@visactor/vtable 0.22.0 → 0.22.2-alpha.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (103) hide show
  1. package/cjs/ListTable.js.map +1 -1
  2. package/cjs/body-helper/style/Style.d.ts +3 -0
  3. package/cjs/body-helper/style/Style.js +22 -15
  4. package/cjs/body-helper/style/Style.js.map +1 -1
  5. package/cjs/core/BaseTable.d.ts +1 -1
  6. package/cjs/core/BaseTable.js +23 -8
  7. package/cjs/core/BaseTable.js.map +1 -1
  8. package/cjs/data/DataSource.js +5 -1
  9. package/cjs/data/DataSource.js.map +1 -1
  10. package/cjs/event/event.js +2 -1
  11. package/cjs/event/event.js.map +1 -1
  12. package/cjs/header-helper/style/Style.d.ts +3 -0
  13. package/cjs/header-helper/style/Style.js +26 -19
  14. package/cjs/header-helper/style/Style.js.map +1 -1
  15. package/cjs/index.d.ts +1 -1
  16. package/cjs/index.js +1 -1
  17. package/cjs/index.js.map +1 -1
  18. package/cjs/layout/pivot-header-layout.js +1 -1
  19. package/cjs/layout/pivot-header-layout.js.map +1 -1
  20. package/cjs/scenegraph/component/custom.js +1 -1
  21. package/cjs/scenegraph/component/custom.js.map +1 -1
  22. package/cjs/scenegraph/group-creater/cell-helper.d.ts +1 -0
  23. package/cjs/scenegraph/group-creater/cell-helper.js +19 -27
  24. package/cjs/scenegraph/group-creater/cell-helper.js.map +1 -1
  25. package/cjs/scenegraph/group-creater/cell-type/progress-bar-cell.js +5 -4
  26. package/cjs/scenegraph/group-creater/cell-type/progress-bar-cell.js.map +1 -1
  27. package/cjs/scenegraph/group-creater/column-helper.js +3 -2
  28. package/cjs/scenegraph/group-creater/column-helper.js.map +1 -1
  29. package/cjs/scenegraph/group-creater/progress/create-group-for-first-screen.js +1 -1
  30. package/cjs/scenegraph/group-creater/progress/create-group-for-first-screen.js.map +1 -1
  31. package/cjs/scenegraph/group-creater/progress/proxy.js +1 -1
  32. package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
  33. package/cjs/scenegraph/layout/compute-col-width.js +7 -4
  34. package/cjs/scenegraph/layout/compute-col-width.js.map +1 -1
  35. package/cjs/scenegraph/layout/compute-row-height.js +70 -71
  36. package/cjs/scenegraph/layout/compute-row-height.js.map +1 -1
  37. package/cjs/scenegraph/layout/update-height.js +18 -11
  38. package/cjs/scenegraph/layout/update-height.js.map +1 -1
  39. package/cjs/scenegraph/layout/update-width.js +19 -13
  40. package/cjs/scenegraph/layout/update-width.js.map +1 -1
  41. package/cjs/scenegraph/select/update-select-border.d.ts +2 -0
  42. package/cjs/scenegraph/select/update-select-border.js +19 -2
  43. package/cjs/scenegraph/select/update-select-border.js.map +1 -1
  44. package/cjs/scenegraph/utils/text-icon-layout.js +1 -1
  45. package/cjs/scenegraph/utils/text-icon-layout.js.map +1 -1
  46. package/cjs/scenegraph/utils/text-measure.js +6 -6
  47. package/cjs/scenegraph/utils/text-measure.js.map +1 -1
  48. package/cjs/ts-types/new-data-set.d.ts +2 -1
  49. package/cjs/ts-types/new-data-set.js.map +1 -1
  50. package/cjs/vrender.js.map +1 -1
  51. package/dist/vtable.js +245 -172
  52. package/dist/vtable.min.js +2 -2
  53. package/es/ListTable.js.map +1 -1
  54. package/es/body-helper/style/Style.d.ts +3 -0
  55. package/es/body-helper/style/Style.js +22 -15
  56. package/es/body-helper/style/Style.js.map +1 -1
  57. package/es/core/BaseTable.d.ts +1 -1
  58. package/es/core/BaseTable.js +22 -8
  59. package/es/core/BaseTable.js.map +1 -1
  60. package/es/data/DataSource.js +5 -1
  61. package/es/data/DataSource.js.map +1 -1
  62. package/es/event/event.js +2 -1
  63. package/es/event/event.js.map +1 -1
  64. package/es/header-helper/style/Style.d.ts +3 -0
  65. package/es/header-helper/style/Style.js +26 -19
  66. package/es/header-helper/style/Style.js.map +1 -1
  67. package/es/index.d.ts +1 -1
  68. package/es/index.js +1 -1
  69. package/es/index.js.map +1 -1
  70. package/es/layout/pivot-header-layout.js +1 -1
  71. package/es/layout/pivot-header-layout.js.map +1 -1
  72. package/es/scenegraph/component/custom.js +1 -1
  73. package/es/scenegraph/component/custom.js.map +1 -1
  74. package/es/scenegraph/group-creater/cell-helper.d.ts +1 -0
  75. package/es/scenegraph/group-creater/cell-helper.js +14 -25
  76. package/es/scenegraph/group-creater/cell-helper.js.map +1 -1
  77. package/es/scenegraph/group-creater/cell-type/progress-bar-cell.js +6 -3
  78. package/es/scenegraph/group-creater/cell-type/progress-bar-cell.js.map +1 -1
  79. package/es/scenegraph/group-creater/column-helper.js +5 -4
  80. package/es/scenegraph/group-creater/column-helper.js.map +1 -1
  81. package/es/scenegraph/group-creater/progress/create-group-for-first-screen.js +1 -1
  82. package/es/scenegraph/group-creater/progress/create-group-for-first-screen.js.map +1 -1
  83. package/es/scenegraph/group-creater/progress/proxy.js +1 -1
  84. package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
  85. package/es/scenegraph/layout/compute-col-width.js +6 -4
  86. package/es/scenegraph/layout/compute-col-width.js.map +1 -1
  87. package/es/scenegraph/layout/compute-row-height.js +69 -70
  88. package/es/scenegraph/layout/compute-row-height.js.map +1 -1
  89. package/es/scenegraph/layout/update-height.js +16 -9
  90. package/es/scenegraph/layout/update-height.js.map +1 -1
  91. package/es/scenegraph/layout/update-width.js +19 -10
  92. package/es/scenegraph/layout/update-width.js.map +1 -1
  93. package/es/scenegraph/select/update-select-border.d.ts +2 -0
  94. package/es/scenegraph/select/update-select-border.js +16 -0
  95. package/es/scenegraph/select/update-select-border.js.map +1 -1
  96. package/es/scenegraph/utils/text-icon-layout.js +1 -1
  97. package/es/scenegraph/utils/text-icon-layout.js.map +1 -1
  98. package/es/scenegraph/utils/text-measure.js +6 -6
  99. package/es/scenegraph/utils/text-measure.js.map +1 -1
  100. package/es/ts-types/new-data-set.d.ts +2 -1
  101. package/es/ts-types/new-data-set.js.map +1 -1
  102. package/es/vrender.js.map +1 -1
  103. package/package.json +5 -5
@@ -132,24 +132,24 @@ function updateCellWidth(scene, cell, col, row, oldWidth, distWidth, detaX, isHe
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  }
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  if (customLayout || customRender) {
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  const style = scene.table._getCellStyle(col, row), padding = (0, padding_1.getQuadProps)((0,
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- get_prop_1.getProp)("padding", style, col, row, scene.table)), customResult = (0,
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- custom_1.dealWithCustom)(customLayout, customRender, col, row, cellGroup.attribute.width, cellGroup.attribute.height, !1, "autoHeight" === scene.table.heightMode, padding, scene.table);
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+ get_prop_1.getProp)("padding", style, col, row, scene.table));
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+ let width = cellGroup.attribute.width, height = cellGroup.attribute.height;
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+ (0, is_merge_cell_group_1.isMergeCellGroup)(cellGroup) && (width = scene.table.getColsWidth(cellGroup.mergeStartCol, cellGroup.mergeEndCol),
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+ height = scene.table.getRowsHeight(cellGroup.mergeStartRow, cellGroup.mergeEndRow));
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+ const customResult = (0, custom_1.dealWithCustom)(customLayout, customRender, col, row, width, height, !1, "autoHeight" === scene.table.heightMode, padding, scene.table);
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  customElementsGroup = customResult.elementsGroup, renderDefault = customResult.renderDefault,
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  isHeightChange = !0;
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  }
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  cell.childrenCount > 0 && customElementsGroup ? cell.insertBefore(customElementsGroup, cell.firstChild) : customElementsGroup && cell.appendChild(customElementsGroup);
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  }
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  }
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- if (renderDefault) {
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- const style = scene.table._getCellStyle(col, row);
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- isHeightChange = updateMergeCellContentWidth(cellGroup, distWidth, detaX, autoRowHeight, (0,
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- padding_1.getQuadProps)(style.padding), style.textAlign, style.textBaseline, scene.table);
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- }
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+ const cellChange = updateMergeCellContentWidth(cellGroup, distWidth, detaX, autoRowHeight, renderDefault, scene.table);
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+ isHeightChange = isHeightChange || cellChange;
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  }
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  return !(!autoRowHeight || !autoWrapText) && isHeightChange;
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  }
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- function updateMergeCellContentWidth(cellGroup, distWidth, detaX, autoRowHeight, padding, textAlign, textBaseline, table) {
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+ function updateMergeCellContentWidth(cellGroup, distWidth, detaX, autoRowHeight, renderDefault, table) {
153
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  if ((0, is_merge_cell_group_1.isMergeCellGroup)(cellGroup)) {
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  distWidth = 0;
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  let isHeightChange = !1;
@@ -159,6 +159,7 @@ function updateMergeCellContentWidth(cellGroup, distWidth, detaX, autoRowHeight,
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  const {colStart: colStart, colEnd: colEnd, rowStart: rowStart, rowEnd: rowEnd} = (0,
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  merge_range_1.getCellMergeRange)(cellGroup, table.scenegraph);
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  for (let col = colStart; col <= colEnd; col++) for (let row = rowStart; row <= rowEnd; row++) {
162
+ if (col === cellGroup.col && row !== cellGroup.row) continue;
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  const singleCellGroup = table.scenegraph.getCell(col, row);
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  singleCellGroup.forEachChildren((child => {
164
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  child.setAttributes({
@@ -166,11 +167,15 @@ function updateMergeCellContentWidth(cellGroup, distWidth, detaX, autoRowHeight,
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  dy: 0
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  });
168
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  }));
169
- const changed = (0, text_icon_layout_1.updateCellContentWidth)(singleCellGroup, distWidth, cellHeight, detaX, autoRowHeight, padding, textAlign, textBaseline, table.scenegraph), hierarchyOffset = (0,
170
- get_hierarchy_offset_1.getHierarchyOffset)(singleCellGroup.col, singleCellGroup.row, table);
171
- if (hierarchyOffset) {
172
- const text = singleCellGroup.getChildByName("text"), icon = singleCellGroup.getChildByName("expand") || singleCellGroup.getChildByName("collapse");
173
- "icon-left" !== (null == icon ? void 0 : icon.role) && text && text.setAttribute("dx", hierarchyOffset);
170
+ let changed = !1;
171
+ if (renderDefault) {
172
+ const style = table._getCellStyle(col, row), padding = (0, padding_1.getQuadProps)(style.padding), textAlign = style.textAlign, textBaseline = style.textBaseline;
173
+ changed = (0, text_icon_layout_1.updateCellContentWidth)(singleCellGroup, distWidth, cellHeight, detaX, autoRowHeight, padding, textAlign, textBaseline, table.scenegraph);
174
+ const hierarchyOffset = (0, get_hierarchy_offset_1.getHierarchyOffset)(singleCellGroup.col, singleCellGroup.row, table);
175
+ if (hierarchyOffset) {
176
+ const text = singleCellGroup.getChildByName("text"), icon = singleCellGroup.getChildByName("expand") || singleCellGroup.getChildByName("collapse");
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+ "icon-left" !== (null == icon ? void 0 : icon.role) && text && text.setAttribute("dx", hierarchyOffset);
178
+ }
174
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  }
175
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  const rangeHeight = table.getRowHeight(row), rangeWidth = table.getColWidth(col);
176
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  singleCellGroup.contentWidth = distWidth;
@@ -188,6 +193,7 @@ function updateMergeCellContentWidth(cellGroup, distWidth, detaX, autoRowHeight,
188
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  }
189
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  return isHeightChange;
190
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  }
196
+ const style = table._getCellStyle(cellGroup.col, cellGroup.row), padding = (0, padding_1.getQuadProps)(style.padding), textAlign = style.textAlign, textBaseline = style.textBaseline;
191
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  return (0, text_icon_layout_1.updateCellContentWidth)(cellGroup, distWidth, table.getRowHeight(cellGroup.row), detaX, autoRowHeight, padding, textAlign, textBaseline, table.scenegraph);
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  }
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@@ -1 +1 @@
1
- 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type { IGraphic } from './../../vrender';\nimport type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport { CartesianAxis } from '../../components/axis/axis';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport type { BaseTableAPI, HeaderData } from '../../ts-types/base-table';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport type { Group } from '../graphic/group';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport { resizeCellGroup, getCustomCellMergeCustom } from '../group-creater/cell-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { isMergeCellGroup } from '../utils/is-merge-cell-group';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\nimport { computeRowHeight } from './compute-row-height';\nimport { updateCellHeightForRow } from './update-height';\nimport { getHierarchyOffset } from '../utils/get-hierarchy-offset';\nimport { getCellMergeRange } from '../../tools/merge-range';\nimport type { ColumnDefine } from '../../ts-types';\n// import { updateAutoRowHeight } from './auto-height';\n\n/**\n * @description: 更新指定列列宽,在拖拽调整列宽中使用\n * @param {Scenegraph} scene\n * @param {number} col\n * @param {number} detaX\n * @return {*}\n */\nexport function updateColWidth(scene: Scenegraph, col: number, detaX: number, skipTableWidthMap?: boolean) {\n if (!skipTableWidthMap) {\n scene.table._setColWidth(col, scene.table.getColWidth(col) + detaX, true);\n }\n\n const autoRowHeight = scene.table.heightMode === 'autoHeight';\n // deal with corner header or column header\n const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const rightTopColumn = scene.getColGroupInRightTopCorner(col);\n if (colOrCornerHeaderColumn && !rightTopColumn) {\n updateColunmWidth(colOrCornerHeaderColumn, detaX, autoRowHeight, 'col-corner', scene);\n }\n // deal with right bottom frozen cells\n if (rightTopColumn) {\n updateColunmWidth(rightTopColumn, detaX, autoRowHeight, 'right-top', scene);\n }\n\n // deal with row header or body or right frozen cells\n const rowHeaderOrBodyColumn = scene.getColGroup(col) as Group;\n if (rowHeaderOrBodyColumn) {\n updateColunmWidth(rowHeaderOrBodyColumn, detaX, autoRowHeight, 'row-body', scene);\n }\n\n const leftBottomColumn = scene.getColGroupInLeftBottomCorner(col);\n // deal with left bottom frozen cells\n if (leftBottomColumn) {\n updateColunmWidth(leftBottomColumn, detaX, autoRowHeight, 'left-bottom', scene);\n }\n // deal with bottom frozen cells\n const bottomColumn = scene.getColGroupInBottom(col);\n if (bottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'bottom', scene);\n }\n // deal with right bottom frozen cells\n const rightBottomColumn = scene.getColGroupInRightBottomCorner(col);\n if (rightBottomColumn) {\n updateColunmWidth(rightBottomColumn, detaX, autoRowHeight, 'right-bottom', scene);\n }\n\n // 更新剩余列位置\n if (col < scene.frozenColCount) {\n scene.cornerHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.rowHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n } else {\n scene.colHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.bodyGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n if (leftBottomColumn) {\n scene.leftBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (bottomColumn) {\n scene.bottomFrozenGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (rightBottomColumn) {\n scene.rightBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n // scene.table.setColWidth(col, rowHeaderOrBodyColumn.attribute.width, true);\n}\n\nfunction updateColunmWidth(\n columnGroup: Group,\n detaX: number,\n autoRowHeight: boolean,\n mode: 'col-corner' | 'row-body' | 'bottom' | 'left-bottom' | 'right-top' | 'right-bottom',\n scene: Scenegraph\n) {\n let needRerangeRow = false;\n // const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const oldColumnWidth = columnGroup?.attribute.width ?? 0;\n columnGroup?.setAttribute('width', oldColumnWidth + detaX);\n // 更新单元格宽度\n columnGroup?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n cell.col,\n cell.row,\n oldColumnWidth,\n oldColumnWidth + detaX,\n detaX,\n mode === 'row-body' ? cell.col < scene.table.rowHeaderLevelCount : true,\n autoRowHeight,\n scene.table.internalProps.autoWrapText\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n let colGroup;\n let oldContainerHeight;\n let row;\n for (let col = 0; col < scene.table.colCount; col++) {\n // const colGroup = scene.getColGroup(col, true);\n if (mode === 'col-corner') {\n row = 0;\n colGroup = scene.getColGroup(col, true);\n oldContainerHeight = scene.colHeaderGroup.attribute.height ?? 0;\n } else if (mode === 'row-body') {\n row = scene.table.frozenRowCount;\n colGroup = scene.getColGroup(col, false);\n oldContainerHeight = scene.bodyGroup.attribute.height ?? 0;\n } else if (mode === 'bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInBottom(col);\n oldContainerHeight = scene.bottomFrozenGroup.attribute.height ?? 0;\n } else if (mode === 'left-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInLeftBottomCorner(col);\n oldContainerHeight = scene.leftBottomCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-top') {\n row = 0;\n colGroup = scene.getColGroupInRightTopCorner(col);\n oldContainerHeight = scene.rightTopCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInRightBottomCorner(col);\n oldContainerHeight = scene.rightBottomCornerGroup.attribute.height ?? 0;\n }\n if (!colGroup) {\n continue;\n }\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(row, newTotalHeight - oldContainerHeight);\n //#region 修改bug:https://github.com/VisActor/VTable/issues/954 添加底部冻结行的三块区域\n for (let col = 0; col < scene.table.frozenColCount; col++) {\n const leftBottomFrozenColumnGroup = scene.getColGroupInLeftBottomCorner(col);\n // reset cell y\n let y = 0;\n leftBottomFrozenColumnGroup?.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row);\n });\n }\n for (let col = scene.table.colCount - scene.table.rightFrozenColCount; col < scene.table.colCount; col++) {\n const rightBottomFrozenColumnGroup = scene.getColGroupInRightBottomCorner(col);\n // reset cell y\n let y = 0;\n rightBottomFrozenColumnGroup?.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row);\n });\n }\n\n for (let col = scene.table.frozenColCount; col < scene.table.colCount - scene.table.rightFrozenColCount; col++) {\n const rightBottomFrozenColumnGroup = scene.getColGroupInBottom(col);\n // reset cell y\n let y = 0;\n rightBottomFrozenColumnGroup?.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row);\n });\n }\n //#endregion\n }\n}\n\n/**\n * @description: 更新单个单元格宽度\n * @return {*}\n */\nfunction updateCellWidth(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n oldWidth: number, // old width, not dist\n distWidth: number, // old width, not dist\n detaX: number,\n isHeader: boolean,\n // autoColWidth: boolean,\n autoRowHeight: boolean,\n autoWrapText: boolean\n): boolean {\n if (cell.attribute.width === distWidth && !cell.needUpdateWidth) {\n return false;\n }\n cell.needUpdateWidth = false;\n\n cell.setAttribute('width', distWidth);\n // const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // if (mergeInfo && mergeInfo.start.row !== row) {\n // return false;\n // }\n const cellGroup = cell;\n // const distWidth = width + detaX;\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return false;\n }\n\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? (scene.table._getHeaderLayoutMap(col, row) as HeaderData).headerType\n : scene.table.getBodyColumnType(col, row);\n let isHeightChange = false;\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cellGroup.attribute.width,\n // cellGroup.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cellGroup.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cellGroup.insertBefore(newBarCell, oldBarCell);\n cellGroup.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cellGroup.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cellGroup,\n cellGroup.parent,\n cellGroup.attribute.x,\n cellGroup.attribute.y,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n updateImageCellContentWhileResize(cellGroup, col, row, scene.table);\n } else if (cellGroup.firstChild?.name === 'axis') {\n // recreate axis component\n const axisConfig = scene.table.internalProps.layoutMap.getAxisConfigInPivotChart(col, row);\n const cellStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', cellStyle, col, row, scene.table));\n if (axisConfig) {\n const axis = new CartesianAxis(\n axisConfig,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table\n );\n cellGroup.clear();\n cellGroup.appendChild(axis.component);\n axis.overlap();\n }\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n let renderDefault = true;\n const customContainer = cell.getChildByName('custom-container') as Group;\n if (customContainer) {\n let customElementsGroup;\n customContainer.removeAllChild();\n cell.removeChild(customContainer);\n\n if (!getCustomCellMergeCustom(col, row, cell, scene.table)) {\n let customRender;\n let customLayout;\n const cellType = scene.table.getCellLocation(col, row);\n if (cellType !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = (define as ColumnDefine)?.headerCustomRender;\n customLayout = (define as ColumnDefine)?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = (define as ColumnDefine)?.customRender || scene.table.customRender;\n customLayout = (define as ColumnDefine)?.customLayout;\n }\n\n if (customLayout || customRender) {\n // const { autoRowHeight } = table.internalProps;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n false,\n scene.table.heightMode === 'autoHeight',\n padding,\n scene.table\n );\n customElementsGroup = customResult.elementsGroup;\n renderDefault = customResult.renderDefault;\n isHeightChange = true;\n }\n\n if (cell.childrenCount > 0 && customElementsGroup) {\n cell.insertBefore(customElementsGroup, cell.firstChild);\n } else if (customElementsGroup) {\n cell.appendChild(customElementsGroup);\n }\n }\n }\n\n if (renderDefault) {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n isHeightChange = updateMergeCellContentWidth(\n cellGroup,\n distWidth,\n detaX,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline,\n scene.table\n );\n }\n }\n\n return autoRowHeight && autoWrapText ? isHeightChange : false;\n}\n\nfunction updateMergeCellContentWidth(\n cellGroup: Group,\n distWidth: number,\n detaX: number,\n autoRowHeight: boolean,\n padding: [number, number, number, number],\n textAlign: CanvasTextAlign,\n textBaseline: CanvasTextBaseline,\n table: BaseTableAPI\n) {\n if (isMergeCellGroup(cellGroup)) {\n distWidth = 0;\n let isHeightChange = false;\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n distWidth += table.getColWidth(col);\n }\n let cellHeight = 0;\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n cellHeight += table.getRowHeight(row);\n }\n\n const { colStart, colEnd, rowStart, rowEnd } = getCellMergeRange(cellGroup, table.scenegraph);\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const singleCellGroup = table.scenegraph.getCell(col, row);\n singleCellGroup.forEachChildren((child: IGraphic) => {\n child.setAttributes({\n dx: 0,\n dy: 0\n });\n });\n const changed = updateCellContentWidth(\n singleCellGroup,\n distWidth,\n cellHeight,\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n\n // reset hierarchy offset\n const hierarchyOffset = getHierarchyOffset(singleCellGroup.col, singleCellGroup.row, table);\n if (hierarchyOffset) {\n const text = singleCellGroup.getChildByName('text');\n const icon = singleCellGroup.getChildByName('expand') || singleCellGroup.getChildByName('collapse');\n // icon-left deal with hierarchy offset, no need add to text dx\n if (icon?.role !== 'icon-left' && text) {\n text.setAttribute('dx', hierarchyOffset);\n }\n }\n\n const rangeHeight = table.getRowHeight(row);\n const rangeWidth = table.getColWidth(col);\n\n // const { width: contentWidth } = cellGroup.attribute;\n singleCellGroup.contentWidth = distWidth;\n\n const { heightChange } = resizeCellGroup(\n singleCellGroup,\n rangeWidth,\n rangeHeight,\n {\n start: {\n col: cellGroup.mergeStartCol,\n row: cellGroup.mergeStartRow\n },\n end: {\n col: cellGroup.mergeEndCol,\n row: cellGroup.mergeEndRow\n }\n },\n table\n );\n\n if (heightChange) {\n singleCellGroup.needUpdateHeight = true;\n }\n\n isHeightChange = isHeightChange || changed;\n }\n }\n return isHeightChange;\n }\n return updateCellContentWidth(\n cellGroup,\n distWidth,\n table.getRowHeight(cellGroup.row),\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n}\n\n/**\n * @description: 重置指定行行高\n * @param {Scenegraph} scene\n * @param {number} row\n * @return {*}\n */\nfunction resetRowHeight(scene: Scenegraph, row: number) {\n // 获取高度\n const maxHeight = Math.round(computeRowHeight(row, 0, scene.table.colCount - 1, scene.table));\n // 更新table行高存储\n scene.table._setRowHeight(row, maxHeight, true);\n\n // 更新高度\n for (let col = 0; col < scene.table.colCount; col++) {\n const distHeight = maxHeight;\n const cell = scene.highPerformanceGetCell(col, row);\n if (cell.role === 'empty') {\n return;\n }\n\n updateCellHeightForRow(\n scene,\n cell,\n col,\n row,\n distHeight,\n distHeight - cell.attribute.height,\n scene.table.isHeader(col, row)\n );\n }\n}\n"]}
1
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type { IGraphic } from './../../vrender';\nimport type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport { CartesianAxis } from '../../components/axis/axis';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport type { BaseTableAPI, HeaderData } from '../../ts-types/base-table';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport type { Group } from '../graphic/group';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport { resizeCellGroup, getCustomCellMergeCustom } from '../group-creater/cell-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { isMergeCellGroup } from '../utils/is-merge-cell-group';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\nimport { computeRowHeight } from './compute-row-height';\nimport { updateCellHeightForRow } from './update-height';\nimport { getHierarchyOffset } from '../utils/get-hierarchy-offset';\nimport { getCellMergeRange } from '../../tools/merge-range';\nimport type { ColumnDefine } from '../../ts-types';\n// import { updateAutoRowHeight } from './auto-height';\n\n/**\n * @description: 更新指定列列宽,在拖拽调整列宽中使用\n * @param {Scenegraph} scene\n * @param {number} col\n * @param {number} detaX\n * @return {*}\n */\nexport function updateColWidth(scene: Scenegraph, col: number, detaX: number, skipTableWidthMap?: boolean) {\n if (!skipTableWidthMap) {\n scene.table._setColWidth(col, scene.table.getColWidth(col) + detaX, true);\n }\n\n const autoRowHeight = scene.table.heightMode === 'autoHeight';\n // deal with corner header or column header\n const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const rightTopColumn = scene.getColGroupInRightTopCorner(col);\n if (colOrCornerHeaderColumn && !rightTopColumn) {\n updateColunmWidth(colOrCornerHeaderColumn, detaX, autoRowHeight, 'col-corner', scene);\n }\n // deal with right bottom frozen cells\n if (rightTopColumn) {\n updateColunmWidth(rightTopColumn, detaX, autoRowHeight, 'right-top', scene);\n }\n\n // deal with row header or body or right frozen cells\n const rowHeaderOrBodyColumn = scene.getColGroup(col) as Group;\n if (rowHeaderOrBodyColumn) {\n updateColunmWidth(rowHeaderOrBodyColumn, detaX, autoRowHeight, 'row-body', scene);\n }\n\n const leftBottomColumn = scene.getColGroupInLeftBottomCorner(col);\n // deal with left bottom frozen cells\n if (leftBottomColumn) {\n updateColunmWidth(leftBottomColumn, detaX, autoRowHeight, 'left-bottom', scene);\n }\n // deal with bottom frozen cells\n const bottomColumn = scene.getColGroupInBottom(col);\n if (bottomColumn) {\n updateColunmWidth(bottomColumn, detaX, autoRowHeight, 'bottom', scene);\n }\n // deal with right bottom frozen cells\n const rightBottomColumn = scene.getColGroupInRightBottomCorner(col);\n if (rightBottomColumn) {\n updateColunmWidth(rightBottomColumn, detaX, autoRowHeight, 'right-bottom', scene);\n }\n\n // 更新剩余列位置\n if (col < scene.frozenColCount) {\n scene.cornerHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.rowHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n } else {\n scene.colHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.bodyGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n if (leftBottomColumn) {\n scene.leftBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (bottomColumn) {\n scene.bottomFrozenGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n if (rightBottomColumn) {\n scene.rightBottomCornerGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n // scene.table.setColWidth(col, rowHeaderOrBodyColumn.attribute.width, true);\n}\n\nfunction updateColunmWidth(\n columnGroup: Group,\n detaX: number,\n autoRowHeight: boolean,\n mode: 'col-corner' | 'row-body' | 'bottom' | 'left-bottom' | 'right-top' | 'right-bottom',\n scene: Scenegraph\n) {\n let needRerangeRow = false;\n // const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const oldColumnWidth = columnGroup?.attribute.width ?? 0;\n columnGroup?.setAttribute('width', oldColumnWidth + detaX);\n // 更新单元格宽度\n columnGroup?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n cell.col,\n cell.row,\n oldColumnWidth,\n oldColumnWidth + detaX,\n detaX,\n mode === 'row-body' ? cell.col < scene.table.rowHeaderLevelCount : true,\n autoRowHeight,\n scene.table.internalProps.autoWrapText\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n let colGroup;\n let oldContainerHeight;\n let row;\n for (let col = 0; col < scene.table.colCount; col++) {\n // const colGroup = scene.getColGroup(col, true);\n if (mode === 'col-corner') {\n row = 0;\n colGroup = scene.getColGroup(col, true);\n oldContainerHeight = scene.colHeaderGroup.attribute.height ?? 0;\n } else if (mode === 'row-body') {\n row = scene.table.frozenRowCount;\n colGroup = scene.getColGroup(col, false);\n oldContainerHeight = scene.bodyGroup.attribute.height ?? 0;\n } else if (mode === 'bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInBottom(col);\n oldContainerHeight = scene.bottomFrozenGroup.attribute.height ?? 0;\n } else if (mode === 'left-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInLeftBottomCorner(col);\n oldContainerHeight = scene.leftBottomCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-top') {\n row = 0;\n colGroup = scene.getColGroupInRightTopCorner(col);\n oldContainerHeight = scene.rightTopCornerGroup.attribute.height ?? 0;\n } else if (mode === 'right-bottom') {\n row = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup = scene.getColGroupInRightBottomCorner(col);\n oldContainerHeight = scene.rightBottomCornerGroup.attribute.height ?? 0;\n }\n if (!colGroup) {\n continue;\n }\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row) ?? 0;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(row, newTotalHeight - oldContainerHeight);\n //#region 修改bug:https://github.com/VisActor/VTable/issues/954 添加底部冻结行的三块区域\n for (let col = 0; col < scene.table.frozenColCount; col++) {\n const leftBottomFrozenColumnGroup = scene.getColGroupInLeftBottomCorner(col);\n // reset cell y\n let y = 0;\n leftBottomFrozenColumnGroup?.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row);\n });\n }\n for (let col = scene.table.colCount - scene.table.rightFrozenColCount; col < scene.table.colCount; col++) {\n const rightBottomFrozenColumnGroup = scene.getColGroupInRightBottomCorner(col);\n // reset cell y\n let y = 0;\n rightBottomFrozenColumnGroup?.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row);\n });\n }\n\n for (let col = scene.table.frozenColCount; col < scene.table.colCount - scene.table.rightFrozenColCount; col++) {\n const rightBottomFrozenColumnGroup = scene.getColGroupInBottom(col);\n // reset cell y\n let y = 0;\n rightBottomFrozenColumnGroup?.forEachChildren((cellGroup: Group) => {\n cellGroup.setAttribute('y', y);\n y += scene.table.getRowHeight(cellGroup.row);\n });\n }\n //#endregion\n }\n}\n\n/**\n * @description: 更新单个单元格宽度\n * @return {*}\n */\nfunction updateCellWidth(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n oldWidth: number, // old width, not dist\n distWidth: number, // old width, not dist\n detaX: number,\n isHeader: boolean,\n // autoColWidth: boolean,\n autoRowHeight: boolean,\n autoWrapText: boolean\n): boolean {\n if (cell.attribute.width === distWidth && !cell.needUpdateWidth) {\n return false;\n }\n cell.needUpdateWidth = false;\n\n cell.setAttribute('width', distWidth);\n // const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // if (mergeInfo && mergeInfo.start.row !== row) {\n // return false;\n // }\n const cellGroup = cell;\n // const distWidth = width + detaX;\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return false;\n }\n\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? (scene.table._getHeaderLayoutMap(col, row) as HeaderData).headerType\n : scene.table.getBodyColumnType(col, row);\n let isHeightChange = false;\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cellGroup.attribute.width,\n // cellGroup.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cellGroup.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cellGroup.insertBefore(newBarCell, oldBarCell);\n cellGroup.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cellGroup.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cellGroup,\n cellGroup.parent,\n cellGroup.attribute.x,\n cellGroup.attribute.y,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n updateImageCellContentWhileResize(cellGroup, col, row, scene.table);\n } else if (cellGroup.firstChild?.name === 'axis') {\n // recreate axis component\n const axisConfig = scene.table.internalProps.layoutMap.getAxisConfigInPivotChart(col, row);\n const cellStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', cellStyle, col, row, scene.table));\n if (axisConfig) {\n const axis = new CartesianAxis(\n axisConfig,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table\n );\n cellGroup.clear();\n cellGroup.appendChild(axis.component);\n axis.overlap();\n }\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n let renderDefault = true;\n const customContainer = cell.getChildByName('custom-container') as Group;\n if (customContainer) {\n let customElementsGroup;\n customContainer.removeAllChild();\n cell.removeChild(customContainer);\n\n if (!getCustomCellMergeCustom(col, row, cell, scene.table)) {\n let customRender;\n let customLayout;\n const cellType = scene.table.getCellLocation(col, row);\n if (cellType !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = (define as ColumnDefine)?.headerCustomRender;\n customLayout = (define as ColumnDefine)?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = (define as ColumnDefine)?.customRender || scene.table.customRender;\n customLayout = (define as ColumnDefine)?.customLayout;\n }\n\n if (customLayout || customRender) {\n // const { autoRowHeight } = table.internalProps;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n let width = cellGroup.attribute.width;\n let height = cellGroup.attribute.height;\n if (isMergeCellGroup(cellGroup)) {\n width = scene.table.getColsWidth(cellGroup.mergeStartCol, cellGroup.mergeEndCol);\n height = scene.table.getRowsHeight(cellGroup.mergeStartRow, cellGroup.mergeEndRow);\n }\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n width,\n height,\n false,\n scene.table.heightMode === 'autoHeight',\n padding,\n scene.table\n );\n customElementsGroup = customResult.elementsGroup;\n renderDefault = customResult.renderDefault;\n isHeightChange = true;\n }\n\n if (cell.childrenCount > 0 && customElementsGroup) {\n cell.insertBefore(customElementsGroup, cell.firstChild);\n } else if (customElementsGroup) {\n cell.appendChild(customElementsGroup);\n }\n }\n }\n const cellChange = updateMergeCellContentWidth(\n cellGroup,\n distWidth,\n detaX,\n autoRowHeight,\n renderDefault,\n scene.table\n );\n isHeightChange = isHeightChange || cellChange;\n }\n\n return autoRowHeight && autoWrapText ? isHeightChange : false;\n}\n\nfunction updateMergeCellContentWidth(\n cellGroup: Group,\n distWidth: number,\n detaX: number,\n autoRowHeight: boolean,\n renderDefault: boolean,\n table: BaseTableAPI\n) {\n if (isMergeCellGroup(cellGroup)) {\n distWidth = 0;\n let isHeightChange = false;\n for (let col = cellGroup.mergeStartCol; col <= cellGroup.mergeEndCol; col++) {\n distWidth += table.getColWidth(col);\n }\n let cellHeight = 0;\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n cellHeight += table.getRowHeight(row);\n }\n\n const { colStart, colEnd, rowStart, rowEnd } = getCellMergeRange(cellGroup, table.scenegraph);\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n if (col === cellGroup.col && row !== cellGroup.row) {\n continue;\n }\n const singleCellGroup = table.scenegraph.getCell(col, row);\n singleCellGroup.forEachChildren((child: IGraphic) => {\n child.setAttributes({\n dx: 0,\n dy: 0\n });\n });\n\n let changed = false;\n if (renderDefault) {\n // 处理文字\n const style = table._getCellStyle(col, row);\n const padding = getQuadProps(style.padding as number);\n const textAlign = style.textAlign;\n const textBaseline = style.textBaseline;\n changed = updateCellContentWidth(\n singleCellGroup,\n distWidth,\n cellHeight,\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n\n // reset hierarchy offset\n const hierarchyOffset = getHierarchyOffset(singleCellGroup.col, singleCellGroup.row, table);\n if (hierarchyOffset) {\n const text = singleCellGroup.getChildByName('text');\n const icon = singleCellGroup.getChildByName('expand') || singleCellGroup.getChildByName('collapse');\n // icon-left deal with hierarchy offset, no need add to text dx\n if (icon?.role !== 'icon-left' && text) {\n text.setAttribute('dx', hierarchyOffset);\n }\n }\n }\n\n const rangeHeight = table.getRowHeight(row);\n const rangeWidth = table.getColWidth(col);\n\n // const { width: contentWidth } = cellGroup.attribute;\n singleCellGroup.contentWidth = distWidth;\n\n const { heightChange } = resizeCellGroup(\n singleCellGroup,\n rangeWidth,\n rangeHeight,\n {\n start: {\n col: cellGroup.mergeStartCol,\n row: cellGroup.mergeStartRow\n },\n end: {\n col: cellGroup.mergeEndCol,\n row: cellGroup.mergeEndRow\n }\n },\n table\n );\n\n if (heightChange) {\n singleCellGroup.needUpdateHeight = true;\n }\n\n isHeightChange = isHeightChange || changed;\n }\n }\n return isHeightChange;\n }\n\n // 处理文字\n const style = table._getCellStyle(cellGroup.col, cellGroup.row);\n const padding = getQuadProps(style.padding as number);\n const textAlign = style.textAlign;\n const textBaseline = style.textBaseline;\n return updateCellContentWidth(\n cellGroup,\n distWidth,\n table.getRowHeight(cellGroup.row),\n detaX,\n autoRowHeight,\n padding,\n textAlign,\n textBaseline,\n table.scenegraph\n );\n}\n\n/**\n * @description: 重置指定行行高\n * @param {Scenegraph} scene\n * @param {number} row\n * @return {*}\n */\nfunction resetRowHeight(scene: Scenegraph, row: number) {\n // 获取高度\n const maxHeight = Math.round(computeRowHeight(row, 0, scene.table.colCount - 1, scene.table));\n // 更新table行高存储\n scene.table._setRowHeight(row, maxHeight, true);\n\n // 更新高度\n for (let col = 0; col < scene.table.colCount; col++) {\n const distHeight = maxHeight;\n const cell = scene.highPerformanceGetCell(col, row);\n if (cell.role === 'empty') {\n return;\n }\n\n updateCellHeightForRow(\n scene,\n cell,\n col,\n row,\n distHeight,\n distHeight - cell.attribute.height,\n scene.table.isHeader(col, row)\n );\n }\n}\n"]}
@@ -1,3 +1,5 @@
1
1
  import type { Scenegraph } from '../scenegraph';
2
2
  export declare function updateAllSelectComponent(scene: Scenegraph): void;
3
3
  export declare function updateCellSelectBorder(scene: Scenegraph, newStartCol: number, newStartRow: number, newEndCol: number, newEndRow: number, ifExtendSelectRange?: boolean): void;
4
+ export declare function hideCellSelectBorder(scene: Scenegraph): void;
5
+ export declare function restoreCellSelectBorder(scene: Scenegraph): void;
@@ -2,7 +2,7 @@
2
2
 
3
3
  Object.defineProperty(exports, "__esModule", {
4
4
  value: !0
5
- }), 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
- exports.updateAllSelectComponent = updateAllSelectComponent, exports.updateCellSelectBorder = updateCellSelectBorder;
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
@@ -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"]}
@@ -166,7 +166,7 @@ function dealWithIcon(icon, mark, col, row, range, table) {
166
166
  get_hierarchy_offset_1.getHierarchyOffset)(range.start.col, range.start.row, table) : (0,
167
167
  get_hierarchy_offset_1.getHierarchyOffset)(col, row, table)), iconAttribute.marginLeft = (null !== (_b = icon.marginLeft) && void 0 !== _b ? _b : 0) + hierarchyOffset,
168
168
  iconAttribute.marginRight = null !== (_c = icon.marginRight) && void 0 !== _c ? _c : 0,
169
- icon.interactive && (iconAttribute.pickable = !1), icon.hover && (iconAttribute.backgroundWidth = null !== (_d = icon.hover.width) && void 0 !== _d ? _d : icon.width,
169
+ !1 === icon.interactive && (iconAttribute.pickable = !1), icon.hover && (iconAttribute.backgroundWidth = null !== (_d = icon.hover.width) && void 0 !== _d ? _d : icon.width,
170
170
  iconAttribute.backgroundHeight = null !== (_e = icon.hover.width) && void 0 !== _e ? _e : icon.width,
171
171
  iconAttribute.backgroundColor = null !== (_f = icon.hover.bgColor) && void 0 !== _f ? _f : "rgba(22,44,66,0.2)",
172
172
  iconAttribute.hoverImage = icon.hover.image), icon.cursor && (iconAttribute.cursor = icon.cursor),