@visactor/vtable 0.23.2 → 0.23.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (125) hide show
  1. package/cjs/ListTable.js +4 -1
  2. package/cjs/ListTable.js.map +1 -1
  3. package/cjs/body-helper/body-helper.js +2 -1
  4. package/cjs/body-helper/body-helper.js.map +1 -1
  5. package/cjs/components/tooltip/TooltipHandler.d.ts +1 -0
  6. package/cjs/components/tooltip/TooltipHandler.js +36 -33
  7. package/cjs/components/tooltip/TooltipHandler.js.map +1 -1
  8. package/cjs/core/BaseTable.d.ts +10 -2
  9. package/cjs/core/BaseTable.js +28 -9
  10. package/cjs/core/BaseTable.js.map +1 -1
  11. package/cjs/core/FouseInput.js +2 -1
  12. package/cjs/core/TABLE_EVENT_TYPE.d.ts +1 -0
  13. package/cjs/core/TABLE_EVENT_TYPE.js.map +1 -1
  14. package/cjs/core/row-series-number-helper.js +1 -2
  15. package/cjs/event/event.d.ts +3 -2
  16. package/cjs/event/event.js +10 -8
  17. package/cjs/event/event.js.map +1 -1
  18. package/cjs/event/listener/container-dom.js +1 -1
  19. package/cjs/event/listener/container-dom.js.map +1 -1
  20. package/cjs/event/listener/scroll-bar.js +9 -3
  21. package/cjs/event/listener/scroll-bar.js.map +1 -1
  22. package/cjs/event/listener/table-group.js +17 -17
  23. package/cjs/event/listener/table-group.js.map +1 -1
  24. package/cjs/event/listener/touch.js +20 -18
  25. package/cjs/event/listener/touch.js.map +1 -1
  26. package/cjs/header-helper/header-helper.js +2 -1
  27. package/cjs/header-helper/header-helper.js.map +1 -1
  28. package/cjs/index.d.ts +1 -1
  29. package/cjs/index.js +1 -1
  30. package/cjs/index.js.map +1 -1
  31. package/cjs/layout/chart-helper/get-chart-spec.js +2 -2
  32. package/cjs/layout/chart-helper/get-chart-spec.js.map +1 -1
  33. package/cjs/layout/tree-helper.js +1 -0
  34. package/cjs/plugins/custom-cell-style.d.ts +1 -0
  35. package/cjs/plugins/custom-cell-style.js +7 -0
  36. package/cjs/plugins/custom-cell-style.js.map +1 -1
  37. package/cjs/plugins/themes.js +1 -2
  38. package/cjs/scenegraph/component/table-component.js +2 -2
  39. package/cjs/scenegraph/component/table-component.js.map +1 -1
  40. package/cjs/scenegraph/group-creater/progress/proxy.js +3 -2
  41. package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
  42. package/cjs/scenegraph/layout/compute-col-width.js +8 -5
  43. package/cjs/scenegraph/layout/compute-col-width.js.map +1 -1
  44. package/cjs/scenegraph/layout/compute-row-height.js +12 -8
  45. package/cjs/scenegraph/layout/compute-row-height.js.map +1 -1
  46. package/cjs/scenegraph/scenegraph.js +2 -3
  47. package/cjs/scenegraph/scenegraph.js.map +1 -1
  48. package/cjs/scenegraph/stick-text/index.js +1 -1
  49. package/cjs/scenegraph/stick-text/index.js.map +1 -1
  50. package/cjs/scenegraph/utils/text-measure.d.ts +1 -0
  51. package/cjs/scenegraph/utils/text-measure.js +11 -1
  52. package/cjs/scenegraph/utils/text-measure.js.map +1 -1
  53. package/cjs/state/state.js +5 -4
  54. package/cjs/state/state.js.map +1 -1
  55. package/cjs/ts-types/base-table.d.ts +5 -1
  56. package/cjs/ts-types/base-table.js.map +1 -1
  57. package/cjs/ts-types/events.d.ts +10 -2
  58. package/cjs/ts-types/events.js.map +1 -1
  59. package/cjs/ts-types/table-engine.d.ts +2 -0
  60. package/cjs/ts-types/table-engine.js.map +1 -1
  61. package/cjs/vrender.js.map +1 -1
  62. package/dist/vtable.js +731 -627
  63. package/dist/vtable.min.js +2 -2
  64. package/es/ListTable.js +3 -1
  65. package/es/ListTable.js.map +1 -1
  66. package/es/body-helper/body-helper.js +2 -1
  67. package/es/body-helper/body-helper.js.map +1 -1
  68. package/es/components/tooltip/TooltipHandler.d.ts +1 -0
  69. package/es/components/tooltip/TooltipHandler.js +36 -33
  70. package/es/components/tooltip/TooltipHandler.js.map +1 -1
  71. package/es/core/BaseTable.d.ts +10 -2
  72. package/es/core/BaseTable.js +29 -10
  73. package/es/core/BaseTable.js.map +1 -1
  74. package/es/core/FouseInput.js +2 -1
  75. package/es/core/TABLE_EVENT_TYPE.d.ts +1 -0
  76. package/es/core/TABLE_EVENT_TYPE.js.map +1 -1
  77. package/es/core/row-series-number-helper.js +1 -2
  78. package/es/event/event.d.ts +3 -2
  79. package/es/event/event.js +10 -8
  80. package/es/event/event.js.map +1 -1
  81. package/es/event/listener/container-dom.js +1 -1
  82. package/es/event/listener/container-dom.js.map +1 -1
  83. package/es/event/listener/scroll-bar.js +10 -2
  84. package/es/event/listener/scroll-bar.js.map +1 -1
  85. package/es/event/listener/table-group.js +17 -17
  86. package/es/event/listener/table-group.js.map +1 -1
  87. package/es/event/listener/touch.js +19 -15
  88. package/es/event/listener/touch.js.map +1 -1
  89. package/es/header-helper/header-helper.js +2 -1
  90. package/es/header-helper/header-helper.js.map +1 -1
  91. package/es/index.d.ts +1 -1
  92. package/es/index.js +1 -1
  93. package/es/index.js.map +1 -1
  94. package/es/layout/chart-helper/get-chart-spec.js +4 -2
  95. package/es/layout/chart-helper/get-chart-spec.js.map +1 -1
  96. package/es/layout/tree-helper.js +2 -1
  97. package/es/plugins/custom-cell-style.d.ts +1 -0
  98. package/es/plugins/custom-cell-style.js +7 -0
  99. package/es/plugins/custom-cell-style.js.map +1 -1
  100. package/es/plugins/themes.js +1 -2
  101. package/es/scenegraph/component/table-component.js +2 -2
  102. package/es/scenegraph/component/table-component.js.map +1 -1
  103. package/es/scenegraph/group-creater/progress/proxy.js +4 -1
  104. package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
  105. package/es/scenegraph/layout/compute-col-width.js +8 -5
  106. package/es/scenegraph/layout/compute-col-width.js.map +1 -1
  107. package/es/scenegraph/layout/compute-row-height.js +14 -9
  108. package/es/scenegraph/layout/compute-row-height.js.map +1 -1
  109. package/es/scenegraph/scenegraph.js +1 -4
  110. package/es/scenegraph/scenegraph.js.map +1 -1
  111. package/es/scenegraph/stick-text/index.js +1 -1
  112. package/es/scenegraph/stick-text/index.js.map +1 -1
  113. package/es/scenegraph/utils/text-measure.d.ts +1 -0
  114. package/es/scenegraph/utils/text-measure.js +9 -1
  115. package/es/scenegraph/utils/text-measure.js.map +1 -1
  116. package/es/state/state.js +5 -4
  117. package/es/state/state.js.map +1 -1
  118. package/es/ts-types/base-table.d.ts +5 -1
  119. package/es/ts-types/base-table.js.map +1 -1
  120. package/es/ts-types/events.d.ts +10 -2
  121. package/es/ts-types/events.js.map +1 -1
  122. package/es/ts-types/table-engine.d.ts +2 -0
  123. package/es/ts-types/table-engine.js.map +1 -1
  124. package/es/vrender.js.map +1 -1
  125. package/package.json +3 -3
@@ -1 +1 @@
1
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type { ILine, IRect, IGroup, FederatedPointerEvent, Text, IText } from './../../vrender';\nimport { createRect, createLine, createText, createGroup, createSymbol } from './../../vrender';\nimport { ScrollBar } from '@visactor/vrender-components';\nimport type { Group } from '../graphic/group';\nimport { MenuHandler } from './menu';\nimport { DrillIcon } from './drill-icon';\nimport { CellMover } from './cell-mover';\nimport { getColX } from './util';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { SceneEvent } from '../../event/util';\nimport { getCellEventArgsSet } from '../../event/util';\nimport type { ListTableAPI } from '../../ts-types';\n\n/**\n * @description: 表格内容外组件\n * @return {*}\n */\nexport class TableComponent {\n table: BaseTableAPI;\n\n border: IRect; // 表格外边框\n // selectBorder: IRect; // 表格选择区域边框\n columnResizeLine: ILine; // 表格列宽调整基准线\n columnResizeBgLine: ILine; // 表格列宽调整基准线背景\n columnResizeLabel: IGroup; // 表格列宽调整标记\n menu: MenuHandler; // 表格菜单\n vScrollBar: ScrollBar; // 表格横向滚动条\n hScrollBar: ScrollBar; // 表格纵向滚动条\n frozenShadowLine: IRect; // 表格冻结列右侧阴影块\n drillIcon: DrillIcon; // drill icon\n cellMover: CellMover; // 表格列顺序调整标记\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n const theme = this.table.theme;\n\n // 滚动条\n this.createScrollBar();\n\n // 列宽调整基准线\n const columnResizeColor = theme.columnResize?.lineColor;\n const columnResizeWidth = theme.columnResize?.lineWidth;\n const columnResizeBgColor = theme.columnResize?.bgColor;\n const columnResizeBgWidth = theme.columnResize?.width;\n const labelColor = theme.columnResize?.labelColor;\n const labelFontSize = theme.columnResize?.labelFontSize;\n const labelFontFamily = theme.columnResize?.labelFontFamily;\n const labelBackgroundFill = theme.columnResize?.labelBackgroundFill;\n const labelBackgroundCornerRadius = theme.columnResize?.labelBackgroundCornerRadius;\n\n this.columnResizeLine = createLine({\n visible: false,\n pickable: false,\n stroke: columnResizeColor as string,\n lineWidth: columnResizeWidth as number,\n x: 0,\n y: 0,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: 0 }\n ]\n });\n this.columnResizeBgLine = createLine({\n visible: false,\n pickable: false,\n stroke: columnResizeBgColor as string,\n lineWidth: columnResizeBgWidth as number,\n x: 0,\n y: 0,\n // dx: -(columnResizeBgWidth - columnResizeWidth) / 2,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: 0 }\n ]\n });\n\n // 列宽调整文字标签\n const columnResizeLabelText = createText({\n visible: false,\n pickable: false,\n x: 0,\n y: 0,\n fontSize: labelFontSize, // 10\n fill: labelColor,\n fontFamily: labelFontFamily,\n text: '',\n textBaseline: 'top',\n dx: 12 + 4,\n dy: -labelFontSize / 2\n });\n const columnResizeLabelBack = createRect({\n visible: false,\n pickable: false,\n fill: labelBackgroundFill,\n x: 0,\n y: 0,\n width: 5 * labelFontSize * 0.8,\n height: labelFontSize + 8,\n cornerRadius: labelBackgroundCornerRadius,\n dx: 12,\n dy: -labelFontSize / 2 - 4\n });\n this.columnResizeLabel = createGroup({\n visible: false,\n pickable: false,\n x: 0,\n y: 0\n });\n this.columnResizeLabel.appendChild(columnResizeLabelBack);\n this.columnResizeLabel.appendChild(columnResizeLabelText);\n\n // 列顺序调整基准线\n this.cellMover = new CellMover(this.table);\n\n // 冻结列阴影\n const shadowWidth = theme.frozenColumnLine?.shadow?.width;\n const shadowStartColor = theme.frozenColumnLine?.shadow?.startColor;\n const shadowEndColor = theme.frozenColumnLine?.shadow?.endColor;\n this.frozenShadowLine = createRect({\n visible: true,\n pickable: false,\n x: 0,\n y: 0,\n width: shadowWidth,\n height: 0,\n fill: {\n gradient: 'linear',\n x0: 0,\n y0: 0,\n x1: 1,\n y1: 0,\n stops: [\n { color: shadowStartColor, offset: 0 },\n { color: shadowEndColor, offset: 1 }\n ]\n }\n });\n\n // TO BE DONE 冻结列border(theme.frozenColumnLine?.border)\n\n // 弹出窗口\n // this.menu = createGroup({\n // visible: false,\n // pickable: false,\n // x: 0,\n // y: 0,\n // });\n this.menu = new MenuHandler(this.table);\n\n this.drillIcon = new DrillIcon();\n }\n\n /**\n * @description: 组件mark加入到容器Group中\n * @param {Group} componentGroup\n * @return {*}\n */\n addToGroup(componentGroup: Group) {\n componentGroup.addChild(this.frozenShadowLine);\n // componentGroup.addChild(this.selectBorder);\n componentGroup.addChild(this.columnResizeBgLine);\n componentGroup.addChild(this.columnResizeLine);\n componentGroup.addChild(this.columnResizeLabel);\n\n const hoverOn = this.table.theme.scrollStyle.hoverOn;\n if (hoverOn && !this.table.theme.scrollStyle.barToSide) {\n componentGroup.addChild(this.hScrollBar);\n componentGroup.addChild(this.vScrollBar);\n } else {\n componentGroup.stage.defaultLayer.addChild(this.hScrollBar);\n componentGroup.stage.defaultLayer.addChild(this.vScrollBar);\n }\n this.menu.bindTableComponent(componentGroup);\n this.drillIcon.appand(componentGroup);\n this.cellMover.appand(componentGroup);\n }\n\n /**\n * @description: 创建滚动条组件\n * @return {*}\n */\n createScrollBar() {\n const theme = this.table.theme;\n const scrollRailColor = theme.scrollStyle?.scrollRailColor as string;\n const scrollSliderColor = theme.scrollStyle?.scrollSliderColor as string;\n const width = theme.scrollStyle?.width as number;\n // const visible = theme.scrollStyle?.visible as string;\n // const hoverOn = theme.scrollStyle?.hoverOn as boolean;\n\n this.hScrollBar = new ScrollBar({\n direction: 'horizontal',\n x: -this.table.tableNoFrameWidth * 2,\n y: -this.table.tableNoFrameHeight * 2,\n width: this.table.tableNoFrameWidth,\n height: width,\n padding: 0,\n railStyle: {\n fill: scrollRailColor\n },\n sliderStyle: {\n fill: scrollSliderColor\n },\n range: [0, 0.1],\n // scrollRange: [0.4, 0.8]\n visible: false\n });\n // hack方案实现初始化隐藏滚动条,也可以add到stage之后执行hideAll\n (this.hScrollBar as any).render();\n this.hScrollBar.hideAll();\n\n this.vScrollBar = new ScrollBar({\n direction: 'vertical',\n x: -this.table.tableNoFrameWidth * 2,\n y: -this.table.tableNoFrameHeight * 2,\n width,\n height: this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight(),\n padding: 0,\n railStyle: {\n fill: scrollRailColor\n },\n sliderStyle: {\n fill: scrollSliderColor\n },\n range: [0, 0.1],\n visible: false\n });\n (this.vScrollBar as any).render();\n this.vScrollBar.hideAll();\n }\n\n /**\n * @description: 更新滚动条尺寸\n * @return {*}\n */\n updateScrollBar() {\n const oldHorizontalBarPos = this.table.stateManager.scroll.horizontalBarPos;\n const oldVerticalBarPos = this.table.stateManager.scroll.verticalBarPos;\n\n const theme = this.table.theme;\n const width = theme.scrollStyle?.width as number;\n const visible = theme.scrollStyle?.visible as string;\n // const hoverOn = theme.scrollStyle?.hoverOn as boolean;\n const tableWidth = Math.ceil(this.table.scenegraph.tableGroup.attribute.width);\n const tableHeight = Math.ceil(this.table.scenegraph.tableGroup.attribute.height);\n\n const totalHeight = this.table.getAllRowsHeight();\n const totalWidth = this.table.getAllColsWidth();\n const frozenRowsHeight = this.table.getFrozenRowsHeight();\n const frozenColsWidth = this.table.getFrozenColsWidth();\n const bottomFrozenRowsHeight = this.table.getBottomFrozenRowsHeight();\n const rightFrozenColsWidth = this.table.getRightFrozenColsWidth();\n if (totalWidth > tableWidth) {\n const y = Math.min(tableHeight, totalHeight);\n const rangeEnd = Math.max(0.05, (tableWidth - frozenColsWidth) / (totalWidth - frozenColsWidth));\n\n const hoverOn = this.table.theme.scrollStyle.hoverOn;\n\n let attrY = 0;\n if (this.table.theme.scrollStyle.barToSide) {\n attrY = this.table.tableNoFrameHeight - (hoverOn ? width : -this.table.scenegraph.tableGroup.attribute.y);\n } else {\n attrY = y - (hoverOn ? width : -this.table.scenegraph.tableGroup.attribute.y);\n }\n\n this.hScrollBar.setAttributes({\n x: frozenColsWidth + (!hoverOn ? this.table.scenegraph.tableGroup.attribute.x : 0),\n y: attrY,\n width: tableWidth - frozenColsWidth - rightFrozenColsWidth,\n range: [0, rangeEnd],\n visible: visible === 'always'\n });\n const bounds = this.hScrollBar.AABBBounds && this.hScrollBar.globalAABBBounds;\n (this.hScrollBar as any)._viewPosition = {\n x: bounds.x1,\n y: bounds.y1\n };\n if (visible === 'always') {\n this.hScrollBar.showAll();\n }\n } else {\n this.hScrollBar.setAttributes({\n x: -this.table.tableNoFrameWidth * 2,\n y: -this.table.tableNoFrameHeight * 2,\n width: 0,\n visible: false\n });\n }\n\n if (totalHeight > tableHeight) {\n const x = Math.min(tableWidth, totalWidth);\n const rangeEnd = Math.max(0.05, (tableHeight - frozenRowsHeight) / (totalHeight - frozenRowsHeight));\n\n let attrX = 0;\n const hoverOn = this.table.theme.scrollStyle.hoverOn;\n\n if (this.table.theme.scrollStyle.barToSide) {\n attrX = this.table.tableNoFrameWidth - (hoverOn ? width : -this.table.scenegraph.tableGroup.attribute.x);\n } else {\n attrX = x - (hoverOn ? width : -this.table.scenegraph.tableGroup.attribute.x);\n }\n\n this.vScrollBar.setAttributes({\n x: attrX,\n y: frozenRowsHeight + (!hoverOn ? this.table.scenegraph.tableGroup.attribute.y : 0),\n height: tableHeight - frozenRowsHeight - bottomFrozenRowsHeight,\n range: [0, rangeEnd],\n visible: visible === 'always'\n });\n const bounds = this.vScrollBar.AABBBounds && this.vScrollBar.globalAABBBounds;\n (this.vScrollBar as any)._viewPosition = {\n x: bounds.x1,\n y: bounds.y1\n };\n\n if (visible === 'always') {\n this.vScrollBar.showAll();\n }\n } else {\n this.vScrollBar.setAttributes({\n x: -this.table.tableNoFrameWidth * 2,\n y: -this.table.tableNoFrameHeight * 2,\n height: 0,\n visible: false\n });\n }\n\n this.table.stateManager.setScrollLeft(oldHorizontalBarPos);\n this.table.stateManager.setScrollTop(oldVerticalBarPos);\n }\n\n /**\n * @description: 隐藏列宽调整组件\n * @return {*}\n */\n hideResizeCol() {\n // this.columnResizeLine.attribute.visible = false;\n this.columnResizeLine.setAttribute('visible', false);\n this.columnResizeBgLine.setAttribute('visible', false);\n this.columnResizeLabel.setAttribute('visible', false);\n this.columnResizeLabel.hideAll();\n }\n\n /**\n * @description: 显示列宽调整组件\n * @param {number} col\n * @param {number} y\n * @return {*}\n */\n showResizeCol(col: number, y: number, isRightFrozen?: boolean) {\n // this.columnResizeLine.attribute.visible = false;\n // 基准线\n const colX = getColX(col, this.table, isRightFrozen);\n this.columnResizeLine.setAttributes({\n visible: true,\n x: colX,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: this.table.getRowsHeight(0, this.table.rowCount - 1) }\n ]\n });\n this.columnResizeBgLine.setAttributes({\n visible: true,\n x: colX,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: this.table.getRowsHeight(0, this.table.rowCount - 1) }\n ]\n });\n\n // 标签\n // this.columnResizeLabel.setAttribute('visible', true);\n this.columnResizeLabel.showAll();\n this.columnResizeLabel.setAttributes({\n visible: true,\n x: colX,\n y\n });\n (this.columnResizeLabel.lastChild as Text).setAttribute('text', `${this.table.getColWidth(col)}px`);\n }\n\n /**\n * @description: 更新列宽调整组件\n * @param {number} col\n * @param {number} y 标签显示的y坐标\n * @return {*}\n */\n updateResizeCol(col: number, y: number, isRightFrozen?: boolean) {\n // 基准线\n const colX = getColX(col, this.table, isRightFrozen);\n // this.columnResizeLine.setAttribute('x', x);\n this.columnResizeLine.setAttributes({\n x: colX,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: this.table.getRowsHeight(0, this.table.rowCount - 1) } // todo: 优化points赋值\n ]\n });\n this.columnResizeBgLine.setAttributes({\n x: colX,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: this.table.getRowsHeight(0, this.table.rowCount - 1) } // todo: 优化points赋值\n ]\n });\n\n // 标签\n this.columnResizeLabel.setAttributes({\n x: colX,\n y\n });\n (this.columnResizeLabel.lastChild as Text).setAttribute('text', `${Math.floor(this.table.getColWidth(col))}px`);\n }\n\n /**\n * @description: 隐藏列顺序调整组件\n * @return {*}\n */\n hideMoveCol() {\n this.cellMover.hide();\n }\n\n /**\n * @description: 显示列顺序调整组件\n * @param {number} col\n * @param {number} x\n * @return {*}\n */\n showMoveCol(col: number, row: number, delta: number) {\n this.cellMover.show(col, row, delta);\n }\n\n /**\n * @description: 更新列顺序调整组件\n * @param {number} backX\n * @param {number} lineX\n * @return {*}\n */\n updateMoveCol(backX: number, lineX: number, backY: number, lineY: number) {\n this.cellMover.update(backX, lineX, backY, lineY);\n }\n\n /**\n * @description: 显示冻结列shadow\n * @param {number} col\n * @return {*}\n */\n setFrozenColumnShadow(col: number, isRightFrozen?: boolean) {\n if (col < 0) {\n this.frozenShadowLine.setAttributes({\n visible: false\n });\n } else {\n // const colX = this.table.getColsWidth(0, col);\n const colX = getColX(col, this.table, isRightFrozen);\n this.frozenShadowLine.setAttributes({\n visible: true,\n x: colX,\n height: this.table.getDrawRange().height\n });\n }\n }\n\n hideVerticalScrollBar() {\n const visable = this.table.theme.scrollStyle.visible;\n if (visable !== 'focus' && visable !== 'scrolling') {\n return;\n }\n this.vScrollBar.setAttribute('visible', false);\n this.vScrollBar.hideAll();\n this.table.scenegraph.updateNextFrame();\n }\n showVerticalScrollBar() {\n const visable = this.table.theme.scrollStyle.visible;\n if (visable !== 'focus' && visable !== 'scrolling') {\n return;\n }\n this.vScrollBar.setAttribute('visible', true);\n this.vScrollBar.showAll();\n this.table.scenegraph.updateNextFrame();\n }\n hideHorizontalScrollBar() {\n const visable = this.table.theme.scrollStyle.visible;\n if (visable !== 'focus' && visable !== 'scrolling') {\n return;\n }\n this.hScrollBar.setAttribute('visible', false);\n this.hScrollBar.hideAll();\n this.table.scenegraph.updateNextFrame();\n }\n showHorizontalScrollBar() {\n const visable = this.table.theme.scrollStyle.visible;\n if (visable !== 'focus' && visable !== 'scrolling') {\n return;\n }\n this.hScrollBar.setAttribute('visible', true);\n this.hScrollBar.showAll();\n this.table.scenegraph.updateNextFrame();\n }\n updateVerticalScrollBarPos(topRatio: number) {\n const range = this.vScrollBar.attribute.range;\n const size = range[1] - range[0];\n const range0 = topRatio * (1 - size);\n this.vScrollBar.setAttribute('range', [range0, range0 + size]);\n const bounds = this.vScrollBar.AABBBounds && this.vScrollBar.globalAABBBounds;\n (this.vScrollBar as any)._viewPosition = {\n x: bounds.x1,\n y: bounds.y1\n };\n }\n updateHorizontalScrollBarPos(leftRatio: number) {\n const range = this.hScrollBar.attribute.range;\n const size = range[1] - range[0];\n const range0 = leftRatio * (1 - size);\n this.hScrollBar.setAttribute('range', [range0, range0 + size]);\n const bounds = this.hScrollBar.AABBBounds && this.hScrollBar.globalAABBBounds;\n (this.hScrollBar as any)._viewPosition = {\n x: bounds.x1,\n y: bounds.y1\n };\n }\n\n updateStyle() {\n const theme = this.table.theme;\n\n // scrollbar\n const scrollRailColor = theme.scrollStyle?.scrollRailColor as string;\n const scrollSliderColor = theme.scrollStyle?.scrollSliderColor as string;\n const width = theme.scrollStyle?.width as number;\n this.hScrollBar.setAttributes({\n height: width,\n railStyle: {\n fill: scrollRailColor\n },\n sliderStyle: {\n fill: scrollSliderColor\n }\n });\n\n this.vScrollBar.setAttributes({\n width,\n railStyle: {\n fill: scrollRailColor\n },\n sliderStyle: {\n fill: scrollSliderColor\n }\n });\n\n // columnResizeLine & columnResizeBgLine\n const columnResizeColor = theme.columnResize?.lineColor;\n const columnResizeWidth = theme.columnResize?.lineWidth;\n const columnResizeBgColor = theme.columnResize?.bgColor;\n const columnResizeBgWidth = theme.columnResize?.width;\n\n this.columnResizeLine.setAttributes({\n stroke: columnResizeColor as string,\n lineWidth: columnResizeWidth as number\n });\n this.columnResizeBgLine = createLine({\n stroke: columnResizeBgColor as string,\n lineWidth: columnResizeBgWidth as number\n });\n\n const labelColor = theme.columnResize?.labelColor;\n const labelFontSize = theme.columnResize?.labelFontSize;\n const labelFontFamily = theme.columnResize?.labelFontFamily;\n const labelBackgroundFill = theme.columnResize?.labelBackgroundFill;\n const labelBackgroundCornerRadius = theme.columnResize?.labelBackgroundCornerRadius;\n\n // columnResizeLabelBack\n (this.columnResizeLabel.lastChild as IText).setAttributes({\n fontSize: labelFontSize, // 10\n fill: labelColor,\n fontFamily: labelFontFamily,\n dy: -labelFontSize / 2\n });\n // columnResizeLabelText\n (this.columnResizeLabel.firstChild as IRect).setAttributes({\n fill: labelBackgroundFill,\n width: 5 * labelFontSize * 0.8,\n height: labelFontSize + 8,\n cornerRadius: labelBackgroundCornerRadius,\n dy: -labelFontSize / 2 - 4\n });\n\n // frozenShadowLine\n const shadowWidth = theme.frozenColumnLine?.shadow?.width;\n const shadowStartColor = theme.frozenColumnLine?.shadow?.startColor;\n const shadowEndColor = theme.frozenColumnLine?.shadow?.endColor;\n this.frozenShadowLine.setAttributes({\n width: shadowWidth,\n fill: {\n gradient: 'linear',\n x0: 0,\n y0: 0,\n x1: 1,\n y1: 0,\n stops: [\n { color: shadowStartColor, offset: 0 },\n { color: shadowEndColor, offset: 1 }\n ]\n }\n });\n\n this.cellMover.updateStyle();\n // this.menu.updateStyle();\n // this.drillIcon.updateStyle();\n }\n}\n"]}
1
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type { ILine, IRect, IGroup, FederatedPointerEvent, Text, IText } from './../../vrender';\nimport { createRect, createLine, createText, createGroup, createSymbol } from './../../vrender';\nimport { ScrollBar } from '@visactor/vrender-components';\nimport type { Group } from '../graphic/group';\nimport { MenuHandler } from './menu';\nimport { DrillIcon } from './drill-icon';\nimport { CellMover } from './cell-mover';\nimport { getColX } from './util';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { SceneEvent } from '../../event/util';\nimport { getCellEventArgsSet } from '../../event/util';\nimport type { ListTableAPI } from '../../ts-types';\n\n/**\n * @description: 表格内容外组件\n * @return {*}\n */\nexport class TableComponent {\n table: BaseTableAPI;\n\n border: IRect; // 表格外边框\n // selectBorder: IRect; // 表格选择区域边框\n columnResizeLine: ILine; // 表格列宽调整基准线\n columnResizeBgLine: ILine; // 表格列宽调整基准线背景\n columnResizeLabel: IGroup; // 表格列宽调整标记\n menu: MenuHandler; // 表格菜单\n vScrollBar: ScrollBar; // 表格横向滚动条\n hScrollBar: ScrollBar; // 表格纵向滚动条\n frozenShadowLine: IRect; // 表格冻结列右侧阴影块\n drillIcon: DrillIcon; // drill icon\n cellMover: CellMover; // 表格列顺序调整标记\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n const theme = this.table.theme;\n\n // 滚动条\n this.createScrollBar();\n\n // 列宽调整基准线\n const columnResizeColor = theme.columnResize?.lineColor;\n const columnResizeWidth = theme.columnResize?.lineWidth;\n const columnResizeBgColor = theme.columnResize?.bgColor;\n const columnResizeBgWidth = theme.columnResize?.width;\n const labelColor = theme.columnResize?.labelColor;\n const labelFontSize = theme.columnResize?.labelFontSize;\n const labelFontFamily = theme.columnResize?.labelFontFamily;\n const labelBackgroundFill = theme.columnResize?.labelBackgroundFill;\n const labelBackgroundCornerRadius = theme.columnResize?.labelBackgroundCornerRadius;\n\n this.columnResizeLine = createLine({\n visible: false,\n pickable: false,\n stroke: columnResizeColor as string,\n lineWidth: columnResizeWidth as number,\n x: 0,\n y: 0,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: 0 }\n ]\n });\n this.columnResizeBgLine = createLine({\n visible: false,\n pickable: false,\n stroke: columnResizeBgColor as string,\n lineWidth: columnResizeBgWidth as number,\n x: 0,\n y: 0,\n // dx: -(columnResizeBgWidth - columnResizeWidth) / 2,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: 0 }\n ]\n });\n\n // 列宽调整文字标签\n const columnResizeLabelText = createText({\n visible: false,\n pickable: false,\n x: 0,\n y: 0,\n fontSize: labelFontSize, // 10\n fill: labelColor,\n fontFamily: labelFontFamily,\n text: '',\n textBaseline: 'top',\n dx: 12 + 4,\n dy: -labelFontSize / 2\n });\n const columnResizeLabelBack = createRect({\n visible: false,\n pickable: false,\n fill: labelBackgroundFill,\n x: 0,\n y: 0,\n width: 5 * labelFontSize * 0.8,\n height: labelFontSize + 8,\n cornerRadius: labelBackgroundCornerRadius,\n dx: 12,\n dy: -labelFontSize / 2 - 4\n });\n this.columnResizeLabel = createGroup({\n visible: false,\n pickable: false,\n x: 0,\n y: 0\n });\n this.columnResizeLabel.appendChild(columnResizeLabelBack);\n this.columnResizeLabel.appendChild(columnResizeLabelText);\n\n // 列顺序调整基准线\n this.cellMover = new CellMover(this.table);\n\n // 冻结列阴影\n const shadowWidth = theme.frozenColumnLine?.shadow?.width;\n const shadowStartColor = theme.frozenColumnLine?.shadow?.startColor;\n const shadowEndColor = theme.frozenColumnLine?.shadow?.endColor;\n this.frozenShadowLine = createRect({\n visible: true,\n pickable: false,\n x: 0,\n y: 0,\n width: shadowWidth,\n height: 0,\n fill: {\n gradient: 'linear',\n x0: 0,\n y0: 0,\n x1: 1,\n y1: 0,\n stops: [\n { color: shadowStartColor, offset: 0 },\n { color: shadowEndColor, offset: 1 }\n ]\n }\n });\n\n // TO BE DONE 冻结列border(theme.frozenColumnLine?.border)\n\n // 弹出窗口\n // this.menu = createGroup({\n // visible: false,\n // pickable: false,\n // x: 0,\n // y: 0,\n // });\n this.menu = new MenuHandler(this.table);\n\n this.drillIcon = new DrillIcon();\n }\n\n /**\n * @description: 组件mark加入到容器Group中\n * @param {Group} componentGroup\n * @return {*}\n */\n addToGroup(componentGroup: Group) {\n componentGroup.addChild(this.frozenShadowLine);\n // componentGroup.addChild(this.selectBorder);\n componentGroup.addChild(this.columnResizeBgLine);\n componentGroup.addChild(this.columnResizeLine);\n componentGroup.addChild(this.columnResizeLabel);\n\n const hoverOn = this.table.theme.scrollStyle.hoverOn;\n if (hoverOn && !this.table.theme.scrollStyle.barToSide) {\n componentGroup.addChild(this.hScrollBar);\n componentGroup.addChild(this.vScrollBar);\n } else {\n componentGroup.stage.defaultLayer.addChild(this.hScrollBar);\n componentGroup.stage.defaultLayer.addChild(this.vScrollBar);\n }\n this.menu.bindTableComponent(componentGroup);\n this.drillIcon.appand(componentGroup);\n this.cellMover.appand(componentGroup);\n }\n\n /**\n * @description: 创建滚动条组件\n * @return {*}\n */\n createScrollBar() {\n const theme = this.table.theme;\n const scrollRailColor = theme.scrollStyle?.scrollRailColor as string;\n const scrollSliderColor = theme.scrollStyle?.scrollSliderColor as string;\n const width = theme.scrollStyle?.width as number;\n // const visible = theme.scrollStyle?.visible as string;\n // const hoverOn = theme.scrollStyle?.hoverOn as boolean;\n\n this.hScrollBar = new ScrollBar({\n direction: 'horizontal',\n x: -this.table.tableNoFrameWidth * 2,\n y: -this.table.tableNoFrameHeight * 2,\n width: this.table.tableNoFrameWidth,\n height: width,\n padding: 0,\n railStyle: {\n fill: scrollRailColor\n },\n sliderStyle: {\n fill: scrollSliderColor\n },\n range: [0, 0.1],\n // scrollRange: [0.4, 0.8]\n visible: false\n });\n // hack方案实现初始化隐藏滚动条,也可以add到stage之后执行hideAll\n (this.hScrollBar as any).render();\n this.hScrollBar.hideAll();\n\n this.vScrollBar = new ScrollBar({\n direction: 'vertical',\n x: -this.table.tableNoFrameWidth * 2,\n y: -this.table.tableNoFrameHeight * 2,\n width,\n height: this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight(),\n padding: 0,\n railStyle: {\n fill: scrollRailColor\n },\n sliderStyle: {\n fill: scrollSliderColor\n },\n range: [0, 0.1],\n visible: false\n });\n (this.vScrollBar as any).render();\n this.vScrollBar.hideAll();\n }\n\n /**\n * @description: 更新滚动条尺寸\n * @return {*}\n */\n updateScrollBar() {\n const oldHorizontalBarPos = this.table.stateManager.scroll.horizontalBarPos;\n const oldVerticalBarPos = this.table.stateManager.scroll.verticalBarPos;\n\n const theme = this.table.theme;\n const width = theme.scrollStyle?.width as number;\n const visible = theme.scrollStyle?.visible as string;\n // const hoverOn = theme.scrollStyle?.hoverOn as boolean;\n const tableWidth = Math.ceil(this.table.scenegraph.tableGroup.attribute.width);\n const tableHeight = Math.ceil(this.table.scenegraph.tableGroup.attribute.height);\n\n const totalHeight = this.table.getAllRowsHeight();\n const totalWidth = this.table.getAllColsWidth();\n const frozenRowsHeight = this.table.getFrozenRowsHeight();\n const frozenColsWidth = this.table.getFrozenColsWidth();\n const bottomFrozenRowsHeight = this.table.getBottomFrozenRowsHeight();\n const rightFrozenColsWidth = this.table.getRightFrozenColsWidth();\n if (totalWidth > tableWidth) {\n const y = Math.min(tableHeight, totalHeight);\n const rangeEnd = Math.max(0.05, (tableWidth - frozenColsWidth) / (totalWidth - frozenColsWidth));\n\n const hoverOn = this.table.theme.scrollStyle.hoverOn;\n\n let attrY = 0;\n if (this.table.theme.scrollStyle.barToSide) {\n attrY =\n this.table.tableNoFrameHeight -\n (hoverOn ? width : -this.table.scenegraph.tableGroup.attribute.y) +\n this.table.tableY;\n } else {\n attrY = y - (hoverOn ? width : -this.table.scenegraph.tableGroup.attribute.y);\n }\n\n this.hScrollBar.setAttributes({\n x: frozenColsWidth + (!hoverOn ? this.table.scenegraph.tableGroup.attribute.x : 0),\n y: attrY,\n width: tableWidth - frozenColsWidth - rightFrozenColsWidth,\n range: [0, rangeEnd],\n visible: visible === 'always'\n });\n const bounds = this.hScrollBar.AABBBounds && this.hScrollBar.globalAABBBounds;\n (this.hScrollBar as any)._viewPosition = {\n x: bounds.x1,\n y: bounds.y1\n };\n if (visible === 'always') {\n this.hScrollBar.showAll();\n }\n } else {\n this.hScrollBar.setAttributes({\n x: -this.table.tableNoFrameWidth * 2,\n y: -this.table.tableNoFrameHeight * 2,\n width: 0,\n visible: false\n });\n }\n\n if (totalHeight > tableHeight) {\n const x = Math.min(tableWidth, totalWidth);\n const rangeEnd = Math.max(0.05, (tableHeight - frozenRowsHeight) / (totalHeight - frozenRowsHeight));\n\n let attrX = 0;\n const hoverOn = this.table.theme.scrollStyle.hoverOn;\n\n if (this.table.theme.scrollStyle.barToSide) {\n attrX =\n this.table.tableNoFrameWidth -\n (hoverOn ? width : -this.table.scenegraph.tableGroup.attribute.x) +\n this.table.tableX;\n } else {\n attrX = x - (hoverOn ? width : -this.table.scenegraph.tableGroup.attribute.x);\n }\n\n this.vScrollBar.setAttributes({\n x: attrX,\n y: frozenRowsHeight + (!hoverOn ? this.table.scenegraph.tableGroup.attribute.y : 0),\n height: tableHeight - frozenRowsHeight - bottomFrozenRowsHeight,\n range: [0, rangeEnd],\n visible: visible === 'always'\n });\n const bounds = this.vScrollBar.AABBBounds && this.vScrollBar.globalAABBBounds;\n (this.vScrollBar as any)._viewPosition = {\n x: bounds.x1,\n y: bounds.y1\n };\n\n if (visible === 'always') {\n this.vScrollBar.showAll();\n }\n } else {\n this.vScrollBar.setAttributes({\n x: -this.table.tableNoFrameWidth * 2,\n y: -this.table.tableNoFrameHeight * 2,\n height: 0,\n visible: false\n });\n }\n\n this.table.stateManager.setScrollLeft(oldHorizontalBarPos);\n this.table.stateManager.setScrollTop(oldVerticalBarPos);\n }\n\n /**\n * @description: 隐藏列宽调整组件\n * @return {*}\n */\n hideResizeCol() {\n // this.columnResizeLine.attribute.visible = false;\n this.columnResizeLine.setAttribute('visible', false);\n this.columnResizeBgLine.setAttribute('visible', false);\n this.columnResizeLabel.setAttribute('visible', false);\n this.columnResizeLabel.hideAll();\n }\n\n /**\n * @description: 显示列宽调整组件\n * @param {number} col\n * @param {number} y\n * @return {*}\n */\n showResizeCol(col: number, y: number, isRightFrozen?: boolean) {\n // this.columnResizeLine.attribute.visible = false;\n // 基准线\n const colX = getColX(col, this.table, isRightFrozen);\n this.columnResizeLine.setAttributes({\n visible: true,\n x: colX,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: this.table.getRowsHeight(0, this.table.rowCount - 1) }\n ]\n });\n this.columnResizeBgLine.setAttributes({\n visible: true,\n x: colX,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: this.table.getRowsHeight(0, this.table.rowCount - 1) }\n ]\n });\n\n // 标签\n // this.columnResizeLabel.setAttribute('visible', true);\n this.columnResizeLabel.showAll();\n this.columnResizeLabel.setAttributes({\n visible: true,\n x: colX,\n y\n });\n (this.columnResizeLabel.lastChild as Text).setAttribute('text', `${this.table.getColWidth(col)}px`);\n }\n\n /**\n * @description: 更新列宽调整组件\n * @param {number} col\n * @param {number} y 标签显示的y坐标\n * @return {*}\n */\n updateResizeCol(col: number, y: number, isRightFrozen?: boolean) {\n // 基准线\n const colX = getColX(col, this.table, isRightFrozen);\n // this.columnResizeLine.setAttribute('x', x);\n this.columnResizeLine.setAttributes({\n x: colX,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: this.table.getRowsHeight(0, this.table.rowCount - 1) } // todo: 优化points赋值\n ]\n });\n this.columnResizeBgLine.setAttributes({\n x: colX,\n points: [\n { x: 0, y: 0 },\n { x: 0, y: this.table.getRowsHeight(0, this.table.rowCount - 1) } // todo: 优化points赋值\n ]\n });\n\n // 标签\n this.columnResizeLabel.setAttributes({\n x: colX,\n y\n });\n (this.columnResizeLabel.lastChild as Text).setAttribute('text', `${Math.floor(this.table.getColWidth(col))}px`);\n }\n\n /**\n * @description: 隐藏列顺序调整组件\n * @return {*}\n */\n hideMoveCol() {\n this.cellMover.hide();\n }\n\n /**\n * @description: 显示列顺序调整组件\n * @param {number} col\n * @param {number} x\n * @return {*}\n */\n showMoveCol(col: number, row: number, delta: number) {\n this.cellMover.show(col, row, delta);\n }\n\n /**\n * @description: 更新列顺序调整组件\n * @param {number} backX\n * @param {number} lineX\n * @return {*}\n */\n updateMoveCol(backX: number, lineX: number, backY: number, lineY: number) {\n this.cellMover.update(backX, lineX, backY, lineY);\n }\n\n /**\n * @description: 显示冻结列shadow\n * @param {number} col\n * @return {*}\n */\n setFrozenColumnShadow(col: number, isRightFrozen?: boolean) {\n if (col < 0) {\n this.frozenShadowLine.setAttributes({\n visible: false\n });\n } else {\n // const colX = this.table.getColsWidth(0, col);\n const colX = getColX(col, this.table, isRightFrozen);\n this.frozenShadowLine.setAttributes({\n visible: true,\n x: colX,\n height: this.table.getDrawRange().height\n });\n }\n }\n\n hideVerticalScrollBar() {\n const visable = this.table.theme.scrollStyle.visible;\n if (visable !== 'focus' && visable !== 'scrolling') {\n return;\n }\n this.vScrollBar.setAttribute('visible', false);\n this.vScrollBar.hideAll();\n this.table.scenegraph.updateNextFrame();\n }\n showVerticalScrollBar() {\n const visable = this.table.theme.scrollStyle.visible;\n if (visable !== 'focus' && visable !== 'scrolling') {\n return;\n }\n this.vScrollBar.setAttribute('visible', true);\n this.vScrollBar.showAll();\n this.table.scenegraph.updateNextFrame();\n }\n hideHorizontalScrollBar() {\n const visable = this.table.theme.scrollStyle.visible;\n if (visable !== 'focus' && visable !== 'scrolling') {\n return;\n }\n this.hScrollBar.setAttribute('visible', false);\n this.hScrollBar.hideAll();\n this.table.scenegraph.updateNextFrame();\n }\n showHorizontalScrollBar() {\n const visable = this.table.theme.scrollStyle.visible;\n if (visable !== 'focus' && visable !== 'scrolling') {\n return;\n }\n this.hScrollBar.setAttribute('visible', true);\n this.hScrollBar.showAll();\n this.table.scenegraph.updateNextFrame();\n }\n updateVerticalScrollBarPos(topRatio: number) {\n const range = this.vScrollBar.attribute.range;\n const size = range[1] - range[0];\n const range0 = topRatio * (1 - size);\n this.vScrollBar.setAttribute('range', [range0, range0 + size]);\n const bounds = this.vScrollBar.AABBBounds && this.vScrollBar.globalAABBBounds;\n (this.vScrollBar as any)._viewPosition = {\n x: bounds.x1,\n y: bounds.y1\n };\n }\n updateHorizontalScrollBarPos(leftRatio: number) {\n const range = this.hScrollBar.attribute.range;\n const size = range[1] - range[0];\n const range0 = leftRatio * (1 - size);\n this.hScrollBar.setAttribute('range', [range0, range0 + size]);\n const bounds = this.hScrollBar.AABBBounds && this.hScrollBar.globalAABBBounds;\n (this.hScrollBar as any)._viewPosition = {\n x: bounds.x1,\n y: bounds.y1\n };\n }\n\n updateStyle() {\n const theme = this.table.theme;\n\n // scrollbar\n const scrollRailColor = theme.scrollStyle?.scrollRailColor as string;\n const scrollSliderColor = theme.scrollStyle?.scrollSliderColor as string;\n const width = theme.scrollStyle?.width as number;\n this.hScrollBar.setAttributes({\n height: width,\n railStyle: {\n fill: scrollRailColor\n },\n sliderStyle: {\n fill: scrollSliderColor\n }\n });\n\n this.vScrollBar.setAttributes({\n width,\n railStyle: {\n fill: scrollRailColor\n },\n sliderStyle: {\n fill: scrollSliderColor\n }\n });\n\n // columnResizeLine & columnResizeBgLine\n const columnResizeColor = theme.columnResize?.lineColor;\n const columnResizeWidth = theme.columnResize?.lineWidth;\n const columnResizeBgColor = theme.columnResize?.bgColor;\n const columnResizeBgWidth = theme.columnResize?.width;\n\n this.columnResizeLine.setAttributes({\n stroke: columnResizeColor as string,\n lineWidth: columnResizeWidth as number\n });\n this.columnResizeBgLine = createLine({\n stroke: columnResizeBgColor as string,\n lineWidth: columnResizeBgWidth as number\n });\n\n const labelColor = theme.columnResize?.labelColor;\n const labelFontSize = theme.columnResize?.labelFontSize;\n const labelFontFamily = theme.columnResize?.labelFontFamily;\n const labelBackgroundFill = theme.columnResize?.labelBackgroundFill;\n const labelBackgroundCornerRadius = theme.columnResize?.labelBackgroundCornerRadius;\n\n // columnResizeLabelBack\n (this.columnResizeLabel.lastChild as IText).setAttributes({\n fontSize: labelFontSize, // 10\n fill: labelColor,\n fontFamily: labelFontFamily,\n dy: -labelFontSize / 2\n });\n // columnResizeLabelText\n (this.columnResizeLabel.firstChild as IRect).setAttributes({\n fill: labelBackgroundFill,\n width: 5 * labelFontSize * 0.8,\n height: labelFontSize + 8,\n cornerRadius: labelBackgroundCornerRadius,\n dy: -labelFontSize / 2 - 4\n });\n\n // frozenShadowLine\n const shadowWidth = theme.frozenColumnLine?.shadow?.width;\n const shadowStartColor = theme.frozenColumnLine?.shadow?.startColor;\n const shadowEndColor = theme.frozenColumnLine?.shadow?.endColor;\n this.frozenShadowLine.setAttributes({\n width: shadowWidth,\n fill: {\n gradient: 'linear',\n x0: 0,\n y0: 0,\n x1: 1,\n y1: 0,\n stops: [\n { color: shadowStartColor, offset: 0 },\n { color: shadowEndColor, offset: 1 }\n ]\n }\n });\n\n this.cellMover.updateStyle();\n // this.menu.updateStyle();\n // this.drillIcon.updateStyle();\n }\n}\n"]}
@@ -30,7 +30,7 @@ Object.defineProperty(exports, "__esModule", {
30
30
  value: !0
31
31
  }), exports.SceneProxy = void 0;
32
32
 
33
- const vutils_1 = require("@visactor/vutils"), group_1 = require("../../graphic/group"), compute_col_width_1 = require("../../layout/compute-col-width"), compute_row_height_1 = require("../../layout/compute-row-height"), empty_group_1 = require("../../utils/empty-group"), column_1 = require("../column"), column_helper_1 = require("../column-helper"), create_group_for_first_screen_1 = require("./create-group-for-first-screen"), dynamic_set_x_1 = require("./update-position/dynamic-set-x"), dynamic_set_y_1 = require("./update-position/dynamic-set-y"), update_auto_row_1 = require("./update-position/update-auto-row"), sort_vertical_1 = require("./update-position/sort-vertical"), sort_horizontal_1 = require("./update-position/sort-horizontal"), update_auto_column_1 = require("./update-position/update-auto-column");
33
+ const vutils_1 = require("@visactor/vutils"), group_1 = require("../../graphic/group"), compute_col_width_1 = require("../../layout/compute-col-width"), compute_row_height_1 = require("../../layout/compute-row-height"), empty_group_1 = require("../../utils/empty-group"), column_1 = require("../column"), column_helper_1 = require("../column-helper"), create_group_for_first_screen_1 = require("./create-group-for-first-screen"), dynamic_set_x_1 = require("./update-position/dynamic-set-x"), dynamic_set_y_1 = require("./update-position/dynamic-set-y"), update_auto_row_1 = require("./update-position/update-auto-row"), sort_vertical_1 = require("./update-position/sort-vertical"), sort_horizontal_1 = require("./update-position/sort-horizontal"), update_auto_column_1 = require("./update-position/update-auto-column"), stick_text_1 = require("../../stick-text");
34
34
 
35
35
  class SceneProxy {
36
36
  constructor(table) {
@@ -96,7 +96,8 @@ class SceneProxy {
96
96
  yield this.progress()) : this.rowUpdatePos <= this.rowEnd ? (yield this.updateRowCellGroupsAsync(),
97
97
  yield this.progress()) : this.currentCol < this.totalCol ? (yield this.createCol(),
98
98
  yield this.progress()) : this.currentRow < this.totalRow && (yield this.createRow(),
99
- yield this.progress()), resolve());
99
+ yield this.progress()), (0, stick_text_1.handleTextStick)(this.table), this.table.scenegraph.updateNextFrame(),
100
+ resolve());
100
101
  }))), 16);
101
102
  }));
102
103
  }));
@@ -1 +1 @@
1
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{ isNumber, isValid } from '@visactor/vutils';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\nimport { createGroupForFirstScreen } from './create-group-for-first-screen';\nimport { dynamicSetX, updateColContent } from './update-position/dynamic-set-x';\nimport { dynamicSetY, updateRowContent } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\nimport { updateAutoColumn } from './update-position/update-auto-column';\nimport { getDefaultHeight, getDefaultWidth } from './default-width-height';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 200;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向\n screenTopRow: number = 0; // 当前屏幕范围内显示的第一行的row number\n totalActualBodyRowCount: number; // 实际表格body部分的行数\n deltaY: number = 0;\n deltaHeight: number = 0;\n\n colLimit = 100;\n // bodyLeftCol: number; // table body部分的第一列col number\n bodyRightCol: number; // table body部分的最后一列col number\n totalCol: number; // 渐进完成最后一列的col number\n colStart: number; // 当前维护的部分第一列的col number\n colEnd: number; // 当前维护的部分最后一列的col number\n taskColCount: number; // 一次任务生成/更新的col count\n xLimitLeft: number; // x > xLimitLeft动态更新,否则直接修改xy\n xLimitRight: number; // x < xLimitRight动态更新,否则直接修改xy\n screenColCount: number; // 预计屏幕范围内显示的col count\n firstScreenColLimit: number; // 首屏同步加载部分最后一列的col number\n colUpdatePos: number; // 异步任务目前更新到的列的col number\n currentCol: number; // 目前渐进生成的col number\n referenceCol: number; // 当前维护的部分中间一列的col number,认为referenceCol对应当前屏幕显示范围的第一列\n screenLeftCol: number = 0; // 当前屏幕范围内显示的第一列的col number\n colUpdateDirection: 'left' | 'right'; // 当前列更新方向\n totalActualBodyColCount: number; // 实际表格body部分的列数\n deltaX: number = 0;\n deltaWidth: number = 0;\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n\n if (this.table.isPivotChart()) {\n this.rowLimit = 100;\n this.colLimit = 100;\n } else if (this.table.heightMode === 'autoHeight') {\n this.rowLimit = 100;\n } else if (this.table.widthMode === 'autoWidth') {\n this.colLimit = 100;\n }\n\n if (this.table.internalProps.transpose) {\n this.mode = 'row';\n } else if (this.table.isPivotTable()) {\n this.mode = 'pivot';\n }\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n }\n\n get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n const defaultColWidth = this.table.defaultColWidth;\n // const defaultColWidth = getDefaultHeight(this.table);\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n\n // 确定动态更新限制\n const totalBodyWidth = defaultColWidth * totalActualBodyColCount;\n const totalWidth = defaultColWidth * (this.bodyRightCol - this.bodyLeftCol + 1);\n this.xLimitLeft = totalBodyWidth / 2;\n this.xLimitRight = totalWidth - totalBodyWidth / 2;\n\n // 确定首屏高度范围\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = Math.max(\n 15, // min firstScreenColLimit\n this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.colUpdatePos = this.bodyRightCol;\n }\n\n setParamsForRow() {\n this.bodyTopRow = this.table.columnHeaderLevelCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n const defaultRowHeight = this.table.defaultRowHeight;\n // const defaultRowHeight = getDefaultWidth(this.table);\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n\n // 确定动态更新限制\n const totalBodyHeight = defaultRowHeight * totalActualBodyRowCount;\n const totalHeight = defaultRowHeight * (this.bodyBottomRow - this.bodyTopRow + 1);\n this.yLimitTop = totalBodyHeight / 2;\n this.yLimitBottom = totalHeight - totalBodyHeight / 2;\n // this.bottomOffset = totalHeight - totalBodyHeight / 2;\n\n // 确定首屏高度范围\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = Math.max(\n 30, // min firstScreenRowLimit\n this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n resize() {\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth));\n\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight));\n }\n\n createGroupForFirstScreen(\n cornerHeaderGroup: Group,\n colHeaderGroup: Group,\n rowHeaderGroup: Group,\n rightFrozenGroup: Group,\n bottomFrozenGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\n );\n }\n // async progress() {\n // if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // // 先更新\n // await this.updateCellGroupsAsync();\n // await this.progress();\n // } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // // 先更新没有需要更新的节点,在生成新节点\n // await this.createRow();\n // await this.progress();\n // }\n // }\n async progress() {\n if (this.isProgressing) {\n return;\n }\n this.isProgressing = true;\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n this.isProgressing = false;\n if (this.isRelease) {\n return;\n }\n // console.log('progress col', this.colUpdatePos, this.colEnd, this.currentCol, this.totalCol);\n // console.log('progress row', this.rowUpdatePos, this.rowEnd, this.currentRow, this.totalRow);\n // console.log('before: createRow', table.scenegraph.bodyGroup.lastChild.attribute);\n // if (this.isSkipProgress) {\n // await this.progress();\n // } else\n if (this.colUpdatePos <= this.colEnd) {\n await this.updateColCellGroupsAsync();\n await this.progress();\n } else if (this.rowUpdatePos <= this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n await this.updateRowCellGroupsAsync();\n await this.progress();\n } else if (this.currentCol < this.totalCol) {\n await this.createCol();\n await this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n await this.createRow();\n await this.progress();\n }\n resolve();\n }, 16);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n // console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n async createCol() {\n if (!this.taskColCount) {\n return;\n }\n // console.log('createCol', this.currentCol, this.currentCol + this.taskColCount);\n this.createColGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n // compute rows height\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n\n if (this.table.frozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.frozenColCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isPivotChart() ? 'rowHeader' : 'body'; // isHeader\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n const cellLocation = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowEnd = endRow;\n this.rowUpdatePos = this.rowEnd;\n // this.referenceRow = this.rowStart + Math.floor((endRow - this.rowStart) / 2);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n createColGroup(onceCount: number) {\n // compute rows height\n const endCol = Math.min(this.totalCol, this.currentCol + onceCount);\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n\n // update last merge cell size\n for (let row = 0; row < this.table.rowCount; row++) {\n const cellGroup = this.highPerformanceGetCell(this.currentCol, row);\n if (cellGroup.role === 'cell' && isNumber(cellGroup.mergeStartCol) && cellGroup.mergeStartCol > this.currentCol) {\n this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n }\n }\n\n // create column\n if (this.table.columnHeaderLevelCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create colHeaderGroup\n createColGroup(\n this.table.scenegraph.colHeaderGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n 0, // rowStart\n this.table.columnHeaderLevelCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n if (this.table.bottomFrozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bottomFrozenGroup.lastChild instanceof Group\n ? this.table.scenegraph.bottomFrozenGroup.lastChild\n : this.table.scenegraph.bottomFrozenGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bottomFrozenGroup\n createColGroup(\n this.table.scenegraph.bottomFrozenGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.table.rowCount - this.table.bottomFrozenRowCount, // rowStart\n this.table.rowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n // create colGroup\n let lastColumnGroup =\n this.table.scenegraph.bodyGroup.lastChild &&\n ((this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev) as Group);\n if (!lastColumnGroup) {\n lastColumnGroup =\n this.table.scenegraph.colHeaderGroup.lastChild &&\n ((this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev) as Group);\n }\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bodyGroup\n createColGroup(\n this.table.scenegraph.bodyGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.rowStart, // rowStart\n this.rowEnd, // rowEnd\n 'body', // isHeader\n this.table\n );\n\n this.currentCol = endCol;\n this.colEnd = endCol;\n this.colUpdatePos = this.colEnd;\n // this.referenceCol = this.colStart + Math.floor((endCol - this.colStart) / 2);\n // console.log('async', this.referenceCol, this.colStart, this.colEnd);\n\n // update container group size and border\n // this.table.scenegraph.updateContainerAttrWidthAndX();\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n async setY(y: number, isEnd = false) {\n const yLimitTop =\n this.table.getRowsHeight(this.bodyTopRow, this.bodyTopRow + (this.rowEnd - this.rowStart + 1)) / 2;\n const yLimitBottom = this.table.getAllRowsHeight() - yLimitTop;\n if (y < yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (y > yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (\n !this.table.scenegraph.bodyGroup.firstChild ||\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n this.updateDeltaY(y);\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollTop执行dynamicSetY会出错\n this.updateBody(y - this.deltaY);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y, isEnd);\n }\n }\n\n async setX(x: number, isEnd = false) {\n const xLimitLeft =\n this.table.getColsWidth(this.bodyLeftCol, this.bodyLeftCol + (this.colEnd - this.colStart + 1)) / 2;\n const xLimitRight = this.table.getAllColsWidth() - xLimitLeft;\n if (x < xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (x > xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (\n this.table.scenegraph.bodyGroup.firstChild && //注意判断关系 这里不是 || 而是 &&\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollLeft执行dynamicSetX会出错\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x, isEnd);\n }\n }\n\n async dynamicSetY(y: number, isEnd = false) {\n dynamicSetY(y, isEnd, this);\n }\n async dynamicSetX(x: number, isEnd = false) {\n dynamicSetX(x, isEnd, this);\n }\n\n updateBody(y: number) {\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n }\n\n async updateRowCellGroupsAsync() {\n this.updateCellGroups(this.taskRowCount);\n }\n\n updateCellGroups(count: number) {\n const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);\n // console.log('updateCellGroups', this.rowUpdatePos, distRow);\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateBottomFrozenCellGroups() {\n const startRow = this.table.rowCount - this.table.bottomFrozenRowCount;\n const endRow = this.table.rowCount - 1;\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, startRow, endRow, false);\n }\n console.log('updateBottomFrozenCellGroups', startRow, endRow);\n updateRowContent(startRow, endRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateRightFrozenCellGroups() {\n const startCol = this.table.colCount - this.table.rightFrozenColCount;\n const endCol = this.table.colCount - 1;\n if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, startCol, endCol, false);\n }\n console.log('updateRightFrozenCellGroups', startCol, endCol);\n updateColContent(startCol, endCol, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoColumn(startCol, endCol, this.table, this.colUpdateDirection);\n }\n }\n async updateColCellGroupsAsync() {\n this.updateColGroups(this.taskRowCount);\n }\n\n updateColGroups(count: number) {\n const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);\n // console.log('updateCellGroups', this.colUpdatePos, distCol);\n // for (let col = this.colUpdatePos; col <= distCol; col++) {\n // const colGroup = this.table.scenegraph.getColGroup(col);\n // if (colGroup) {\n // // colGroup.forEachChildren((cellGroup: Group) => {\n // // this.updateCellGroupContent(cellGroup);\n // // });\n // // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // // const cellGroup = this.highPerformanceGetCell(colGroup.col, row);\n // // this.updateCellGroupContent(cellGroup);\n // // }\n // let cellGroup = colGroup.firstChild;\n // while (cellGroup) {\n // // this.updateCellGroupContent(cellGroup as Group);\n // // cellGroup = cellGroup._next;\n // const newCellGroup = this.updateCellGroupContent(cellGroup as Group);\n // cellGroup = newCellGroup._next;\n // }\n // colGroup.needUpdate = false;\n // }\n // }\n computeColsWidth(this.table, this.colUpdatePos, distCol);\n updateColContent(this.colUpdatePos, distCol, this);\n this.colUpdatePos = distCol + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeEndRow = undefined;\n cellGroup.setAttribute('y', y);\n (cellGroup as any).needUpdate = true;\n (cellGroup as any).needUpdateForAutoRowHeight = true;\n }\n\n updateCellGroupContent(cellGroup: Group) {\n if (!cellGroup.needUpdate || cellGroup.role !== 'cell') {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n // 更新内容\n // const textMark = cellGroup.firstChild as WrapText;\n // const autoWrapText = Array.isArray(textMark.attribute.text);\n // const textStr: string = this.table.getCellValue(cellGroup.col, cellGroup.row);\n // let text;\n // if (autoWrapText) {\n // text = String(textStr).replace(/\\r?\\n/g, '\\n').replace(/\\r/g, '\\n').split('\\n');\n // } else {\n // text = textStr;\n // }\n\n // textMark.setAttribute('text', text);\n\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCellVertical() {\n await sortVertical(this);\n }\n\n async sortCellHorizontal() {\n await sortHorizontal(this);\n }\n\n highPerformanceGetCell(\n col: number,\n row: number,\n // rowStart: number = this.rowStart,\n // rowEnd: number = this.rowEnd,\n getShadow?: boolean\n ) {\n // if (row < rowStart || row > rowEnd) {\n // return emptyGroup;\n // }\n // if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) {\n // return emptyGroup;\n // }\n\n if (\n row >= this.table.columnHeaderLevelCount && // not column header\n row < this.table.rowCount - this.table.bottomFrozenRowCount && // not bottom frozen\n (row < this.rowStart || row > this.rowEnd) // not in proxy row range\n ) {\n return emptyGroup;\n }\n\n if (\n col >= this.table.frozenColCount && // not row header\n col < this.table.colCount - this.table.rightFrozenColCount && // not right frozen\n (col < this.colStart || col > this.colEnd) // not in proxy col range\n ) {\n return emptyGroup;\n }\n\n if (this.cellCache.get(col)) {\n const cacheCellGoup = this.cellCache.get(col);\n if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {\n // 由缓存单元格向前后查找要快于从头查找\n let cellGroup = getCellByCache(cacheCellGoup, row);\n if (!cellGroup || (!getShadow && cellGroup.role === 'shadow-cell')) {\n cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n }\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n\n updateDeltaY(y: number, screenTopY?: number, screenTopRow?: number) {\n if (this.rowStart === this.bodyTopRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowStart, true);\n if (cellGroup.role === 'cell') {\n const deltaY = cellGroup.attribute.y;\n this.deltaY = -deltaY;\n }\n } else if (this.rowEnd === this.bodyBottomRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowEnd, true);\n if (cellGroup.role === 'cell') {\n // const deltaY =\n // cellGroup.attribute.y +\n // cellGroup.attribute.height -\n // (this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight()) -\n // y;\n const deltaY =\n cellGroup.attribute.y +\n cellGroup.attribute.height -\n (this.table.getAllRowsHeight() - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight());\n this.deltaY = -deltaY;\n }\n } else if (isValid(screenTopY) && isValid(screenTopRow)) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, screenTopRow, true);\n const bodyY = y - this.deltaY;\n const distRowYOffset = screenTopY - bodyY; // dist cell 距离表格顶部的位置差\n const currentRowYOffset = cellGroup.attribute.y - bodyY + this.table.getFrozenRowsHeight(); // current cell 距离表格顶部的位置差\n // const deltaY = screenTopY - (cellGroup.attribute.y + );\n this.deltaY = distRowYOffset - currentRowYOffset;\n }\n }\n\n updateDeltaX(x: number, screenLeftX?: number, screenLeftCol?: number) {\n if (this.colStart === this.bodyLeftCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colStart);\n if (colGroup) {\n const deltaX = colGroup.attribute.x;\n this.deltaX = -deltaX;\n }\n } else if (this.colEnd === this.bodyRightCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colEnd);\n if (colGroup) {\n const deltaX =\n colGroup.attribute.x +\n colGroup.attribute.width -\n (this.table.getAllColsWidth() - this.table.getFrozenColsWidth() - this.table.getRightFrozenColsWidth());\n this.deltaX = -deltaX;\n }\n } else if (isValid(screenLeftX) && isValid(screenLeftCol)) {\n const colGroup =\n this.table.scenegraph.getColGroup(screenLeftCol) || this.table.scenegraph.getColGroup(screenLeftCol, true);\n // const deltaX = screenLeftX - (colGroup.attribute.x + this.table.getFrozenColsWidth() + this.deltaX);\n // this.deltaX = deltaX + this.deltaX;\n const bodyX = x - this.deltaX;\n const distColXOffset = screenLeftX - bodyX; // dist col 距离表格左侧的位置差\n const currentColXOffset = colGroup.attribute.x - bodyX + this.table.getFrozenColsWidth(); // current col 距离表格左侧的位置差\n this.deltaX = distColXOffset - currentColXOffset;\n }\n }\n\n release() {\n this.isRelease = true;\n }\n}\n\nfunction getCellByCache(cacheCellGroup: Group, row: number): Group | null {\n if (!cacheCellGroup) {\n return null;\n }\n if (cacheCellGroup.row === row) {\n return cacheCellGroup;\n }\n const prev = cacheCellGroup._prev as Group;\n const next = cacheCellGroup._next as Group;\n // cacheCellGroup may have wrong order\n if (cacheCellGroup.row > row && prev && prev.row === row - 1) {\n return getCellByCache(prev, row);\n }\n if (cacheCellGroup.row < row && next && next.row === row + 1) {\n return getCellByCache(next, row);\n }\n return null;\n}\n"]}
1
+ 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{ isNumber, isValid } from '@visactor/vutils';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\nimport { createGroupForFirstScreen } from './create-group-for-first-screen';\nimport { dynamicSetX, updateColContent } from './update-position/dynamic-set-x';\nimport { dynamicSetY, updateRowContent } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\nimport { updateAutoColumn } from './update-position/update-auto-column';\nimport { getDefaultHeight, getDefaultWidth } from './default-width-height';\nimport { handleTextStick } from '../../stick-text';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 200;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向\n screenTopRow: number = 0; // 当前屏幕范围内显示的第一行的row number\n totalActualBodyRowCount: number; // 实际表格body部分的行数\n deltaY: number = 0;\n deltaHeight: number = 0;\n\n colLimit = 100;\n // bodyLeftCol: number; // table body部分的第一列col number\n bodyRightCol: number; // table body部分的最后一列col number\n totalCol: number; // 渐进完成最后一列的col number\n colStart: number; // 当前维护的部分第一列的col number\n colEnd: number; // 当前维护的部分最后一列的col number\n taskColCount: number; // 一次任务生成/更新的col count\n xLimitLeft: number; // x > xLimitLeft动态更新,否则直接修改xy\n xLimitRight: number; // x < xLimitRight动态更新,否则直接修改xy\n screenColCount: number; // 预计屏幕范围内显示的col count\n firstScreenColLimit: number; // 首屏同步加载部分最后一列的col number\n colUpdatePos: number; // 异步任务目前更新到的列的col number\n currentCol: number; // 目前渐进生成的col number\n referenceCol: number; // 当前维护的部分中间一列的col number,认为referenceCol对应当前屏幕显示范围的第一列\n screenLeftCol: number = 0; // 当前屏幕范围内显示的第一列的col number\n colUpdateDirection: 'left' | 'right'; // 当前列更新方向\n totalActualBodyColCount: number; // 实际表格body部分的列数\n deltaX: number = 0;\n deltaWidth: number = 0;\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n\n if (this.table.isPivotChart()) {\n this.rowLimit = 100;\n this.colLimit = 100;\n } else if (this.table.heightMode === 'autoHeight') {\n this.rowLimit = 100;\n } else if (this.table.widthMode === 'autoWidth') {\n this.colLimit = 100;\n }\n\n if (this.table.internalProps.transpose) {\n this.mode = 'row';\n } else if (this.table.isPivotTable()) {\n this.mode = 'pivot';\n }\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n }\n\n get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n const defaultColWidth = this.table.defaultColWidth;\n // const defaultColWidth = getDefaultHeight(this.table);\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n\n // 确定动态更新限制\n const totalBodyWidth = defaultColWidth * totalActualBodyColCount;\n const totalWidth = defaultColWidth * (this.bodyRightCol - this.bodyLeftCol + 1);\n this.xLimitLeft = totalBodyWidth / 2;\n this.xLimitRight = totalWidth - totalBodyWidth / 2;\n\n // 确定首屏高度范围\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = Math.max(\n 15, // min firstScreenColLimit\n this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.colUpdatePos = this.bodyRightCol;\n }\n\n setParamsForRow() {\n this.bodyTopRow = this.table.columnHeaderLevelCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n const defaultRowHeight = this.table.defaultRowHeight;\n // const defaultRowHeight = getDefaultWidth(this.table);\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n\n // 确定动态更新限制\n const totalBodyHeight = defaultRowHeight * totalActualBodyRowCount;\n const totalHeight = defaultRowHeight * (this.bodyBottomRow - this.bodyTopRow + 1);\n this.yLimitTop = totalBodyHeight / 2;\n this.yLimitBottom = totalHeight - totalBodyHeight / 2;\n // this.bottomOffset = totalHeight - totalBodyHeight / 2;\n\n // 确定首屏高度范围\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = Math.max(\n 30, // min firstScreenRowLimit\n this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n resize() {\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth));\n\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight));\n }\n\n createGroupForFirstScreen(\n cornerHeaderGroup: Group,\n colHeaderGroup: Group,\n rowHeaderGroup: Group,\n rightFrozenGroup: Group,\n bottomFrozenGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\n );\n }\n // async progress() {\n // if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // // 先更新\n // await this.updateCellGroupsAsync();\n // await this.progress();\n // } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // // 先更新没有需要更新的节点,在生成新节点\n // await this.createRow();\n // await this.progress();\n // }\n // }\n async progress() {\n if (this.isProgressing) {\n return;\n }\n this.isProgressing = true;\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n this.isProgressing = false;\n if (this.isRelease) {\n return;\n }\n // console.log('progress col', this.colUpdatePos, this.colEnd, this.currentCol, this.totalCol);\n // console.log('progress row', this.rowUpdatePos, this.rowEnd, this.currentRow, this.totalRow);\n // console.log('before: createRow', table.scenegraph.bodyGroup.lastChild.attribute);\n // if (this.isSkipProgress) {\n // await this.progress();\n // } else\n if (this.colUpdatePos <= this.colEnd) {\n await this.updateColCellGroupsAsync();\n await this.progress();\n } else if (this.rowUpdatePos <= this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n await this.updateRowCellGroupsAsync();\n await this.progress();\n } else if (this.currentCol < this.totalCol) {\n await this.createCol();\n await this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n await this.createRow();\n await this.progress();\n }\n handleTextStick(this.table);\n this.table.scenegraph.updateNextFrame();\n resolve();\n }, 16);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n // console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n async createCol() {\n if (!this.taskColCount) {\n return;\n }\n // console.log('createCol', this.currentCol, this.currentCol + this.taskColCount);\n this.createColGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n // compute rows height\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n\n if (this.table.frozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.frozenColCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isPivotChart() ? 'rowHeader' : 'body'; // isHeader\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n const cellLocation = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowEnd = endRow;\n this.rowUpdatePos = this.rowEnd;\n // this.referenceRow = this.rowStart + Math.floor((endRow - this.rowStart) / 2);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n createColGroup(onceCount: number) {\n // compute rows height\n const endCol = Math.min(this.totalCol, this.currentCol + onceCount);\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n\n // update last merge cell size\n for (let row = 0; row < this.table.rowCount; row++) {\n const cellGroup = this.highPerformanceGetCell(this.currentCol, row);\n if (cellGroup.role === 'cell' && isNumber(cellGroup.mergeStartCol) && cellGroup.mergeStartCol > this.currentCol) {\n this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n }\n }\n\n // create column\n if (this.table.columnHeaderLevelCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create colHeaderGroup\n createColGroup(\n this.table.scenegraph.colHeaderGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n 0, // rowStart\n this.table.columnHeaderLevelCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n if (this.table.bottomFrozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bottomFrozenGroup.lastChild instanceof Group\n ? this.table.scenegraph.bottomFrozenGroup.lastChild\n : this.table.scenegraph.bottomFrozenGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bottomFrozenGroup\n createColGroup(\n this.table.scenegraph.bottomFrozenGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.table.rowCount - this.table.bottomFrozenRowCount, // rowStart\n this.table.rowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n // create colGroup\n let lastColumnGroup =\n this.table.scenegraph.bodyGroup.lastChild &&\n ((this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev) as Group);\n if (!lastColumnGroup) {\n lastColumnGroup =\n this.table.scenegraph.colHeaderGroup.lastChild &&\n ((this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev) as Group);\n }\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bodyGroup\n createColGroup(\n this.table.scenegraph.bodyGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.rowStart, // rowStart\n this.rowEnd, // rowEnd\n 'body', // isHeader\n this.table\n );\n\n this.currentCol = endCol;\n this.colEnd = endCol;\n this.colUpdatePos = this.colEnd;\n // this.referenceCol = this.colStart + Math.floor((endCol - this.colStart) / 2);\n // console.log('async', this.referenceCol, this.colStart, this.colEnd);\n\n // update container group size and border\n // this.table.scenegraph.updateContainerAttrWidthAndX();\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n async setY(y: number, isEnd = false) {\n const yLimitTop =\n this.table.getRowsHeight(this.bodyTopRow, this.bodyTopRow + (this.rowEnd - this.rowStart + 1)) / 2;\n const yLimitBottom = this.table.getAllRowsHeight() - yLimitTop;\n if (y < yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (y > yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (\n !this.table.scenegraph.bodyGroup.firstChild ||\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n this.updateDeltaY(y);\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollTop执行dynamicSetY会出错\n this.updateBody(y - this.deltaY);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y, isEnd);\n }\n }\n\n async setX(x: number, isEnd = false) {\n const xLimitLeft =\n this.table.getColsWidth(this.bodyLeftCol, this.bodyLeftCol + (this.colEnd - this.colStart + 1)) / 2;\n const xLimitRight = this.table.getAllColsWidth() - xLimitLeft;\n if (x < xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (x > xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (\n this.table.scenegraph.bodyGroup.firstChild && //注意判断关系 这里不是 || 而是 &&\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollLeft执行dynamicSetX会出错\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x, isEnd);\n }\n }\n\n async dynamicSetY(y: number, isEnd = false) {\n dynamicSetY(y, isEnd, this);\n }\n async dynamicSetX(x: number, isEnd = false) {\n dynamicSetX(x, isEnd, this);\n }\n\n updateBody(y: number) {\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n }\n\n async updateRowCellGroupsAsync() {\n this.updateCellGroups(this.taskRowCount);\n }\n\n updateCellGroups(count: number) {\n const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);\n // console.log('updateCellGroups', this.rowUpdatePos, distRow);\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateBottomFrozenCellGroups() {\n const startRow = this.table.rowCount - this.table.bottomFrozenRowCount;\n const endRow = this.table.rowCount - 1;\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, startRow, endRow, false);\n }\n console.log('updateBottomFrozenCellGroups', startRow, endRow);\n updateRowContent(startRow, endRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateRightFrozenCellGroups() {\n const startCol = this.table.colCount - this.table.rightFrozenColCount;\n const endCol = this.table.colCount - 1;\n if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, startCol, endCol, false);\n }\n console.log('updateRightFrozenCellGroups', startCol, endCol);\n updateColContent(startCol, endCol, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoColumn(startCol, endCol, this.table, this.colUpdateDirection);\n }\n }\n async updateColCellGroupsAsync() {\n this.updateColGroups(this.taskRowCount);\n }\n\n updateColGroups(count: number) {\n const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);\n // console.log('updateCellGroups', this.colUpdatePos, distCol);\n // for (let col = this.colUpdatePos; col <= distCol; col++) {\n // const colGroup = this.table.scenegraph.getColGroup(col);\n // if (colGroup) {\n // // colGroup.forEachChildren((cellGroup: Group) => {\n // // this.updateCellGroupContent(cellGroup);\n // // });\n // // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // // const cellGroup = this.highPerformanceGetCell(colGroup.col, row);\n // // this.updateCellGroupContent(cellGroup);\n // // }\n // let cellGroup = colGroup.firstChild;\n // while (cellGroup) {\n // // this.updateCellGroupContent(cellGroup as Group);\n // // cellGroup = cellGroup._next;\n // const newCellGroup = this.updateCellGroupContent(cellGroup as Group);\n // cellGroup = newCellGroup._next;\n // }\n // colGroup.needUpdate = false;\n // }\n // }\n computeColsWidth(this.table, this.colUpdatePos, distCol);\n updateColContent(this.colUpdatePos, distCol, this);\n this.colUpdatePos = distCol + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeEndRow = undefined;\n cellGroup.setAttribute('y', y);\n (cellGroup as any).needUpdate = true;\n (cellGroup as any).needUpdateForAutoRowHeight = true;\n }\n\n updateCellGroupContent(cellGroup: Group) {\n if (!cellGroup.needUpdate || cellGroup.role !== 'cell') {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n // 更新内容\n // const textMark = cellGroup.firstChild as WrapText;\n // const autoWrapText = Array.isArray(textMark.attribute.text);\n // const textStr: string = this.table.getCellValue(cellGroup.col, cellGroup.row);\n // let text;\n // if (autoWrapText) {\n // text = String(textStr).replace(/\\r?\\n/g, '\\n').replace(/\\r/g, '\\n').split('\\n');\n // } else {\n // text = textStr;\n // }\n\n // textMark.setAttribute('text', text);\n\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCellVertical() {\n await sortVertical(this);\n }\n\n async sortCellHorizontal() {\n await sortHorizontal(this);\n }\n\n highPerformanceGetCell(\n col: number,\n row: number,\n // rowStart: number = this.rowStart,\n // rowEnd: number = this.rowEnd,\n getShadow?: boolean\n ) {\n // if (row < rowStart || row > rowEnd) {\n // return emptyGroup;\n // }\n // if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) {\n // return emptyGroup;\n // }\n\n if (\n row >= this.table.columnHeaderLevelCount && // not column header\n row < this.table.rowCount - this.table.bottomFrozenRowCount && // not bottom frozen\n (row < this.rowStart || row > this.rowEnd) // not in proxy row range\n ) {\n return emptyGroup;\n }\n\n if (\n col >= this.table.frozenColCount && // not row header\n col < this.table.colCount - this.table.rightFrozenColCount && // not right frozen\n (col < this.colStart || col > this.colEnd) // not in proxy col range\n ) {\n return emptyGroup;\n }\n\n if (this.cellCache.get(col)) {\n const cacheCellGoup = this.cellCache.get(col);\n if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {\n // 由缓存单元格向前后查找要快于从头查找\n let cellGroup = getCellByCache(cacheCellGoup, row);\n if (!cellGroup || (!getShadow && cellGroup.role === 'shadow-cell')) {\n cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n }\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n\n updateDeltaY(y: number, screenTopY?: number, screenTopRow?: number) {\n if (this.rowStart === this.bodyTopRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowStart, true);\n if (cellGroup.role === 'cell') {\n const deltaY = cellGroup.attribute.y;\n this.deltaY = -deltaY;\n }\n } else if (this.rowEnd === this.bodyBottomRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowEnd, true);\n if (cellGroup.role === 'cell') {\n // const deltaY =\n // cellGroup.attribute.y +\n // cellGroup.attribute.height -\n // (this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight()) -\n // y;\n const deltaY =\n cellGroup.attribute.y +\n cellGroup.attribute.height -\n (this.table.getAllRowsHeight() - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight());\n this.deltaY = -deltaY;\n }\n } else if (isValid(screenTopY) && isValid(screenTopRow)) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, screenTopRow, true);\n const bodyY = y - this.deltaY;\n const distRowYOffset = screenTopY - bodyY; // dist cell 距离表格顶部的位置差\n const currentRowYOffset = cellGroup.attribute.y - bodyY + this.table.getFrozenRowsHeight(); // current cell 距离表格顶部的位置差\n // const deltaY = screenTopY - (cellGroup.attribute.y + );\n this.deltaY = distRowYOffset - currentRowYOffset;\n }\n }\n\n updateDeltaX(x: number, screenLeftX?: number, screenLeftCol?: number) {\n if (this.colStart === this.bodyLeftCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colStart);\n if (colGroup) {\n const deltaX = colGroup.attribute.x;\n this.deltaX = -deltaX;\n }\n } else if (this.colEnd === this.bodyRightCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colEnd);\n if (colGroup) {\n const deltaX =\n colGroup.attribute.x +\n colGroup.attribute.width -\n (this.table.getAllColsWidth() - this.table.getFrozenColsWidth() - this.table.getRightFrozenColsWidth());\n this.deltaX = -deltaX;\n }\n } else if (isValid(screenLeftX) && isValid(screenLeftCol)) {\n const colGroup =\n this.table.scenegraph.getColGroup(screenLeftCol) || this.table.scenegraph.getColGroup(screenLeftCol, true);\n // const deltaX = screenLeftX - (colGroup.attribute.x + this.table.getFrozenColsWidth() + this.deltaX);\n // this.deltaX = deltaX + this.deltaX;\n const bodyX = x - this.deltaX;\n const distColXOffset = screenLeftX - bodyX; // dist col 距离表格左侧的位置差\n const currentColXOffset = colGroup.attribute.x - bodyX + this.table.getFrozenColsWidth(); // current col 距离表格左侧的位置差\n this.deltaX = distColXOffset - currentColXOffset;\n }\n }\n\n release() {\n this.isRelease = true;\n }\n}\n\nfunction getCellByCache(cacheCellGroup: Group, row: number): Group | null {\n if (!cacheCellGroup) {\n return null;\n }\n if (cacheCellGroup.row === row) {\n return cacheCellGroup;\n }\n const prev = cacheCellGroup._prev as Group;\n const next = cacheCellGroup._next as Group;\n // cacheCellGroup may have wrong order\n if (cacheCellGroup.row > row && prev && prev.row === row - 1) {\n return getCellByCache(prev, row);\n }\n if (cacheCellGroup.row < row && next && next.row === row + 1) {\n return getCellByCache(next, row);\n }\n return null;\n}\n"]}
@@ -51,12 +51,15 @@ function computeColsWidth(table, colStart, colEnd, update) {
51
51
  if ("adaptive" === table.widthMode) {
52
52
  table._clearColRangeWidthsMap();
53
53
  const canvasWidth = table.tableNoFrameWidth;
54
- let actualHeaderWidth = 0;
55
- for (let col = 0; col < table.colCount; col++) {
56
- const colWidth = update ? newWidths[col] : table.getColWidth(col);
57
- (col < table.rowHeaderLevelCount || table.isPivotChart() && col >= table.colCount - table.rightFrozenColCount) && (actualHeaderWidth += colWidth);
54
+ let actualHeaderWidth = 0, startCol = 0, endCol = table.colCount;
55
+ if ("only-body" === table.widthAdaptiveMode) {
56
+ for (let col = 0; col < table.colCount; col++) {
57
+ const colWidth = update ? newWidths[col] : table.getColWidth(col);
58
+ (col < table.rowHeaderLevelCount || table.isPivotChart() && col >= table.colCount - table.rightFrozenColCount) && (actualHeaderWidth += colWidth);
59
+ }
60
+ startCol = table.rowHeaderLevelCount, endCol = table.isPivotChart() ? table.colCount - table.rightFrozenColCount : table.colCount;
58
61
  }
59
- getAdaptiveWidth(canvasWidth - actualHeaderWidth, table.rowHeaderLevelCount, table.isPivotChart() ? table.colCount - table.rightFrozenColCount : table.colCount, update, newWidths, table);
62
+ getAdaptiveWidth(canvasWidth - actualHeaderWidth, startCol, endCol, update, newWidths, table);
60
63
  } else if (table.autoFillWidth) {
61
64
  table._clearColRangeWidthsMap();
62
65
  const canvasWidth = table.tableNoFrameWidth;