'yField' | undefined;\n /** 如果是收集的离散值,离散值的排序依据 */\n sortBy?: string[];\n};\nexport type CollectedValue = { max?: number; min?: number } | Array<string>;\n\n//#region 提供给基本表格的类型\nexport type Aggregation = {\n aggregationType: AggregationType;\n showOnTop?: boolean;\n formatFun?: (value: number, col: number, row: number, table: BaseTableAPI) => string | number;\n};\n\nexport type CustomAggregation = {\n aggregationType: AggregationType.CUSTOM;\n aggregationFun: (values: any[], records: any[]) => any;\n showOnTop?: boolean;\n formatFun?: (value: number, col: number, row: number, table: BaseTableAPI) => string | number;\n};\n//#endregion\n"]}
@@ -1 +1 @@
1
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1
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