@visactor/vtable 0.22.0 → 0.22.1

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 (57) hide show
  1. package/cjs/ListTable.js.map +1 -1
  2. package/cjs/core/BaseTable.js +21 -7
  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/index.d.ts +1 -1
  7. package/cjs/index.js +1 -1
  8. package/cjs/index.js.map +1 -1
  9. package/cjs/layout/pivot-header-layout.js +1 -1
  10. package/cjs/layout/pivot-header-layout.js.map +1 -1
  11. package/cjs/layout/tree-helper.js +0 -1
  12. package/cjs/plugins/themes.js +2 -1
  13. package/cjs/scenegraph/component/custom.js +1 -1
  14. package/cjs/scenegraph/component/custom.js.map +1 -1
  15. package/cjs/scenegraph/group-creater/cell-helper.d.ts +1 -0
  16. package/cjs/scenegraph/group-creater/cell-helper.js +16 -26
  17. package/cjs/scenegraph/group-creater/cell-helper.js.map +1 -1
  18. package/cjs/scenegraph/group-creater/column-helper.js +3 -2
  19. package/cjs/scenegraph/group-creater/column-helper.js.map +1 -1
  20. package/cjs/scenegraph/group-creater/progress/proxy.js +1 -1
  21. package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
  22. package/cjs/scenegraph/select/update-select-border.d.ts +2 -0
  23. package/cjs/scenegraph/select/update-select-border.js +19 -2
  24. package/cjs/scenegraph/select/update-select-border.js.map +1 -1
  25. package/cjs/ts-types/new-data-set.d.ts +2 -1
  26. package/cjs/ts-types/new-data-set.js.map +1 -1
  27. package/cjs/vrender.js.map +1 -1
  28. package/dist/vtable.js +64 -51
  29. package/dist/vtable.min.js +2 -2
  30. package/es/ListTable.js.map +1 -1
  31. package/es/core/BaseTable.js +20 -7
  32. package/es/core/BaseTable.js.map +1 -1
  33. package/es/data/DataSource.js +5 -1
  34. package/es/data/DataSource.js.map +1 -1
  35. package/es/index.d.ts +1 -1
  36. package/es/index.js +1 -1
  37. package/es/index.js.map +1 -1
  38. package/es/layout/pivot-header-layout.js +1 -1
  39. package/es/layout/pivot-header-layout.js.map +1 -1
  40. package/es/layout/tree-helper.js +1 -2
  41. package/es/plugins/themes.js +2 -1
  42. package/es/scenegraph/component/custom.js +1 -1
  43. package/es/scenegraph/component/custom.js.map +1 -1
  44. package/es/scenegraph/group-creater/cell-helper.d.ts +1 -0
  45. package/es/scenegraph/group-creater/cell-helper.js +12 -24
  46. package/es/scenegraph/group-creater/cell-helper.js.map +1 -1
  47. package/es/scenegraph/group-creater/column-helper.js +5 -4
  48. package/es/scenegraph/group-creater/column-helper.js.map +1 -1
  49. package/es/scenegraph/group-creater/progress/proxy.js +1 -1
  50. package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
  51. package/es/scenegraph/select/update-select-border.d.ts +2 -0
  52. package/es/scenegraph/select/update-select-border.js +16 -0
  53. package/es/scenegraph/select/update-select-border.js.map +1 -1
  54. package/es/ts-types/new-data-set.d.ts +2 -1
  55. package/es/ts-types/new-data-set.js.map +1 -1
  56. package/es/vrender.js.map +1 -1
  57. package/package.json +2 -2
@@ -1 +1 @@
1
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type { IRect } from './../../vrender';\nimport type { Scenegraph } from '../scenegraph';\nimport type { CellSubLocation } from '../../ts-types';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\n\nexport function updateAllSelectComponent(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n });\n}\n\nfunction updateComponent(selectComp: { rect: IRect; role: CellSubLocation }, key: string, scene: Scenegraph) {\n const [startColStr, startRowStr, endColStr, endRowStr] = key.split('-');\n const startCol = parseInt(startColStr, 10);\n const startRow = parseInt(startRowStr, 10);\n const endCol = parseInt(endColStr, 10);\n const endRow = parseInt(endRowStr, 10);\n // 下面为计算选中区域使用的行列值\n let computeRectCellRangeStartCol = startCol;\n let computeRectCellRangeStartRow = startRow;\n let computeRectCellRangeEndCol = endCol;\n let computeRectCellRangeEndRow = endRow;\n // 下面逻辑根据选中区域所属表格部分 来判断可视区域内容的选中单元格范围\n let visibleCellRange;\n switch (selectComp.role) {\n case 'rowHeader':\n visibleCellRange = scene.table.getBodyVisibleRowRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'columnHeader':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'cornerHeader':\n break;\n case 'bottomFrozen':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'rightFrozen':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'rightTopCorner':\n break;\n case 'leftBottomCorner':\n break;\n case 'rightBottomCorner':\n break;\n default:\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n }\n // const cellRange = scene.table.getCellRange(startCol, startRow);\n // const colsWidth = scene.table.getColsWidth(cellRange.start.col, endCol);\n // const rowsHeight = scene.table.getRowsHeight(cellRange.start.row, endRow);\n const colsWidth = scene.table.getColsWidth(computeRectCellRangeStartCol, computeRectCellRangeEndCol);\n const rowsHeight = scene.table.getRowsHeight(computeRectCellRangeStartRow, computeRectCellRangeEndRow);\n const firstCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeStartCol,\n computeRectCellRangeStartRow\n ).globalAABBBounds;\n\n selectComp.rect.setAttributes({\n x: firstCellBound.x1 - scene.tableGroup.attribute.x, //坐标xy在下面的逻辑中会做适当调整\n y: firstCellBound.y1 - scene.tableGroup.attribute.y,\n width: colsWidth,\n height: rowsHeight,\n visible: true\n });\n\n //#region 判断是不是按着表头部分的选中框 因为绘制层级的原因 线宽会被遮住一半,因此需要动态调整层级\n const isNearRowHeader = scene.table.frozenColCount ? startCol === scene.table.frozenColCount : false;\n const isNearRightRowHeader = scene.table.rightFrozenColCount\n ? scene.table.rightFrozenColCount > 0 && endCol === scene.table.colCount - scene.table.rightFrozenColCount - 1\n : false;\n const isNearColHeader = scene.table.frozenRowCount ? startRow === scene.table.frozenRowCount : true;\n const isNearBottomColHeader = scene.table.bottomFrozenRowCount\n ? endRow === scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n : false;\n if (\n (isNearRowHeader && selectComp.rect.attribute.stroke[3]) ||\n (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) ||\n (isNearColHeader && selectComp.rect.attribute.stroke[0]) ||\n (isNearBottomColHeader && selectComp.rect.attribute.stroke[2])\n ) {\n if (isNearRowHeader && selectComp.rect.attribute.stroke[3]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.leftBottomCornerGroup\n : scene.rowHeaderGroup\n );\n }\n\n if (isNearBottomColHeader && selectComp.rect.attribute.stroke[2]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightBottomCornerGroup\n : scene.bottomFrozenGroup\n );\n }\n\n if (isNearColHeader && selectComp.rect.attribute.stroke[0]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightTopCornerGroup\n : scene.colHeaderGroup\n );\n }\n if (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.rightBottomCornerGroup\n : scene.rightFrozenGroup\n );\n }\n\n //#region 调整层级后 滚动情况下会出现绘制范围出界 如body的选中框 渲染在了rowheader上面,所有需要调整选中框rect的 边界\n if (\n selectComp.rect.attribute.x < scene.table.getFrozenColsWidth() &&\n // selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rowHeaderGroup.attribute.width &&\n scene.table.scrollLeft > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n const width = selectComp.rect.attribute.width - (scene.table.getFrozenColsWidth() - selectComp.rect.attribute.x);\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + (scene.table.getFrozenColsWidth() - selectComp.rect.attribute.x),\n width: width > 0 ? width : 0\n });\n }\n if (\n // selectComp.rect.attribute.x < scene.rightFrozenGroup.attribute.x &&\n scene.table.getRightFrozenColsWidth() > 0 && // right冻结列存在的情况下\n scene.rightFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rightFrozenGroup.attribute.x &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n const width = scene.rightFrozenGroup.attribute.x - selectComp.rect.attribute.x;\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x,\n width: width > 0 ? width : 0\n });\n }\n if (\n selectComp.rect.attribute.y < scene.colHeaderGroup.attribute.height &&\n scene.table.scrollTop > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n const height =\n selectComp.rect.attribute.height - (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y);\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y),\n height: height > 0 ? height : 0\n });\n }\n if (\n scene.bottomFrozenGroup.attribute.width > 0 &&\n scene.bottomFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.y + selectComp.rect.attribute.height > scene.bottomFrozenGroup.attribute.y &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n const height = scene.bottomFrozenGroup.attribute.y - selectComp.rect.attribute.y;\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y,\n height: height > 0 ? height : 0\n });\n }\n //#endregion\n } else {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'body'\n ? scene.bodyGroup\n : selectComp.role === 'columnHeader'\n ? scene.colHeaderGroup\n : selectComp.role === 'rowHeader'\n ? scene.rowHeaderGroup\n : selectComp.role === 'cornerHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightTopCorner'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightFrozenGroup\n : selectComp.role === 'leftBottomCorner'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.bottomFrozenGroup\n : scene.rightBottomCornerGroup\n );\n }\n //#endregion\n\n //#region 处理边缘被截问题\n let diffSize = 0;\n if (typeof selectComp.rect.attribute.lineWidth === 'number') {\n diffSize = Math.ceil(selectComp.rect.attribute.lineWidth / 2);\n }\n if (endCol === scene.table.colCount - 1) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[1] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n width: selectComp.rect.attribute.width - diffSize\n });\n }\n if (startCol === 0) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[3] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + diffSize,\n width: selectComp.rect.attribute.width - diffSize\n });\n }\n if (endRow === scene.table.rowCount - 1) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[2] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n height: selectComp.rect.attribute.height - diffSize\n });\n }\n if (startRow === 0) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[0] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + diffSize,\n height: selectComp.rect.attribute.height - diffSize\n });\n }\n //#endregion\n}\n\nexport function updateCellSelectBorder(\n scene: Scenegraph,\n newStartCol: number,\n newStartRow: number,\n newEndCol: number,\n newEndRow: number,\n ifExtendSelectRange: boolean = true\n) {\n let startCol = Math.max(Math.min(newEndCol, newStartCol), 0);\n let startRow = Math.max(Math.min(newEndRow, newStartRow), 0);\n let endCol = Math.min(Math.max(newEndCol, newStartCol), scene.table.colCount - 1);\n let endRow = Math.min(Math.max(newEndRow, newStartRow), scene.table.rowCount - 1);\n //#region region 校验四周的单元格有没有合并的情况,如有则扩大范围\n const extendSelectRange = () => {\n let isExtend = false;\n for (let col = startCol; col <= endCol; col++) {\n if (col === startCol) {\n for (let row = startRow; row <= endRow; row++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.col < startCol) {\n startCol = mergeInfo.start.col;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && col === endCol) {\n for (let row = startRow; row <= endRow; row++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && Math.min(mergeInfo.end.col, scene.table.colCount - 1) > endCol) {\n endCol = mergeInfo.end.col;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n if (!isExtend) {\n for (let row = startRow; row <= endRow; row++) {\n if (row === startRow) {\n for (let col = startCol; col <= endCol; col++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.row < startRow) {\n startRow = mergeInfo.start.row;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && row === endRow) {\n for (let col = startCol; col <= endCol; col++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && Math.min(mergeInfo.end.row, scene.table.rowCount - 1) > endRow) {\n endRow = mergeInfo.end.row;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n }\n if (isExtend) {\n extendSelectRange();\n }\n };\n ifExtendSelectRange && extendSelectRange();\n //#endregion\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.delete();\n });\n scene.selectingRangeComponents = new Map();\n\n let needRowHeader = false;\n let needRightRowHeader = false; // 右侧冻结\n let needColumnHeader = false;\n let needBottomColumnHeader = false; // 底部冻结\n let needBody = false;\n let needCornerHeader = false;\n let needRightTopCornerHeader = false;\n let needRightBottomCornerHeader = false;\n let needLeftBottomCornerHeader = false;\n if (startCol <= scene.table.frozenColCount - 1 && startRow <= scene.table.frozenRowCount - 1) {\n needCornerHeader = true;\n }\n if (endCol >= scene.table.colCount - scene.table.rightFrozenColCount && startRow <= scene.table.frozenRowCount - 1) {\n needRightTopCornerHeader = true;\n }\n\n if (startCol <= scene.table.frozenColCount - 1 && endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount) {\n needLeftBottomCornerHeader = true;\n }\n\n if (\n endCol >= scene.table.colCount - scene.table.rightFrozenColCount &&\n endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount\n ) {\n needRightBottomCornerHeader = true;\n }\n\n if (\n startCol <= scene.table.frozenColCount - 1 &&\n endRow >= scene.table.frozenRowCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n ) {\n needRowHeader = true;\n }\n if (\n endCol >= scene.table.colCount - scene.table.rightFrozenColCount &&\n endRow >= scene.table.frozenRowCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n ) {\n needRightRowHeader = true;\n }\n\n if (\n startRow <= scene.table.frozenRowCount - 1 &&\n endCol >= scene.table.frozenColCount &&\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1\n ) {\n needColumnHeader = true;\n }\n if (\n endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount &&\n endCol >= scene.table.frozenColCount &&\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1\n ) {\n needBottomColumnHeader = true;\n }\n if (\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1 &&\n endCol >= scene.table.frozenColCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1 &&\n endRow >= scene.table.frozenRowCount\n ) {\n needBody = true;\n }\n\n // TODO 可以尝试不拆分三个表头和body【前提是theme中合并配置】 用一个SelectBorder 需要结合clip,并动态设置border的范围【依据区域范围 已经是否跨表头及body】\n if (needCornerHeader) {\n const cornerEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const cornerEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, !needColumnHeader, !needRowHeader, true];\n scene.createCellSelectBorder(\n startCol,\n startRow,\n cornerEndCol,\n cornerEndRow,\n 'cornerHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightTopCornerHeader) {\n const cornerStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const cornerEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, true, !needRightRowHeader, !needColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n startRow,\n endCol,\n cornerEndRow,\n 'rightTopCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n\n if (needLeftBottomCornerHeader) {\n const cornerEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const cornerStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needRowHeader, !needBottomColumnHeader, true, true];\n scene.createCellSelectBorder(\n startCol,\n cornerStartRow,\n cornerEndCol,\n endRow,\n 'leftBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightBottomCornerHeader) {\n const cornerStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const cornerStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needRightRowHeader, true, true, !needBottomColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n cornerStartRow,\n endCol,\n endRow,\n 'rightBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, !needRightTopCornerHeader, !needBody, !needCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n startRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'columnHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBottomColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needBody, !needRightBottomCornerHeader, true, !needLeftBottomCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n endRow,\n 'bottomFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const columnHeaderEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const strokeArray = [!needCornerHeader, !needBody, !needLeftBottomCornerHeader, true];\n scene.createCellSelectBorder(\n startCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'rowHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const columnHeaderStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const strokeArray = [!needRightTopCornerHeader, true, !needRightBottomCornerHeader, !needBody];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n endCol,\n columnHeaderEndRow,\n 'rightFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBody) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const strokeArray = [!needColumnHeader, !needRightRowHeader, !needBottomColumnHeader, !needRowHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'body',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n}\n"]}
1
+ 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type { IRect } from './../../vrender';\nimport type { Scenegraph } from '../scenegraph';\nimport type { CellSubLocation } from '../../ts-types';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\n\nexport function updateAllSelectComponent(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n });\n}\n\nfunction updateComponent(selectComp: { rect: IRect; role: CellSubLocation }, key: string, scene: Scenegraph) {\n const [startColStr, startRowStr, endColStr, endRowStr] = key.split('-');\n const startCol = parseInt(startColStr, 10);\n const startRow = parseInt(startRowStr, 10);\n const endCol = parseInt(endColStr, 10);\n const endRow = parseInt(endRowStr, 10);\n // 下面为计算选中区域使用的行列值\n let computeRectCellRangeStartCol = startCol;\n let computeRectCellRangeStartRow = startRow;\n let computeRectCellRangeEndCol = endCol;\n let computeRectCellRangeEndRow = endRow;\n // 下面逻辑根据选中区域所属表格部分 来判断可视区域内容的选中单元格范围\n let visibleCellRange;\n switch (selectComp.role) {\n case 'rowHeader':\n visibleCellRange = scene.table.getBodyVisibleRowRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'columnHeader':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'cornerHeader':\n break;\n case 'bottomFrozen':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'rightFrozen':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'rightTopCorner':\n break;\n case 'leftBottomCorner':\n break;\n case 'rightBottomCorner':\n break;\n default:\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n }\n // const cellRange = scene.table.getCellRange(startCol, startRow);\n // const colsWidth = scene.table.getColsWidth(cellRange.start.col, endCol);\n // const rowsHeight = scene.table.getRowsHeight(cellRange.start.row, endRow);\n const colsWidth = scene.table.getColsWidth(computeRectCellRangeStartCol, computeRectCellRangeEndCol);\n const rowsHeight = scene.table.getRowsHeight(computeRectCellRangeStartRow, computeRectCellRangeEndRow);\n const firstCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeStartCol,\n computeRectCellRangeStartRow\n ).globalAABBBounds;\n\n selectComp.rect.setAttributes({\n x: firstCellBound.x1 - scene.tableGroup.attribute.x, //坐标xy在下面的逻辑中会做适当调整\n y: firstCellBound.y1 - scene.tableGroup.attribute.y,\n width: colsWidth,\n height: rowsHeight,\n visible: true\n });\n\n //#region 判断是不是按着表头部分的选中框 因为绘制层级的原因 线宽会被遮住一半,因此需要动态调整层级\n const isNearRowHeader = scene.table.frozenColCount ? startCol === scene.table.frozenColCount : false;\n const isNearRightRowHeader = scene.table.rightFrozenColCount\n ? scene.table.rightFrozenColCount > 0 && endCol === scene.table.colCount - scene.table.rightFrozenColCount - 1\n : false;\n const isNearColHeader = scene.table.frozenRowCount ? startRow === scene.table.frozenRowCount : true;\n const isNearBottomColHeader = scene.table.bottomFrozenRowCount\n ? endRow === scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n : false;\n if (\n (isNearRowHeader && selectComp.rect.attribute.stroke[3]) ||\n (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) ||\n (isNearColHeader && selectComp.rect.attribute.stroke[0]) ||\n (isNearBottomColHeader && selectComp.rect.attribute.stroke[2])\n ) {\n if (isNearRowHeader && selectComp.rect.attribute.stroke[3]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.leftBottomCornerGroup\n : scene.rowHeaderGroup\n );\n }\n\n if (isNearBottomColHeader && selectComp.rect.attribute.stroke[2]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightBottomCornerGroup\n : scene.bottomFrozenGroup\n );\n }\n\n if (isNearColHeader && selectComp.rect.attribute.stroke[0]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightTopCornerGroup\n : scene.colHeaderGroup\n );\n }\n if (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.rightBottomCornerGroup\n : scene.rightFrozenGroup\n );\n }\n\n //#region 调整层级后 滚动情况下会出现绘制范围出界 如body的选中框 渲染在了rowheader上面,所有需要调整选中框rect的 边界\n if (\n selectComp.rect.attribute.x < scene.table.getFrozenColsWidth() &&\n // selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rowHeaderGroup.attribute.width &&\n scene.table.scrollLeft > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n const width = selectComp.rect.attribute.width - (scene.table.getFrozenColsWidth() - selectComp.rect.attribute.x);\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + (scene.table.getFrozenColsWidth() - selectComp.rect.attribute.x),\n width: width > 0 ? width : 0\n });\n }\n if (\n // selectComp.rect.attribute.x < scene.rightFrozenGroup.attribute.x &&\n scene.table.getRightFrozenColsWidth() > 0 && // right冻结列存在的情况下\n scene.rightFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rightFrozenGroup.attribute.x &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n const width = scene.rightFrozenGroup.attribute.x - selectComp.rect.attribute.x;\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x,\n width: width > 0 ? width : 0\n });\n }\n if (\n selectComp.rect.attribute.y < scene.colHeaderGroup.attribute.height &&\n scene.table.scrollTop > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n const height =\n selectComp.rect.attribute.height - (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y);\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y),\n height: height > 0 ? height : 0\n });\n }\n if (\n scene.bottomFrozenGroup.attribute.width > 0 &&\n scene.bottomFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.y + selectComp.rect.attribute.height > scene.bottomFrozenGroup.attribute.y &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n const height = scene.bottomFrozenGroup.attribute.y - selectComp.rect.attribute.y;\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y,\n height: height > 0 ? height : 0\n });\n }\n //#endregion\n } else {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'body'\n ? scene.bodyGroup\n : selectComp.role === 'columnHeader'\n ? scene.colHeaderGroup\n : selectComp.role === 'rowHeader'\n ? scene.rowHeaderGroup\n : selectComp.role === 'cornerHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightTopCorner'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightFrozenGroup\n : selectComp.role === 'leftBottomCorner'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.bottomFrozenGroup\n : scene.rightBottomCornerGroup\n );\n }\n //#endregion\n\n //#region 处理边缘被截问题\n let diffSize = 0;\n if (typeof selectComp.rect.attribute.lineWidth === 'number') {\n diffSize = Math.ceil(selectComp.rect.attribute.lineWidth / 2);\n }\n if (endCol === scene.table.colCount - 1) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[1] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n width: selectComp.rect.attribute.width - diffSize\n });\n }\n if (startCol === 0) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[3] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + diffSize,\n width: selectComp.rect.attribute.width - diffSize\n });\n }\n if (endRow === scene.table.rowCount - 1) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[2] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n height: selectComp.rect.attribute.height - diffSize\n });\n }\n if (startRow === 0) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[0] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + diffSize,\n height: selectComp.rect.attribute.height - diffSize\n });\n }\n //#endregion\n}\n\nexport function updateCellSelectBorder(\n scene: Scenegraph,\n newStartCol: number,\n newStartRow: number,\n newEndCol: number,\n newEndRow: number,\n ifExtendSelectRange: boolean = true\n) {\n let startCol = Math.max(Math.min(newEndCol, newStartCol), 0);\n let startRow = Math.max(Math.min(newEndRow, newStartRow), 0);\n let endCol = Math.min(Math.max(newEndCol, newStartCol), scene.table.colCount - 1);\n let endRow = Math.min(Math.max(newEndRow, newStartRow), scene.table.rowCount - 1);\n //#region region 校验四周的单元格有没有合并的情况,如有则扩大范围\n const extendSelectRange = () => {\n let isExtend = false;\n for (let col = startCol; col <= endCol; col++) {\n if (col === startCol) {\n for (let row = startRow; row <= endRow; row++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.col < startCol) {\n startCol = mergeInfo.start.col;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && col === endCol) {\n for (let row = startRow; row <= endRow; row++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && Math.min(mergeInfo.end.col, scene.table.colCount - 1) > endCol) {\n endCol = mergeInfo.end.col;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n if (!isExtend) {\n for (let row = startRow; row <= endRow; row++) {\n if (row === startRow) {\n for (let col = startCol; col <= endCol; col++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.row < startRow) {\n startRow = mergeInfo.start.row;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && row === endRow) {\n for (let col = startCol; col <= endCol; col++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && Math.min(mergeInfo.end.row, scene.table.rowCount - 1) > endRow) {\n endRow = mergeInfo.end.row;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n }\n if (isExtend) {\n extendSelectRange();\n }\n };\n ifExtendSelectRange && extendSelectRange();\n //#endregion\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.delete();\n });\n scene.selectingRangeComponents = new Map();\n\n let needRowHeader = false;\n let needRightRowHeader = false; // 右侧冻结\n let needColumnHeader = false;\n let needBottomColumnHeader = false; // 底部冻结\n let needBody = false;\n let needCornerHeader = false;\n let needRightTopCornerHeader = false;\n let needRightBottomCornerHeader = false;\n let needLeftBottomCornerHeader = false;\n if (startCol <= scene.table.frozenColCount - 1 && startRow <= scene.table.frozenRowCount - 1) {\n needCornerHeader = true;\n }\n if (endCol >= scene.table.colCount - scene.table.rightFrozenColCount && startRow <= scene.table.frozenRowCount - 1) {\n needRightTopCornerHeader = true;\n }\n\n if (startCol <= scene.table.frozenColCount - 1 && endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount) {\n needLeftBottomCornerHeader = true;\n }\n\n if (\n endCol >= scene.table.colCount - scene.table.rightFrozenColCount &&\n endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount\n ) {\n needRightBottomCornerHeader = true;\n }\n\n if (\n startCol <= scene.table.frozenColCount - 1 &&\n endRow >= scene.table.frozenRowCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n ) {\n needRowHeader = true;\n }\n if (\n endCol >= scene.table.colCount - scene.table.rightFrozenColCount &&\n endRow >= scene.table.frozenRowCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n ) {\n needRightRowHeader = true;\n }\n\n if (\n startRow <= scene.table.frozenRowCount - 1 &&\n endCol >= scene.table.frozenColCount &&\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1\n ) {\n needColumnHeader = true;\n }\n if (\n endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount &&\n endCol >= scene.table.frozenColCount &&\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1\n ) {\n needBottomColumnHeader = true;\n }\n if (\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1 &&\n endCol >= scene.table.frozenColCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1 &&\n endRow >= scene.table.frozenRowCount\n ) {\n needBody = true;\n }\n\n // TODO 可以尝试不拆分三个表头和body【前提是theme中合并配置】 用一个SelectBorder 需要结合clip,并动态设置border的范围【依据区域范围 已经是否跨表头及body】\n if (needCornerHeader) {\n const cornerEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const cornerEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, !needColumnHeader, !needRowHeader, true];\n scene.createCellSelectBorder(\n startCol,\n startRow,\n cornerEndCol,\n cornerEndRow,\n 'cornerHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightTopCornerHeader) {\n const cornerStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const cornerEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, true, !needRightRowHeader, !needColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n startRow,\n endCol,\n cornerEndRow,\n 'rightTopCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n\n if (needLeftBottomCornerHeader) {\n const cornerEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const cornerStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needRowHeader, !needBottomColumnHeader, true, true];\n scene.createCellSelectBorder(\n startCol,\n cornerStartRow,\n cornerEndCol,\n endRow,\n 'leftBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightBottomCornerHeader) {\n const cornerStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const cornerStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needRightRowHeader, true, true, !needBottomColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n cornerStartRow,\n endCol,\n endRow,\n 'rightBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, !needRightTopCornerHeader, !needBody, !needCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n startRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'columnHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBottomColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needBody, !needRightBottomCornerHeader, true, !needLeftBottomCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n endRow,\n 'bottomFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const columnHeaderEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const strokeArray = [!needCornerHeader, !needBody, !needLeftBottomCornerHeader, true];\n scene.createCellSelectBorder(\n startCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'rowHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const columnHeaderStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const strokeArray = [!needRightTopCornerHeader, true, !needRightBottomCornerHeader, !needBody];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n endCol,\n columnHeaderEndRow,\n 'rightFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBody) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const strokeArray = [!needColumnHeader, !needRightRowHeader, !needBottomColumnHeader, !needRowHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'body',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n}\n\nexport function hideCellSelectBorder(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('visible', false);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('visible', false);\n });\n}\n\nexport function restoreCellSelectBorder(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('visible', false);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('visible', false);\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,MAAM,CAAN,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,KAAf,eAAe,QAS1B;AACD,MAAM,CAAN,IAAY,QAGX;AAHD,WAAY,QAAQ;IAClB,uBAAW,CAAA;IACX,yBAAa,CAAA;AACf,CAAC,EAHW,QAAQ,KAAR,QAAQ,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"]}
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+ {"version":3,"sources":["../src/ts-types/new-data-set.ts"],"names":[],"mappings":"AAYA,MAAM,CAAN,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,KAAf,eAAe,QAS1B;AACD,MAAM,CAAN,IAAY,QAGX;AAHD,WAAY,QAAQ;IAClB,uBAAW,CAAA;IACX,yBAAa,CAAA;AACf,CAAC,EAHW,QAAQ,KAAR,QAAQ,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"]}
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1
+ {"version":3,"sources":["../src/vrender.ts"],"names":[],"mappings":"AAAA,OAAO,wBAAwB,CAAC;AAChC,OAAO,EAAE,SAAS,EAAE,YAAY,EAAE,SAAS,EAAE,gBAAgB,EAAE,MAAM,wBAAwB,CAAC;AAC9F,OAAO,EAAE,cAAc,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrE,OAAO,EACL,WAAW,EACX,aAAa,EACb,YAAY,EACZ,cAAc,EACd,aAAa,EACb,aAAa,EACb,aAAa,EACb,YAAY,EACZ,YAAY,EACZ,eAAe,EACf,iBAAiB,EACjB,YAAY,EACZ,cAAc,EACd,gBAAgB,EAChB,kBAAkB,EAClB,cAAc,EACd,YAAY,EACZ,gBAAgB,EACjB,MAAM,wBAAwB,CAAC;AAIhC,IAAI,QAAQ,GAAG,KAAK,CAAC;AACrB,MAAM,UAAU,kBAAkB;IAChC,IAAI,QAAQ,EAAE;QACZ,OAAO;KACR;IACD,QAAQ,GAAG,IAAI,CAAC;IAEhB,gBAAgB,EAAE,CAAC;IAEnB,IAAI,YAAY,EAAE,EAAE;QAClB,cAAc,CAAC,SAAS,CAAC,CAAC;KAC3B;SAAM,IAAI,SAAS,EAAE,EAAE;QACtB,WAAW,CAAC,SAAS,CAAC,CAAC;KACxB;IACD,WAAW,EAAE,CAAC;IACd,aAAa,EAAE,CAAC;IAChB,YAAY,EAAE,CAAC;IACf,cAAc,EAAE,CAAC;IACjB,aAAa,EAAE,CAAC;IAChB,aAAa,EAAE,CAAC;IAChB,aAAa,EAAE,CAAC;IAChB,YAAY,EAAE,CAAC;IACf,YAAY,EAAE,CAAC;IACf,eAAe,EAAE,CAAC;IAClB,iBAAiB,EAAE,CAAC;IACpB,YAAY,EAAE,CAAC;IACf,cAAc,EAAE,CAAC;IACjB,gBAAgB,EAAE,CAAC;IACnB,kBAAkB,EAAE,CAAC;IACrB,cAAc,EAAE,CAAC;IACjB,YAAY,EAAE,CAAC;IACf,gBAAgB,EAAE,CAAC;AACrB,CAAC;AAED,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC","file":"vrender.js","sourcesContent":["import '@visactor/vrender-core';\nimport { container, isBrowserEnv, isNodeEnv, preLoadAllModule } from '@visactor/vrender-core';\nimport { loadBrowserEnv, loadNodeEnv } from '@visactor/vrender-kits';\nimport {\n registerArc,\n registerArc3d,\n registerArea,\n registerCircle,\n registerGlyph,\n registerGroup,\n registerImage,\n registerLine,\n registerPath,\n registerPolygon,\n registerPyramid3d,\n registerRect,\n registerRect3d,\n registerRichtext,\n registerShadowRoot,\n registerSymbol,\n registerText,\n registerWrapText\n} from '@visactor/vrender-kits';\n// 导出版本号\n// export const version = \"0.22.1\";\n\nlet registed = false;\nexport function registerForVrender() {\n if (registed) {\n return;\n }\n registed = true;\n // 注册内置组件\n preLoadAllModule();\n\n if (isBrowserEnv()) {\n loadBrowserEnv(container);\n } else if (isNodeEnv()) {\n loadNodeEnv(container);\n }\n registerArc();\n registerArc3d();\n registerArea();\n registerCircle();\n registerGlyph();\n registerGroup();\n registerImage();\n registerLine();\n registerPath();\n registerPolygon();\n registerPyramid3d();\n registerRect();\n registerRect3d();\n registerRichtext();\n registerShadowRoot();\n registerSymbol();\n registerText();\n registerWrapText();\n}\n\nexport * from '@visactor/vrender-core';\nexport * from '@visactor/vrender-kits';\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@visactor/vtable",
3
- "version": "0.22.0",
3
+ "version": "0.22.1",
4
4
  "description": "canvas table width high performance",
5
5
  "keywords": [
6
6
  "grid",
@@ -43,7 +43,7 @@
43
43
  "@visactor/vscale": "~0.18.1",
44
44
  "@visactor/vdataset": "~0.18.1",
45
45
  "cssfontparser": "^1.2.1",
46
- "@visactor/vtable-editors": "0.22.0"
46
+ "@visactor/vtable-editors": "0.22.1"
47
47
  },
48
48
  "devDependencies": {
49
49
  "luxon": "*",