@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.
- package/cjs/ListTable.js.map +1 -1
- package/cjs/core/BaseTable.js +21 -7
- package/cjs/core/BaseTable.js.map +1 -1
- package/cjs/data/DataSource.js +5 -1
- package/cjs/data/DataSource.js.map +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +1 -1
- package/cjs/index.js.map +1 -1
- package/cjs/layout/pivot-header-layout.js +1 -1
- package/cjs/layout/pivot-header-layout.js.map +1 -1
- package/cjs/layout/tree-helper.js +0 -1
- package/cjs/plugins/themes.js +2 -1
- package/cjs/scenegraph/component/custom.js +1 -1
- package/cjs/scenegraph/component/custom.js.map +1 -1
- package/cjs/scenegraph/group-creater/cell-helper.d.ts +1 -0
- package/cjs/scenegraph/group-creater/cell-helper.js +16 -26
- package/cjs/scenegraph/group-creater/cell-helper.js.map +1 -1
- package/cjs/scenegraph/group-creater/column-helper.js +3 -2
- package/cjs/scenegraph/group-creater/column-helper.js.map +1 -1
- package/cjs/scenegraph/group-creater/progress/proxy.js +1 -1
- package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/cjs/scenegraph/select/update-select-border.d.ts +2 -0
- package/cjs/scenegraph/select/update-select-border.js +19 -2
- package/cjs/scenegraph/select/update-select-border.js.map +1 -1
- package/cjs/ts-types/new-data-set.d.ts +2 -1
- package/cjs/ts-types/new-data-set.js.map +1 -1
- package/cjs/vrender.js.map +1 -1
- package/dist/vtable.js +64 -51
- package/dist/vtable.min.js +2 -2
- package/es/ListTable.js.map +1 -1
- package/es/core/BaseTable.js +20 -7
- package/es/core/BaseTable.js.map +1 -1
- package/es/data/DataSource.js +5 -1
- package/es/data/DataSource.js.map +1 -1
- package/es/index.d.ts +1 -1
- package/es/index.js +1 -1
- package/es/index.js.map +1 -1
- package/es/layout/pivot-header-layout.js +1 -1
- package/es/layout/pivot-header-layout.js.map +1 -1
- package/es/layout/tree-helper.js +1 -2
- package/es/plugins/themes.js +2 -1
- package/es/scenegraph/component/custom.js +1 -1
- package/es/scenegraph/component/custom.js.map +1 -1
- package/es/scenegraph/group-creater/cell-helper.d.ts +1 -0
- package/es/scenegraph/group-creater/cell-helper.js +12 -24
- package/es/scenegraph/group-creater/cell-helper.js.map +1 -1
- package/es/scenegraph/group-creater/column-helper.js +5 -4
- package/es/scenegraph/group-creater/column-helper.js.map +1 -1
- package/es/scenegraph/group-creater/progress/proxy.js +1 -1
- package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/es/scenegraph/select/update-select-border.d.ts +2 -0
- package/es/scenegraph/select/update-select-border.js +16 -0
- package/es/scenegraph/select/update-select-border.js.map +1 -1
- package/es/ts-types/new-data-set.d.ts +2 -1
- package/es/ts-types/new-data-set.js.map +1 -1
- package/es/vrender.js.map +1 -1
- package/package.json +2 -2
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eslint-disable no-undef */\nimport type { IThemeSpec } from './../../vrender';\nimport type { CellLocation, CellRange, ColumnDefine, IRowSeriesNumber, TextColumnDefine } from '../../ts-types';\nimport type { Group } from '../graphic/group';\nimport { getProp, getRawProp } from '../utils/get-prop';\nimport type { MergeMap } from '../scenegraph';\nimport { createCell, resizeCellGroup } from './cell-helper';\nimport type { BaseTableAPI, HeaderData } from '../../ts-types/base-table';\nimport { getCellCornerRadius, getStyleTheme } from '../../core/tableHelper';\nimport { isPromise } from '../../tools/helper';\nimport { dealPromiseData } from '../utils/deal-promise-data';\nimport { dealWithCustom } from '../component/custom';\n/**\n * 创建复合列 同一列支持创建不同类型单元格\n * @param columnGroup 列Group\n * @param col\n * @param colWidth 配置列宽\n * @param rowStart\n * @param rowEnd\n * @param mergeMap merge单元格信息\n * @param defaultRowHeight\n * @param table\n * @param cellLocation\n * @param rowLimit\n * @param customRender\n * @param customLayout\n * @returns\n */\nexport function createComplexColumn(\n columnGroup: Group,\n col: number,\n colWidth: number,\n rowStart: number,\n rowEnd: number,\n mergeMap: MergeMap,\n defaultRowHeight: number | number[],\n table: BaseTableAPI,\n cellLocation: CellLocation,\n rowLimit?: number\n) {\n let padding;\n let textAlign;\n let textBaseline;\n /** useColumnTheme 判断是否可以使用columnTheme */\n // insert cell into column group top\n let y = 0;\n // if (columnGroup.colHeight) {\n // // insert cell into column group bottom\n // y = columnGroup.colHeight;\n // }\n if (columnGroup.lastChild && (columnGroup.lastChild as Group).row === rowStart - 1) {\n y = (columnGroup.lastChild as Group).attribute.y + (columnGroup.lastChild as Group).attribute.height;\n } else if (columnGroup.colHeight) {\n y = columnGroup.colHeight;\n }\n\n for (let j = rowStart; j <= rowEnd; j++) {\n const row = j;\n let value = table.getCellValue(col, row);\n\n // 处理单元格合并\n let cellWidth = colWidth;\n // let cellHeight = table.internalProps.autoRowHeight ? 0 : table.getRowHeight(row);\n let cellHeight = table.getRowHeight(row);\n let range;\n let isMerge;\n let customStyle;\n let customResult;\n if (table.internalProps.customMergeCell) {\n const customMerge = table.getCustomMerge(col, row);\n if (customMerge) {\n const {\n range: customMergeRange,\n text: customMergeText,\n style: customMergeStyle,\n customLayout,\n customRender\n } = customMerge;\n range = customMergeRange;\n isMerge = range.start.col !== range.end.col || range.start.row !== range.end.row;\n if (isMerge) {\n const needUpdateRange = rowStart > range.start.row;\n const mergeSize = dealMerge(range, mergeMap, table, needUpdateRange);\n cellWidth = mergeSize.cellWidth;\n cellHeight = mergeSize.cellHeight;\n }\n value = customMergeText;\n customStyle = customMergeStyle;\n\n if (customLayout || customRender) {\n customResult = dealWithCustom(\n customLayout,\n customRender,\n customMergeRange.start.col,\n customMergeRange.start.row,\n table.getColsWidth(customMergeRange.start.col, customMergeRange.end.col),\n table.getRowsHeight(customMergeRange.start.row, customMergeRange.end.row),\n false,\n table.heightMode === 'autoHeight',\n [0, 0, 0, 0],\n table\n );\n }\n }\n }\n\n let colForDefine = col;\n let rowForDefine = row;\n if (range) {\n colForDefine = range.start.col;\n rowForDefine = range.start.row;\n }\n const define =\n cellLocation !== 'body'\n ? table.getHeaderDefine(colForDefine, rowForDefine)\n : table.getBodyColumnDefine(colForDefine, rowForDefine);\n const mayHaveIcon =\n cellLocation !== 'body'\n ? true\n : (define as IRowSeriesNumber)?.dragOrder || !!define?.icon || !!(define as ColumnDefine)?.tree;\n\n if (!range && (cellLocation !== 'body' || (define as TextColumnDefine)?.mergeCell)) {\n // 只有表头或者column配置合并单元格后再进行信息获取\n range = table.getCellRange(col, row);\n isMerge = range.start.col !== range.end.col || range.start.row !== range.end.row;\n // 所有Merge单元格,只保留左上角一个真实的单元格,其他使用空Group占位\n if (isMerge) {\n const needUpdateRange = rowStart > range.start.row;\n const mergeSize = dealMerge(range, mergeMap, table, needUpdateRange);\n cellWidth = mergeSize.cellWidth;\n cellHeight = mergeSize.cellHeight;\n }\n }\n\n const cellStyle = customStyle || table._getCellStyle(col, row);\n const cellTheme = getStyleTheme(\n cellStyle,\n table,\n range ? range.start.col : col,\n range ? range.start.row : row,\n getProp\n ).theme;\n cellTheme.group.cornerRadius = getCellCornerRadius(col, row, table);\n cellTheme.group.width = colWidth;\n cellTheme.group.height = Array.isArray(defaultRowHeight) ? defaultRowHeight[row] : defaultRowHeight;\n if (cellTheme._vtable.padding) {\n padding = cellTheme._vtable.padding;\n }\n if (cellTheme.text.textAlign) {\n textAlign = cellTheme.text.textAlign;\n }\n if (cellTheme.text.textBaseline) {\n textBaseline = cellTheme.text.textBaseline;\n }\n\n // enable clip body\n if (cellLocation !== 'body' && !cellTheme.group.fill) {\n cellTheme.group.fill = '#fff';\n }\n // margin = getProp('margin', headerStyle, col, 0, table)\n\n const type =\n (table.isHeader(col, row)\n ? (table._getHeaderLayoutMap(col, row) as HeaderData).headerType\n : table.getBodyColumnType(col, row)) || 'text';\n\n // deal with promise data\n if (isPromise(value)) {\n dealPromiseData(\n value,\n table,\n createCell.bind(\n null,\n type,\n value,\n define,\n table,\n col,\n row,\n colWidth,\n cellWidth,\n cellHeight,\n columnGroup,\n y,\n padding,\n textAlign,\n textBaseline,\n mayHaveIcon,\n cellTheme,\n range,\n customResult\n )\n );\n columnGroup.updateColumnRowNumber(row);\n const height = table.getRowHeight(row);\n columnGroup.updateColumnHeight(height);\n y += height;\n } else {\n const cellGroup = createCell(\n type,\n value,\n define as ColumnDefine,\n table,\n col,\n row,\n colWidth,\n cellWidth,\n cellHeight,\n columnGroup,\n y,\n padding,\n textAlign,\n textBaseline,\n mayHaveIcon,\n cellTheme,\n range,\n customResult\n );\n columnGroup.updateColumnRowNumber(row);\n if (isMerge) {\n const rangeHeight = table.getRowHeight(row);\n const rangeWidth = table.getColWidth(col);\n\n const { width: contentWidth } = cellGroup.attribute;\n const { height: contentHeight } = cellGroup.attribute;\n cellGroup.contentWidth = contentWidth;\n cellGroup.contentHeight = contentHeight;\n\n resizeCellGroup(cellGroup, rangeWidth, rangeHeight, range, table);\n columnGroup.updateColumnHeight(rangeHeight);\n y += rangeHeight;\n } else {\n columnGroup.updateColumnHeight(cellGroup.attribute.height);\n y += cellGroup.attribute.height;\n }\n }\n if (rowLimit && row > rowLimit) {\n break;\n }\n }\n\n columnGroup.setAttribute('width', colWidth);\n return {\n width: colWidth,\n height: y\n };\n}\n\n/**\n * 获取列分组主题\n * @param col 列索引\n * @param colWidth 列宽\n * @param table 表格实例\n * @returns 列分组主题\n */\nexport function getColumnGroupTheme(\n col: number,\n colWidth: number,\n table: BaseTableAPI\n): { theme: IThemeSpec & { _vtable: any }; hasFunctionPros: boolean } {\n const style = table._getCellStyle(col, table.columnHeaderLevelCount); // to be fixed\n const { theme: columnTheme, hasFunctionPros } = getStyleTheme(\n style,\n table,\n col,\n table.columnHeaderLevelCount,\n getRawProp\n );\n\n // get column header style\n columnTheme.group.width = colWidth;\n columnTheme.group.height = 0;\n return { theme: columnTheme, hasFunctionPros };\n}\n\nfunction dealMerge(range: CellRange, mergeMap: MergeMap, table: BaseTableAPI, forceUpdate: boolean) {\n let cellWidth = 0;\n let cellHeight = 0;\n const mergeResult = mergeMap.get(`${range.start.col},${range.start.row};${range.end.col},${range.end.row}`);\n if (!mergeResult || forceUpdate) {\n for (let col = range.start.col; col <= range.end.col; col++) {\n cellWidth += table.getColWidth(col);\n }\n\n // let cellHeight = 0;\n for (let i = range.start.row; i <= range.end.row; i++) {\n cellHeight += table.getRowHeight(i);\n }\n\n mergeMap.set(`${range.start.col},${range.start.row};${range.end.col},${range.end.row}`, {\n cellWidth,\n cellHeight\n });\n } else {\n cellWidth = mergeResult.cellWidth;\n cellHeight = mergeResult.cellHeight;\n }\n return {\n cellWidth,\n cellHeight\n };\n}\n"]}
|
|
1
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+
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eslint-disable no-undef */\nimport type { IThemeSpec } from './../../vrender';\nimport type { CellLocation, CellRange, ColumnDefine, IRowSeriesNumber, TextColumnDefine } from '../../ts-types';\nimport type { Group } from '../graphic/group';\nimport { getProp, getRawProp } from '../utils/get-prop';\nimport type { MergeMap } from '../scenegraph';\nimport { createCell, dealWithMergeCellSize, resizeCellGroup } from './cell-helper';\nimport type { BaseTableAPI, HeaderData } from '../../ts-types/base-table';\nimport { getCellCornerRadius, getStyleTheme } from '../../core/tableHelper';\nimport { isPromise } from '../../tools/helper';\nimport { dealPromiseData } from '../utils/deal-promise-data';\nimport { dealWithCustom } from '../component/custom';\n/**\n * 创建复合列 同一列支持创建不同类型单元格\n * @param columnGroup 列Group\n * @param col\n * @param colWidth 配置列宽\n * @param rowStart\n * @param rowEnd\n * @param mergeMap merge单元格信息\n * @param defaultRowHeight\n * @param table\n * @param cellLocation\n * @param rowLimit\n * @param customRender\n * @param customLayout\n * @returns\n */\nexport function createComplexColumn(\n columnGroup: Group,\n col: number,\n colWidth: number,\n rowStart: number,\n rowEnd: number,\n mergeMap: MergeMap,\n defaultRowHeight: number | number[],\n table: BaseTableAPI,\n cellLocation: CellLocation,\n rowLimit?: number\n) {\n let padding;\n let textAlign;\n let textBaseline;\n /** useColumnTheme 判断是否可以使用columnTheme */\n // insert cell into column group top\n let y = 0;\n // if (columnGroup.colHeight) {\n // // insert cell into column group bottom\n // y = columnGroup.colHeight;\n // }\n if (columnGroup.lastChild && (columnGroup.lastChild as Group).row === rowStart - 1) {\n y = (columnGroup.lastChild as Group).attribute.y + (columnGroup.lastChild as Group).attribute.height;\n } else if (columnGroup.colHeight) {\n y = columnGroup.colHeight;\n }\n\n for (let j = rowStart; j <= rowEnd; j++) {\n const row = j;\n let value = table.getCellValue(col, row);\n\n // 处理单元格合并\n let cellWidth = colWidth;\n // let cellHeight = table.internalProps.autoRowHeight ? 0 : table.getRowHeight(row);\n let cellHeight = table.getRowHeight(row);\n let range;\n let isMerge;\n let customStyle;\n let customResult;\n if (table.internalProps.customMergeCell) {\n const customMerge = table.getCustomMerge(col, row);\n if (customMerge) {\n const {\n range: customMergeRange,\n text: customMergeText,\n style: customMergeStyle,\n customLayout,\n customRender\n } = customMerge;\n range = customMergeRange;\n isMerge = range.start.col !== range.end.col || range.start.row !== range.end.row;\n if (isMerge) {\n const needUpdateRange = rowStart > range.start.row;\n const mergeSize = dealMerge(range, mergeMap, table, needUpdateRange);\n cellWidth = mergeSize.cellWidth;\n cellHeight = mergeSize.cellHeight;\n }\n value = customMergeText;\n customStyle = customMergeStyle;\n\n if (customLayout || customRender) {\n customResult = dealWithCustom(\n customLayout,\n customRender,\n customMergeRange.start.col,\n customMergeRange.start.row,\n table.getColsWidth(customMergeRange.start.col, customMergeRange.end.col),\n table.getRowsHeight(customMergeRange.start.row, customMergeRange.end.row),\n false,\n table.heightMode === 'autoHeight',\n [0, 0, 0, 0],\n table\n );\n }\n }\n }\n\n let colForDefine = col;\n let rowForDefine = row;\n if (range) {\n colForDefine = range.start.col;\n rowForDefine = range.start.row;\n }\n const define =\n cellLocation !== 'body'\n ? table.getHeaderDefine(colForDefine, rowForDefine)\n : table.getBodyColumnDefine(colForDefine, rowForDefine);\n const mayHaveIcon =\n cellLocation !== 'body'\n ? true\n : (define as IRowSeriesNumber)?.dragOrder || !!define?.icon || !!(define as ColumnDefine)?.tree;\n\n if (!range && (cellLocation !== 'body' || (define as TextColumnDefine)?.mergeCell)) {\n // 只有表头或者column配置合并单元格后再进行信息获取\n range = table.getCellRange(col, row);\n isMerge = range.start.col !== range.end.col || range.start.row !== range.end.row;\n // 所有Merge单元格,只保留左上角一个真实的单元格,其他使用空Group占位\n if (isMerge) {\n const needUpdateRange = rowStart > range.start.row;\n const mergeSize = dealMerge(range, mergeMap, table, needUpdateRange);\n cellWidth = mergeSize.cellWidth;\n cellHeight = mergeSize.cellHeight;\n }\n }\n\n const cellStyle = customStyle || table._getCellStyle(col, row);\n const cellTheme = getStyleTheme(\n cellStyle,\n table,\n range ? range.start.col : col,\n range ? range.start.row : row,\n getProp\n ).theme;\n cellTheme.group.cornerRadius = getCellCornerRadius(col, row, table);\n cellTheme.group.width = colWidth;\n cellTheme.group.height = Array.isArray(defaultRowHeight) ? defaultRowHeight[row] : defaultRowHeight;\n if (cellTheme._vtable.padding) {\n padding = cellTheme._vtable.padding;\n }\n if (cellTheme.text.textAlign) {\n textAlign = cellTheme.text.textAlign;\n }\n if (cellTheme.text.textBaseline) {\n textBaseline = cellTheme.text.textBaseline;\n }\n\n // enable clip body\n if (cellLocation !== 'body' && !cellTheme.group.fill) {\n cellTheme.group.fill = '#fff';\n }\n // margin = getProp('margin', headerStyle, col, 0, table)\n\n const type =\n (table.isHeader(col, row)\n ? (table._getHeaderLayoutMap(col, row) as HeaderData).headerType\n : table.getBodyColumnType(col, row)) || 'text';\n\n // deal with promise data\n if (isPromise(value)) {\n dealPromiseData(\n value,\n table,\n createCell.bind(\n null,\n type,\n value,\n define,\n table,\n col,\n row,\n colWidth,\n cellWidth,\n cellHeight,\n columnGroup,\n y,\n padding,\n textAlign,\n textBaseline,\n mayHaveIcon,\n cellTheme,\n range,\n customResult\n )\n );\n columnGroup.updateColumnRowNumber(row);\n const height = table.getRowHeight(row);\n columnGroup.updateColumnHeight(height);\n y += height;\n } else {\n const cellGroup = createCell(\n type,\n value,\n define as ColumnDefine,\n table,\n col,\n row,\n colWidth,\n cellWidth,\n cellHeight,\n columnGroup,\n y,\n padding,\n textAlign,\n textBaseline,\n mayHaveIcon,\n cellTheme,\n range,\n customResult\n );\n columnGroup.updateColumnRowNumber(row);\n if (isMerge) {\n const rangeHeight = table.getRowHeight(row);\n const rangeWidth = table.getColWidth(col);\n\n const { width: contentWidth } = cellGroup.attribute;\n const { height: contentHeight } = cellGroup.attribute;\n cellGroup.contentWidth = contentWidth;\n cellGroup.contentHeight = contentHeight;\n\n // resizeCellGroup(cellGroup, rangeWidth, rangeHeight, range, table);\n dealWithMergeCellSize(range, contentWidth, contentHeight, padding, textAlign, textBaseline, table);\n columnGroup.updateColumnHeight(rangeHeight);\n y += rangeHeight;\n } else {\n columnGroup.updateColumnHeight(cellGroup.attribute.height);\n y += cellGroup.attribute.height;\n }\n }\n if (rowLimit && row > rowLimit) {\n break;\n }\n }\n\n columnGroup.setAttribute('width', colWidth);\n return {\n width: colWidth,\n height: y\n };\n}\n\n/**\n * 获取列分组主题\n * @param col 列索引\n * @param colWidth 列宽\n * @param table 表格实例\n * @returns 列分组主题\n */\nexport function getColumnGroupTheme(\n col: number,\n colWidth: number,\n table: BaseTableAPI\n): { theme: IThemeSpec & { _vtable: any }; hasFunctionPros: boolean } {\n const style = table._getCellStyle(col, table.columnHeaderLevelCount); // to be fixed\n const { theme: columnTheme, hasFunctionPros } = getStyleTheme(\n style,\n table,\n col,\n table.columnHeaderLevelCount,\n getRawProp\n );\n\n // get column header style\n columnTheme.group.width = colWidth;\n columnTheme.group.height = 0;\n return { theme: columnTheme, hasFunctionPros };\n}\n\nfunction dealMerge(range: CellRange, mergeMap: MergeMap, table: BaseTableAPI, forceUpdate: boolean) {\n let cellWidth = 0;\n let cellHeight = 0;\n const mergeResult = mergeMap.get(`${range.start.col},${range.start.row};${range.end.col},${range.end.row}`);\n if (!mergeResult || forceUpdate) {\n for (let col = range.start.col; col <= range.end.col; col++) {\n cellWidth += table.getColWidth(col);\n }\n\n // let cellHeight = 0;\n for (let i = range.start.row; i <= range.end.row; i++) {\n cellHeight += table.getRowHeight(i);\n }\n\n mergeMap.set(`${range.start.col},${range.start.row};${range.end.col},${range.end.row}`, {\n cellWidth,\n cellHeight\n });\n } else {\n cellWidth = mergeResult.cellWidth;\n cellHeight = mergeResult.cellHeight;\n }\n return {\n cellWidth,\n cellHeight\n };\n}\n"]}
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@@ -147,7 +147,7 @@ class SceneProxy {
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147
147
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(0, compute_col_width_1.computeColsWidth)(this.table, this.currentCol + 1, endCol);
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148
148
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for (let row = 0; row < this.table.rowCount; row++) {
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149
149
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const cellGroup = this.highPerformanceGetCell(this.currentCol, row);
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150
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-
(0, vutils_1.isNumber)(cellGroup.mergeStartCol) && cellGroup.mergeStartCol > this.currentCol && this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);
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150
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+
"cell" === cellGroup.role && (0, vutils_1.isNumber)(cellGroup.mergeStartCol) && cellGroup.mergeStartCol > this.currentCol && this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);
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}
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152
152
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if (this.table.columnHeaderLevelCount) {
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153
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const lastColumnGroup = this.table.scenegraph.colHeaderGroup.lastChild instanceof group_1.Group ? this.table.scenegraph.colHeaderGroup.lastChild : this.table.scenegraph.colHeaderGroup.lastChild._prev, xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width, yOrigin = lastColumnGroup.attribute.y;
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@@ -1 +1 @@
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1
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-
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{ isNumber, isValid } from '@visactor/vutils';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\nimport { createGroupForFirstScreen } from './create-group-for-first-screen';\nimport { dynamicSetX, updateColContent } from './update-position/dynamic-set-x';\nimport { dynamicSetY, updateRowContent } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\nimport { updateAutoColumn } from './update-position/update-auto-column';\nimport { getDefaultHeight, getDefaultWidth } from './default-width-height';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 200;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向\n screenTopRow: number = 0; // 当前屏幕范围内显示的第一行的row number\n totalActualBodyRowCount: number; // 实际表格body部分的行数\n deltaY: number = 0;\n deltaHeight: number = 0;\n\n colLimit = 100;\n // bodyLeftCol: number; // table body部分的第一列col number\n bodyRightCol: number; // table body部分的最后一列col number\n totalCol: number; // 渐进完成最后一列的col number\n colStart: number; // 当前维护的部分第一列的col number\n colEnd: number; // 当前维护的部分最后一列的col number\n taskColCount: number; // 一次任务生成/更新的col count\n xLimitLeft: number; // x > xLimitLeft动态更新,否则直接修改xy\n xLimitRight: number; // x < xLimitRight动态更新,否则直接修改xy\n screenColCount: number; // 预计屏幕范围内显示的col count\n firstScreenColLimit: number; // 首屏同步加载部分最后一列的col number\n colUpdatePos: number; // 异步任务目前更新到的列的col number\n currentCol: number; // 目前渐进生成的col number\n referenceCol: number; // 当前维护的部分中间一列的col number,认为referenceCol对应当前屏幕显示范围的第一列\n screenLeftCol: number = 0; // 当前屏幕范围内显示的第一列的col number\n colUpdateDirection: 'left' | 'right'; // 当前列更新方向\n totalActualBodyColCount: number; // 实际表格body部分的列数\n deltaX: number = 0;\n deltaWidth: number = 0;\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n\n if (this.table.isPivotChart()) {\n this.rowLimit = 100;\n this.colLimit = 100;\n } else if (this.table.heightMode === 'autoHeight') {\n this.rowLimit = 100;\n } else if (this.table.widthMode === 'autoWidth') {\n this.colLimit = 100;\n }\n\n if (this.table.internalProps.transpose) {\n this.mode = 'row';\n } else if (this.table.isPivotTable()) {\n this.mode = 'pivot';\n }\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n }\n\n get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n const defaultColWidth = this.table.defaultColWidth;\n // const defaultColWidth = getDefaultHeight(this.table);\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n\n // 确定动态更新限制\n const totalBodyWidth = defaultColWidth * totalActualBodyColCount;\n const totalWidth = defaultColWidth * (this.bodyRightCol - this.bodyLeftCol + 1);\n this.xLimitLeft = totalBodyWidth / 2;\n this.xLimitRight = totalWidth - totalBodyWidth / 2;\n\n // 确定首屏高度范围\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = Math.max(\n 15, // min firstScreenColLimit\n this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.colUpdatePos = this.bodyRightCol;\n }\n\n setParamsForRow() {\n this.bodyTopRow = this.table.columnHeaderLevelCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n const defaultRowHeight = this.table.defaultRowHeight;\n // const defaultRowHeight = getDefaultWidth(this.table);\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n\n // 确定动态更新限制\n const totalBodyHeight = defaultRowHeight * totalActualBodyRowCount;\n const totalHeight = defaultRowHeight * (this.bodyBottomRow - this.bodyTopRow + 1);\n this.yLimitTop = totalBodyHeight / 2;\n this.yLimitBottom = totalHeight - totalBodyHeight / 2;\n // this.bottomOffset = totalHeight - totalBodyHeight / 2;\n\n // 确定首屏高度范围\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = Math.max(\n 30, // min firstScreenRowLimit\n this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n resize() {\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth));\n\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight));\n }\n\n createGroupForFirstScreen(\n cornerHeaderGroup: Group,\n colHeaderGroup: Group,\n rowHeaderGroup: Group,\n rightFrozenGroup: Group,\n bottomFrozenGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\n );\n }\n // async progress() {\n // if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // // 先更新\n // await this.updateCellGroupsAsync();\n // await this.progress();\n // } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // // 先更新没有需要更新的节点,在生成新节点\n // await this.createRow();\n // await this.progress();\n // }\n // }\n async progress() {\n if (this.isProgressing) {\n return;\n }\n this.isProgressing = true;\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n this.isProgressing = false;\n if (this.isRelease) {\n return;\n }\n // console.log('progress col', this.colUpdatePos, this.colEnd, this.currentCol, this.totalCol);\n // console.log('progress row', this.rowUpdatePos, this.rowEnd, this.currentRow, this.totalRow);\n // console.log('before: createRow', table.scenegraph.bodyGroup.lastChild.attribute);\n // if (this.isSkipProgress) {\n // await this.progress();\n // } else\n if (this.colUpdatePos <= this.colEnd) {\n await this.updateColCellGroupsAsync();\n await this.progress();\n } else if (this.rowUpdatePos <= this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n await this.updateRowCellGroupsAsync();\n await this.progress();\n } else if (this.currentCol < this.totalCol) {\n await this.createCol();\n await this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n await this.createRow();\n await this.progress();\n }\n resolve();\n }, 16);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n // console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n async createCol() {\n if (!this.taskColCount) {\n return;\n }\n // console.log('createCol', this.currentCol, this.currentCol + this.taskColCount);\n this.createColGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n // compute rows height\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n\n if (this.table.frozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.frozenColCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isPivotChart() ? 'rowHeader' : 'body'; // isHeader\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n const cellLocation = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowEnd = endRow;\n this.rowUpdatePos = this.rowEnd;\n // this.referenceRow = this.rowStart + Math.floor((endRow - this.rowStart) / 2);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n createColGroup(onceCount: number) {\n // compute rows height\n const endCol = Math.min(this.totalCol, this.currentCol + onceCount);\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n\n // update last merge cell size\n for (let row = 0; row < this.table.rowCount; row++) {\n const cellGroup = this.highPerformanceGetCell(this.currentCol, row);\n if (isNumber(cellGroup.mergeStartCol) && cellGroup.mergeStartCol > this.currentCol) {\n this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n }\n }\n\n // create column\n if (this.table.columnHeaderLevelCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create colHeaderGroup\n createColGroup(\n this.table.scenegraph.colHeaderGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n 0, // rowStart\n this.table.columnHeaderLevelCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n if (this.table.bottomFrozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bottomFrozenGroup.lastChild instanceof Group\n ? this.table.scenegraph.bottomFrozenGroup.lastChild\n : this.table.scenegraph.bottomFrozenGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bottomFrozenGroup\n createColGroup(\n this.table.scenegraph.bottomFrozenGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.table.rowCount - this.table.bottomFrozenRowCount, // rowStart\n this.table.rowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n // create colGroup\n let lastColumnGroup =\n this.table.scenegraph.bodyGroup.lastChild &&\n ((this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev) as Group);\n if (!lastColumnGroup) {\n lastColumnGroup =\n this.table.scenegraph.colHeaderGroup.lastChild &&\n ((this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev) as Group);\n }\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bodyGroup\n createColGroup(\n this.table.scenegraph.bodyGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.rowStart, // rowStart\n this.rowEnd, // rowEnd\n 'body', // isHeader\n this.table\n );\n\n this.currentCol = endCol;\n this.colEnd = endCol;\n this.colUpdatePos = this.colEnd;\n // this.referenceCol = this.colStart + Math.floor((endCol - this.colStart) / 2);\n // console.log('async', this.referenceCol, this.colStart, this.colEnd);\n\n // update container group size and border\n // this.table.scenegraph.updateContainerAttrWidthAndX();\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n async setY(y: number, isEnd = false) {\n const yLimitTop =\n this.table.getRowsHeight(this.bodyTopRow, this.bodyTopRow + (this.rowEnd - this.rowStart + 1)) / 2;\n const yLimitBottom = this.table.getAllRowsHeight() - yLimitTop;\n if (y < yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (y > yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (\n !this.table.scenegraph.bodyGroup.firstChild ||\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n this.updateDeltaY(y);\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollTop执行dynamicSetY会出错\n this.updateBody(y - this.deltaY);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y, isEnd);\n }\n }\n\n async setX(x: number, isEnd = false) {\n const xLimitLeft =\n this.table.getColsWidth(this.bodyLeftCol, this.bodyLeftCol + (this.colEnd - this.colStart + 1)) / 2;\n const xLimitRight = this.table.getAllColsWidth() - xLimitLeft;\n if (x < xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (x > xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (\n this.table.scenegraph.bodyGroup.firstChild && //注意判断关系 这里不是 || 而是 &&\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollLeft执行dynamicSetX会出错\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x, isEnd);\n }\n }\n\n async dynamicSetY(y: number, isEnd = false) {\n dynamicSetY(y, isEnd, this);\n }\n async dynamicSetX(x: number, isEnd = false) {\n dynamicSetX(x, isEnd, this);\n }\n\n updateBody(y: number) {\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n }\n\n async updateRowCellGroupsAsync() {\n this.updateCellGroups(this.taskRowCount);\n }\n\n updateCellGroups(count: number) {\n const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);\n // console.log('updateCellGroups', this.rowUpdatePos, distRow);\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateBottomFrozenCellGroups() {\n const startRow = this.table.rowCount - this.table.bottomFrozenRowCount;\n const endRow = this.table.rowCount - 1;\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, startRow, endRow, false);\n }\n console.log('updateBottomFrozenCellGroups', startRow, endRow);\n updateRowContent(startRow, endRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateRightFrozenCellGroups() {\n const startCol = this.table.colCount - this.table.rightFrozenColCount;\n const endCol = this.table.colCount - 1;\n if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, startCol, endCol, false);\n }\n console.log('updateRightFrozenCellGroups', startCol, endCol);\n updateColContent(startCol, endCol, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoColumn(startCol, endCol, this.table, this.colUpdateDirection);\n }\n }\n async updateColCellGroupsAsync() {\n this.updateColGroups(this.taskRowCount);\n }\n\n updateColGroups(count: number) {\n const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);\n // console.log('updateCellGroups', this.colUpdatePos, distCol);\n // for (let col = this.colUpdatePos; col <= distCol; col++) {\n // const colGroup = this.table.scenegraph.getColGroup(col);\n // if (colGroup) {\n // // colGroup.forEachChildren((cellGroup: Group) => {\n // // this.updateCellGroupContent(cellGroup);\n // // });\n // // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // // const cellGroup = this.highPerformanceGetCell(colGroup.col, row);\n // // this.updateCellGroupContent(cellGroup);\n // // }\n // let cellGroup = colGroup.firstChild;\n // while (cellGroup) {\n // // this.updateCellGroupContent(cellGroup as Group);\n // // cellGroup = cellGroup._next;\n // const newCellGroup = this.updateCellGroupContent(cellGroup as Group);\n // cellGroup = newCellGroup._next;\n // }\n // colGroup.needUpdate = false;\n // }\n // }\n computeColsWidth(this.table, this.colUpdatePos, distCol);\n updateColContent(this.colUpdatePos, distCol, this);\n this.colUpdatePos = distCol + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeEndRow = undefined;\n cellGroup.setAttribute('y', y);\n (cellGroup as any).needUpdate = true;\n (cellGroup as any).needUpdateForAutoRowHeight = true;\n }\n\n updateCellGroupContent(cellGroup: Group) {\n if (!cellGroup.needUpdate || cellGroup.role !== 'cell') {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n // 更新内容\n // const textMark = cellGroup.firstChild as WrapText;\n // const autoWrapText = Array.isArray(textMark.attribute.text);\n // const textStr: string = this.table.getCellValue(cellGroup.col, cellGroup.row);\n // let text;\n // if (autoWrapText) {\n // text = String(textStr).replace(/\\r?\\n/g, '\\n').replace(/\\r/g, '\\n').split('\\n');\n // } else {\n // text = textStr;\n // }\n\n // textMark.setAttribute('text', text);\n\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCellVertical() {\n await sortVertical(this);\n }\n\n async sortCellHorizontal() {\n await sortHorizontal(this);\n }\n\n highPerformanceGetCell(\n col: number,\n row: number,\n // rowStart: number = this.rowStart,\n // rowEnd: number = this.rowEnd,\n getShadow?: boolean\n ) {\n // if (row < rowStart || row > rowEnd) {\n // return emptyGroup;\n // }\n // if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) {\n // return emptyGroup;\n // }\n\n if (\n row >= this.table.columnHeaderLevelCount && // not column header\n row < this.table.rowCount - this.table.bottomFrozenRowCount && // not bottom frozen\n (row < this.rowStart || row > this.rowEnd) // not in proxy row range\n ) {\n return emptyGroup;\n }\n\n if (\n col >= this.table.frozenColCount && // not row header\n col < this.table.colCount - this.table.rightFrozenColCount && // not right frozen\n (col < this.colStart || col > this.colEnd) // not in proxy col range\n ) {\n return emptyGroup;\n }\n\n if (this.cellCache.get(col)) {\n const cacheCellGoup = this.cellCache.get(col);\n if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {\n // 由缓存单元格向前后查找要快于从头查找\n let cellGroup = getCellByCache(cacheCellGoup, row);\n if (!cellGroup || (!getShadow && cellGroup.role === 'shadow-cell')) {\n cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n }\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n\n updateDeltaY(y: number, screenTopY?: number, screenTopRow?: number) {\n if (this.rowStart === this.bodyTopRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowStart, true);\n if (cellGroup.role === 'cell') {\n const deltaY = cellGroup.attribute.y;\n this.deltaY = -deltaY;\n }\n } else if (this.rowEnd === this.bodyBottomRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowEnd, true);\n if (cellGroup.role === 'cell') {\n // const deltaY =\n // cellGroup.attribute.y +\n // cellGroup.attribute.height -\n // (this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight()) -\n // y;\n const deltaY =\n cellGroup.attribute.y +\n cellGroup.attribute.height -\n (this.table.getAllRowsHeight() - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight());\n this.deltaY = -deltaY;\n }\n } else if (isValid(screenTopY) && isValid(screenTopRow)) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, screenTopRow, true);\n const bodyY = y - this.deltaY;\n const distRowYOffset = screenTopY - bodyY; // dist cell 距离表格顶部的位置差\n const currentRowYOffset = cellGroup.attribute.y - bodyY + this.table.getFrozenRowsHeight(); // current cell 距离表格顶部的位置差\n // const deltaY = screenTopY - (cellGroup.attribute.y + );\n this.deltaY = distRowYOffset - currentRowYOffset;\n }\n }\n\n updateDeltaX(x: number, screenLeftX?: number, screenLeftCol?: number) {\n if (this.colStart === this.bodyLeftCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colStart);\n if (colGroup) {\n const deltaX = colGroup.attribute.x;\n this.deltaX = -deltaX;\n }\n } else if (this.colEnd === this.bodyRightCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colEnd);\n if (colGroup) {\n const deltaX =\n colGroup.attribute.x +\n colGroup.attribute.width -\n (this.table.getAllColsWidth() - this.table.getFrozenColsWidth() - this.table.getRightFrozenColsWidth());\n this.deltaX = -deltaX;\n }\n } else if (isValid(screenLeftX) && isValid(screenLeftCol)) {\n const colGroup =\n this.table.scenegraph.getColGroup(screenLeftCol) || this.table.scenegraph.getColGroup(screenLeftCol, true);\n // const deltaX = screenLeftX - (colGroup.attribute.x + this.table.getFrozenColsWidth() + this.deltaX);\n // this.deltaX = deltaX + this.deltaX;\n const bodyX = x - this.deltaX;\n const distColXOffset = screenLeftX - bodyX; // dist col 距离表格左侧的位置差\n const currentColXOffset = colGroup.attribute.x - bodyX + this.table.getFrozenColsWidth(); // current col 距离表格左侧的位置差\n this.deltaX = distColXOffset - currentColXOffset;\n }\n }\n\n release() {\n this.isRelease = true;\n }\n}\n\nfunction getCellByCache(cacheCellGroup: Group, row: number): Group | null {\n if (!cacheCellGroup) {\n return null;\n }\n if (cacheCellGroup.row === row) {\n return cacheCellGroup;\n }\n const prev = cacheCellGroup._prev as Group;\n const next = cacheCellGroup._next as Group;\n // cacheCellGroup may have wrong order\n if (cacheCellGroup.row > row && prev && prev.row === row - 1) {\n return getCellByCache(prev, row);\n }\n if (cacheCellGroup.row < row && next && next.row === row + 1) {\n return getCellByCache(next, row);\n }\n return null;\n}\n"]}
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1
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+
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{ isNumber, isValid } from '@visactor/vutils';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\nimport { createGroupForFirstScreen } from './create-group-for-first-screen';\nimport { dynamicSetX, updateColContent } from './update-position/dynamic-set-x';\nimport { dynamicSetY, updateRowContent } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\nimport { updateAutoColumn } from './update-position/update-auto-column';\nimport { getDefaultHeight, getDefaultWidth } from './default-width-height';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 200;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向\n screenTopRow: number = 0; // 当前屏幕范围内显示的第一行的row number\n totalActualBodyRowCount: number; // 实际表格body部分的行数\n deltaY: number = 0;\n deltaHeight: number = 0;\n\n colLimit = 100;\n // bodyLeftCol: number; // table body部分的第一列col number\n bodyRightCol: number; // table body部分的最后一列col number\n totalCol: number; // 渐进完成最后一列的col number\n colStart: number; // 当前维护的部分第一列的col number\n colEnd: number; // 当前维护的部分最后一列的col number\n taskColCount: number; // 一次任务生成/更新的col count\n xLimitLeft: number; // x > xLimitLeft动态更新,否则直接修改xy\n xLimitRight: number; // x < xLimitRight动态更新,否则直接修改xy\n screenColCount: number; // 预计屏幕范围内显示的col count\n firstScreenColLimit: number; // 首屏同步加载部分最后一列的col number\n colUpdatePos: number; // 异步任务目前更新到的列的col number\n currentCol: number; // 目前渐进生成的col number\n referenceCol: number; // 当前维护的部分中间一列的col number,认为referenceCol对应当前屏幕显示范围的第一列\n screenLeftCol: number = 0; // 当前屏幕范围内显示的第一列的col number\n colUpdateDirection: 'left' | 'right'; // 当前列更新方向\n totalActualBodyColCount: number; // 实际表格body部分的列数\n deltaX: number = 0;\n deltaWidth: number = 0;\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n\n if (this.table.isPivotChart()) {\n this.rowLimit = 100;\n this.colLimit = 100;\n } else if (this.table.heightMode === 'autoHeight') {\n this.rowLimit = 100;\n } else if (this.table.widthMode === 'autoWidth') {\n this.colLimit = 100;\n }\n\n if (this.table.internalProps.transpose) {\n this.mode = 'row';\n } else if (this.table.isPivotTable()) {\n this.mode = 'pivot';\n }\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n }\n\n get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n const defaultColWidth = this.table.defaultColWidth;\n // const defaultColWidth = getDefaultHeight(this.table);\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n\n // 确定动态更新限制\n const totalBodyWidth = defaultColWidth * totalActualBodyColCount;\n const totalWidth = defaultColWidth * (this.bodyRightCol - this.bodyLeftCol + 1);\n this.xLimitLeft = totalBodyWidth / 2;\n this.xLimitRight = totalWidth - totalBodyWidth / 2;\n\n // 确定首屏高度范围\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = Math.max(\n 15, // min firstScreenColLimit\n this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.colUpdatePos = this.bodyRightCol;\n }\n\n setParamsForRow() {\n this.bodyTopRow = this.table.columnHeaderLevelCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n const defaultRowHeight = this.table.defaultRowHeight;\n // const defaultRowHeight = getDefaultWidth(this.table);\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n\n // 确定动态更新限制\n const totalBodyHeight = defaultRowHeight * totalActualBodyRowCount;\n const totalHeight = defaultRowHeight * (this.bodyBottomRow - this.bodyTopRow + 1);\n this.yLimitTop = totalBodyHeight / 2;\n this.yLimitBottom = totalHeight - totalBodyHeight / 2;\n // this.bottomOffset = totalHeight - totalBodyHeight / 2;\n\n // 确定首屏高度范围\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = Math.max(\n 30, // min firstScreenRowLimit\n this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n resize() {\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth));\n\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight));\n }\n\n createGroupForFirstScreen(\n cornerHeaderGroup: Group,\n colHeaderGroup: Group,\n rowHeaderGroup: Group,\n rightFrozenGroup: Group,\n bottomFrozenGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\n );\n }\n // async progress() {\n // if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // // 先更新\n // await this.updateCellGroupsAsync();\n // await this.progress();\n // } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // // 先更新没有需要更新的节点,在生成新节点\n // await this.createRow();\n // await this.progress();\n // }\n // }\n async progress() {\n if (this.isProgressing) {\n return;\n }\n this.isProgressing = true;\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n this.isProgressing = false;\n if (this.isRelease) {\n return;\n }\n // console.log('progress col', this.colUpdatePos, this.colEnd, this.currentCol, this.totalCol);\n // console.log('progress row', this.rowUpdatePos, this.rowEnd, this.currentRow, this.totalRow);\n // console.log('before: createRow', table.scenegraph.bodyGroup.lastChild.attribute);\n // if (this.isSkipProgress) {\n // await this.progress();\n // } else\n if (this.colUpdatePos <= this.colEnd) {\n await this.updateColCellGroupsAsync();\n await this.progress();\n } else if (this.rowUpdatePos <= this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n await this.updateRowCellGroupsAsync();\n await this.progress();\n } else if (this.currentCol < this.totalCol) {\n await this.createCol();\n await this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n await this.createRow();\n await this.progress();\n }\n resolve();\n }, 16);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n // console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n async createCol() {\n if (!this.taskColCount) {\n return;\n }\n // console.log('createCol', this.currentCol, this.currentCol + this.taskColCount);\n this.createColGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n // compute rows height\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n\n if (this.table.frozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.frozenColCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isPivotChart() ? 'rowHeader' : 'body'; // isHeader\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n const cellLocation = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowEnd = endRow;\n this.rowUpdatePos = this.rowEnd;\n // this.referenceRow = this.rowStart + Math.floor((endRow - this.rowStart) / 2);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n createColGroup(onceCount: number) {\n // compute rows height\n const endCol = Math.min(this.totalCol, this.currentCol + onceCount);\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n\n // update last merge cell size\n for (let row = 0; row < this.table.rowCount; row++) {\n const cellGroup = this.highPerformanceGetCell(this.currentCol, row);\n if (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"]}
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@@ -1,3 +1,5 @@
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1
1
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import type { Scenegraph } from '../scenegraph';
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2
2
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export declare function updateAllSelectComponent(scene: Scenegraph): void;
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3
3
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export declare function updateCellSelectBorder(scene: Scenegraph, newStartCol: number, newStartRow: number, newEndCol: number, newEndRow: number, ifExtendSelectRange?: boolean): void;
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4
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+
export declare function hideCellSelectBorder(scene: Scenegraph): void;
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5
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+
export declare function restoreCellSelectBorder(scene: Scenegraph): void;
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@@ -2,7 +2,7 @@
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2
2
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3
3
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Object.defineProperty(exports, "__esModule", {
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4
4
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value: !0
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5
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-
}), exports.updateCellSelectBorder = exports.updateAllSelectComponent = void 0;
|
|
5
|
+
}), exports.restoreCellSelectBorder = exports.hideCellSelectBorder = exports.updateCellSelectBorder = exports.updateAllSelectComponent = void 0;
|
|
6
6
|
|
|
7
7
|
const get_cell_merge_1 = require("../utils/get-cell-merge");
|
|
8
8
|
|
|
@@ -199,5 +199,22 @@ function updateCellSelectBorder(scene, newStartCol, newStartRow, newEndCol, newE
|
|
|
199
199
|
}
|
|
200
200
|
}
|
|
201
201
|
|
|
202
|
-
|
|
202
|
+
function hideCellSelectBorder(scene) {
|
|
203
|
+
scene.selectingRangeComponents.forEach(((selectComp, key) => {
|
|
204
|
+
selectComp.rect.setAttribute("visible", !1);
|
|
205
|
+
})), scene.selectedRangeComponents.forEach(((selectComp, key) => {
|
|
206
|
+
selectComp.rect.setAttribute("visible", !1);
|
|
207
|
+
}));
|
|
208
|
+
}
|
|
209
|
+
|
|
210
|
+
function restoreCellSelectBorder(scene) {
|
|
211
|
+
scene.selectingRangeComponents.forEach(((selectComp, key) => {
|
|
212
|
+
selectComp.rect.setAttribute("visible", !1);
|
|
213
|
+
})), scene.selectedRangeComponents.forEach(((selectComp, key) => {
|
|
214
|
+
selectComp.rect.setAttribute("visible", !1);
|
|
215
|
+
}));
|
|
216
|
+
}
|
|
217
|
+
|
|
218
|
+
exports.updateAllSelectComponent = updateAllSelectComponent, exports.updateCellSelectBorder = updateCellSelectBorder,
|
|
219
|
+
exports.hideCellSelectBorder = hideCellSelectBorder, exports.restoreCellSelectBorder = restoreCellSelectBorder;
|
|
203
220
|
//# sourceMappingURL=update-select-border.js.map
|