@visactor/vtable 0.24.2-alpha.3 → 0.25.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/ListTable.js +5 -3
- package/cjs/ListTable.js.map +1 -1
- package/cjs/PivotChart.js +14 -12
- package/cjs/PivotChart.js.map +1 -1
- package/cjs/PivotTable.js +22 -18
- package/cjs/PivotTable.js.map +1 -1
- package/cjs/core/BaseTable.d.ts +1 -0
- package/cjs/core/BaseTable.js +62 -16
- package/cjs/core/BaseTable.js.map +1 -1
- package/cjs/core/TABLE_EVENT_TYPE.d.ts +3 -1
- package/cjs/core/TABLE_EVENT_TYPE.js +3 -0
- package/cjs/core/TABLE_EVENT_TYPE.js.map +1 -1
- package/cjs/edit/edit-manager.js +0 -1
- package/cjs/edit/edit-manager.js.map +1 -1
- package/cjs/event/event.d.ts +2 -0
- package/cjs/event/event.js +12 -2
- package/cjs/event/event.js.map +1 -1
- package/cjs/event/listener/container-dom.js +5 -2
- package/cjs/event/listener/container-dom.js.map +1 -1
- package/cjs/event/listener/scroll-bar.js +8 -0
- package/cjs/event/listener/scroll-bar.js.map +1 -1
- package/cjs/event/listener/table-group.js +23 -8
- package/cjs/event/listener/table-group.js.map +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +1 -1
- package/cjs/index.js.map +1 -1
- package/cjs/layout/tree-helper.js +1 -1
- package/cjs/layout/tree-helper.js.map +1 -1
- package/cjs/scenegraph/component/table-component.d.ts +8 -0
- package/cjs/scenegraph/component/table-component.js +180 -2
- package/cjs/scenegraph/component/table-component.js.map +1 -1
- package/cjs/scenegraph/component/util.d.ts +1 -0
- package/cjs/scenegraph/component/util.js +8 -2
- package/cjs/scenegraph/component/util.js.map +1 -1
- package/cjs/scenegraph/graphic/contributions/group-contribution-render.js +18 -9
- package/cjs/scenegraph/graphic/contributions/group-contribution-render.js.map +1 -1
- package/cjs/scenegraph/group-creater/progress/create-group-for-first-screen.js +5 -5
- package/cjs/scenegraph/group-creater/progress/create-group-for-first-screen.js.map +1 -1
- package/cjs/scenegraph/group-creater/progress/proxy.js +4 -2
- package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/cjs/scenegraph/layout/frozen.js +4 -2
- package/cjs/scenegraph/layout/frozen.js.map +1 -1
- package/cjs/scenegraph/scenegraph.d.ts +7 -0
- package/cjs/scenegraph/scenegraph.js +42 -19
- package/cjs/scenegraph/scenegraph.js.map +1 -1
- package/cjs/scenegraph/select/update-select-border.js +4 -4
- package/cjs/scenegraph/select/update-select-border.js.map +1 -1
- package/cjs/state/cell-move/index.js +2 -1
- package/cjs/state/cell-move/index.js.map +1 -1
- package/cjs/state/resize/update-resize-column.js +4 -3
- package/cjs/state/resize/update-resize-column.js.map +1 -1
- package/cjs/state/resize/update-resize-row.d.ts +2 -0
- package/cjs/state/resize/update-resize-row.js +63 -0
- package/cjs/state/resize/update-resize-row.js.map +1 -0
- package/cjs/state/state.d.ts +11 -1
- package/cjs/state/state.js +30 -5
- package/cjs/state/state.js.map +1 -1
- package/cjs/themes/component.js +1 -1
- package/cjs/tools/global.d.ts +1 -0
- package/cjs/tools/global.js +2 -2
- package/cjs/tools/global.js.map +1 -1
- package/cjs/ts-types/base-table.d.ts +7 -0
- package/cjs/ts-types/base-table.js.map +1 -1
- package/cjs/ts-types/events.d.ts +11 -0
- package/cjs/ts-types/events.js.map +1 -1
- package/cjs/ts-types/table-engine.d.ts +2 -0
- package/cjs/ts-types/table-engine.js.map +1 -1
- package/cjs/vrender.js.map +1 -1
- package/dist/vtable.js +700 -68
- package/dist/vtable.min.js +2 -2
- package/es/ListTable.js +5 -3
- package/es/ListTable.js.map +1 -1
- package/es/PivotChart.js +14 -12
- package/es/PivotChart.js.map +1 -1
- package/es/PivotTable.js +22 -18
- package/es/PivotTable.js.map +1 -1
- package/es/core/BaseTable.d.ts +1 -0
- package/es/core/BaseTable.js +62 -17
- package/es/core/BaseTable.js.map +1 -1
- package/es/core/TABLE_EVENT_TYPE.d.ts +3 -1
- package/es/core/TABLE_EVENT_TYPE.js +3 -0
- package/es/core/TABLE_EVENT_TYPE.js.map +1 -1
- package/es/edit/edit-manager.js +0 -1
- package/es/edit/edit-manager.js.map +1 -1
- package/es/event/event.d.ts +2 -0
- package/es/event/event.js +12 -2
- package/es/event/event.js.map +1 -1
- package/es/event/listener/container-dom.js +5 -2
- package/es/event/listener/container-dom.js.map +1 -1
- package/es/event/listener/scroll-bar.js +8 -0
- package/es/event/listener/scroll-bar.js.map +1 -1
- package/es/event/listener/table-group.js +23 -8
- package/es/event/listener/table-group.js.map +1 -1
- package/es/index.d.ts +1 -1
- package/es/index.js +1 -1
- package/es/index.js.map +1 -1
- package/es/layout/tree-helper.js +1 -1
- package/es/layout/tree-helper.js.map +1 -1
- package/es/scenegraph/component/table-component.d.ts +8 -0
- package/es/scenegraph/component/table-component.js +181 -3
- package/es/scenegraph/component/table-component.js.map +1 -1
- package/es/scenegraph/component/util.d.ts +1 -0
- package/es/scenegraph/component/util.js +7 -1
- package/es/scenegraph/component/util.js.map +1 -1
- package/es/scenegraph/graphic/contributions/group-contribution-render.js +18 -9
- package/es/scenegraph/graphic/contributions/group-contribution-render.js.map +1 -1
- package/es/scenegraph/group-creater/progress/create-group-for-first-screen.js +5 -4
- package/es/scenegraph/group-creater/progress/create-group-for-first-screen.js.map +1 -1
- package/es/scenegraph/group-creater/progress/proxy.js +4 -2
- package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/es/scenegraph/layout/frozen.js +4 -2
- package/es/scenegraph/layout/frozen.js.map +1 -1
- package/es/scenegraph/scenegraph.d.ts +7 -0
- package/es/scenegraph/scenegraph.js +44 -19
- package/es/scenegraph/scenegraph.js.map +1 -1
- package/es/scenegraph/select/update-select-border.js +4 -4
- package/es/scenegraph/select/update-select-border.js.map +1 -1
- package/es/state/cell-move/index.js +2 -1
- package/es/state/cell-move/index.js.map +1 -1
- package/es/state/resize/update-resize-column.js +4 -3
- package/es/state/resize/update-resize-column.js.map +1 -1
- package/es/state/resize/update-resize-row.d.ts +2 -0
- package/es/state/resize/update-resize-row.js +57 -0
- package/es/state/resize/update-resize-row.js.map +1 -0
- package/es/state/state.d.ts +11 -1
- package/es/state/state.js +31 -4
- package/es/state/state.js.map +1 -1
- package/es/themes/component.js +1 -1
- package/es/tools/global.d.ts +1 -0
- package/es/tools/global.js +2 -0
- package/es/tools/global.js.map +1 -1
- package/es/ts-types/base-table.d.ts +7 -0
- package/es/ts-types/base-table.js.map +1 -1
- package/es/ts-types/events.d.ts +11 -0
- package/es/ts-types/events.js.map +1 -1
- package/es/ts-types/table-engine.d.ts +2 -0
- package/es/ts-types/table-engine.js.map +1 -1
- package/es/vrender.js.map +1 -1
- package/package.json +5 -5
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@@ -202,17 +202,17 @@ export function updateCellSelectBorder(scene, newStartCol, newStartRow, newEndCo
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export function hideCellSelectBorder(scene) {
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scene.selectingRangeComponents.forEach(((selectComp, key) => {
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selectComp.rect.setAttribute("
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selectComp.rect.setAttribute("opacity", 0);
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})), scene.selectedRangeComponents.forEach(((selectComp, key) => {
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selectComp.rect.setAttribute("
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selectComp.rect.setAttribute("opacity", 0);
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}));
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}
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export function restoreCellSelectBorder(scene) {
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scene.selectingRangeComponents.forEach(((selectComp, key) => {
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selectComp.rect.setAttribute("
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selectComp.rect.setAttribute("opacity", 1);
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})), scene.selectedRangeComponents.forEach(((selectComp, key) => {
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selectComp.rect.setAttribute("
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selectComp.rect.setAttribute("opacity", 1);
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}));
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}
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//# sourceMappingURL=update-select-border.js.map
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@@ -1 +1 @@
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-
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type { IRect } from './../../vrender';\nimport type { Scenegraph } from '../scenegraph';\nimport type { CellSubLocation } from '../../ts-types';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\n\nexport function updateAllSelectComponent(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach(\n (selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n }\n );\n scene.selectedRangeComponents.forEach(\n (selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n }\n );\n}\n\nfunction updateComponent(\n selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation },\n key: string,\n scene: Scenegraph\n) {\n const [startColStr, startRowStr, endColStr, endRowStr] = key.split('-');\n const startCol = parseInt(startColStr, 10);\n const startRow = parseInt(startRowStr, 10);\n const endCol = parseInt(endColStr, 10);\n const endRow = parseInt(endRowStr, 10);\n // 下面为计算选中区域使用的行列值\n let computeRectCellRangeStartCol = startCol;\n let computeRectCellRangeStartRow = startRow;\n let computeRectCellRangeEndCol = endCol;\n let computeRectCellRangeEndRow = endRow;\n // 下面逻辑根据选中区域所属表格部分 来判断可视区域内容的选中单元格范围\n let visibleCellRange;\n switch (selectComp.role) {\n case 'rowHeader':\n visibleCellRange = scene.table.getBodyVisibleRowRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'columnHeader':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'cornerHeader':\n break;\n case 'bottomFrozen':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'rightFrozen':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'rightTopCorner':\n break;\n case 'leftBottomCorner':\n break;\n case 'rightBottomCorner':\n break;\n default:\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n }\n // const cellRange = scene.table.getCellRange(startCol, startRow);\n // const colsWidth = scene.table.getColsWidth(cellRange.start.col, endCol);\n // const rowsHeight = scene.table.getRowsHeight(cellRange.start.row, endRow);\n const colsWidth = scene.table.getColsWidth(computeRectCellRangeStartCol, computeRectCellRangeEndCol);\n const rowsHeight = scene.table.getRowsHeight(computeRectCellRangeStartRow, computeRectCellRangeEndRow);\n const firstCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeStartCol,\n computeRectCellRangeStartRow\n ).globalAABBBounds;\n const lastCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeEndCol,\n computeRectCellRangeEndRow\n ).globalAABBBounds;\n\n selectComp.rect.setAttributes({\n x: firstCellBound.x1 - scene.tableGroup.attribute.x, //坐标xy在下面的逻辑中会做适当调整\n y: firstCellBound.y1 - scene.tableGroup.attribute.y,\n width: colsWidth,\n height: rowsHeight,\n visible: true\n });\n if (selectComp.fillhandle) {\n selectComp.fillhandle.setAttributes({\n x: lastCellBound.x2 - scene.tableGroup.attribute.x - 3, // 调整小方块位置\n y: lastCellBound.y2 - scene.tableGroup.attribute.y - 3, // 调整小方块位置\n width: 6,\n height: 6,\n visible: true\n });\n }\n\n //#region 判断是不是按着表头部分的选中框 因为绘制层级的原因 线宽会被遮住一半,因此需要动态调整层级\n const isNearRowHeader = scene.table.frozenColCount ? startCol === scene.table.frozenColCount : false;\n const isNearRightRowHeader = scene.table.rightFrozenColCount\n ? scene.table.rightFrozenColCount > 0 && endCol === scene.table.colCount - scene.table.rightFrozenColCount - 1\n : false;\n const isNearColHeader = scene.table.frozenRowCount ? startRow === scene.table.frozenRowCount : true;\n const isNearBottomColHeader = scene.table.bottomFrozenRowCount\n ? endRow === scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n : false;\n if (\n (isNearRowHeader && selectComp.rect.attribute.stroke[3]) ||\n (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) ||\n (isNearColHeader && selectComp.rect.attribute.stroke[0]) ||\n (isNearBottomColHeader && selectComp.rect.attribute.stroke[2])\n ) {\n if (isNearRowHeader && selectComp.rect.attribute.stroke[3]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.leftBottomCornerGroup\n : scene.rowHeaderGroup\n );\n }\n\n if (isNearBottomColHeader && selectComp.rect.attribute.stroke[2]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightBottomCornerGroup\n : scene.bottomFrozenGroup\n );\n }\n\n if (isNearColHeader && selectComp.rect.attribute.stroke[0]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightTopCornerGroup\n : scene.colHeaderGroup\n );\n }\n if (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.rightBottomCornerGroup\n : scene.rightFrozenGroup\n );\n }\n\n //#region 调整层级后 滚动情况下会出现绘制范围出界 如body的选中框 渲染在了rowheader上面,所有需要调整选中框rect的 边界\n if (\n selectComp.rect.attribute.x < scene.table.getFrozenColsWidth() &&\n // selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rowHeaderGroup.attribute.width &&\n scene.table.scrollLeft > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n const width = selectComp.rect.attribute.width - (scene.table.getFrozenColsWidth() - selectComp.rect.attribute.x);\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + (scene.table.getFrozenColsWidth() - selectComp.rect.attribute.x),\n width: width > 0 ? width : 0\n });\n // selectComp.fillhandle.setAttributes({\n // x: selectComp.rect.attribute.x + (scene.table.getFrozenColsWidth() - selectComp.rect.attribute.x),\n // width: width > 0 ? width : 0\n // });\n }\n if (\n // selectComp.rect.attribute.x < scene.rightFrozenGroup.attribute.x &&\n scene.table.getRightFrozenColsWidth() > 0 && // right冻结列存在的情况下\n scene.rightFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rightFrozenGroup.attribute.x &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n const width = scene.rightFrozenGroup.attribute.x - selectComp.rect.attribute.x;\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x,\n width: width > 0 ? width : 0\n });\n // selectComp.fillhandle.setAttributes({\n // x: selectComp.rect.attribute.x,\n // width: width > 0 ? width : 0\n // });\n }\n if (\n selectComp.rect.attribute.y < scene.colHeaderGroup.attribute.height &&\n scene.table.scrollTop > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n const height =\n selectComp.rect.attribute.height - (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y);\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y),\n height: height > 0 ? height : 0\n });\n // selectComp.fillhandle.setAttributes({\n // y: selectComp.rect.attribute.y + (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y),\n // height: height > 0 ? height : 0\n // });\n }\n if (\n scene.bottomFrozenGroup.attribute.width > 0 &&\n scene.bottomFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.y + selectComp.rect.attribute.height > scene.bottomFrozenGroup.attribute.y &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n const height = scene.bottomFrozenGroup.attribute.y - selectComp.rect.attribute.y;\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y,\n height: height > 0 ? height : 0\n });\n // selectComp.fillhandle.setAttributes({\n // y: selectComp.fillhandle.attribute.y,\n // height: height > 0 ? height : 0\n // });\n }\n //#endregion\n } else {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'body'\n ? scene.bodyGroup\n : selectComp.role === 'columnHeader'\n ? scene.colHeaderGroup\n : selectComp.role === 'rowHeader'\n ? scene.rowHeaderGroup\n : selectComp.role === 'cornerHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightTopCorner'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightFrozenGroup\n : selectComp.role === 'leftBottomCorner'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.bottomFrozenGroup\n : scene.rightBottomCornerGroup\n );\n }\n //#endregion\n\n //#region 处理边缘被截问题\n let diffSize = 0;\n if (typeof selectComp.rect.attribute.lineWidth === 'number') {\n diffSize = Math.ceil(selectComp.rect.attribute.lineWidth / 2);\n }\n if (endCol === scene.table.colCount - 1) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[1] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n width: selectComp.rect.attribute.width - diffSize\n });\n // selectComp.fillhandle.setAttributes({\n // width: selectComp.rect.attribute.width - diffSize\n // });\n }\n if (startCol === 0) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[3] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + diffSize,\n width: selectComp.rect.attribute.width - diffSize\n });\n // selectComp.fillhandle.setAttributes({\n // x: selectComp.rect.attribute.x + diffSize,\n // width: selectComp.rect.attribute.width - diffSize\n // });\n }\n if (endRow === scene.table.rowCount - 1) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[2] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n height: selectComp.rect.attribute.height - diffSize\n });\n // selectComp.fillhandle.setAttributes({\n // height: selectComp.rect.attribute.height - diffSize\n // });\n }\n if (startRow === 0) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[0] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + diffSize,\n height: selectComp.rect.attribute.height - diffSize\n });\n // selectComp.fillhandle.setAttributes({\n // y: selectComp.rect.attribute.y + diffSize,\n // height: selectComp.rect.attribute.height - diffSize\n // });\n }\n //#endregion\n}\n\nexport function updateCellSelectBorder(\n scene: Scenegraph,\n newStartCol: number,\n newStartRow: number,\n newEndCol: number,\n newEndRow: number,\n ifExtendSelectRange: boolean = true\n) {\n let startCol = Math.max(Math.min(newEndCol, newStartCol), 0);\n let startRow = Math.max(Math.min(newEndRow, newStartRow), 0);\n let endCol = Math.min(Math.max(newEndCol, newStartCol), scene.table.colCount - 1);\n let endRow = Math.min(Math.max(newEndRow, newStartRow), scene.table.rowCount - 1);\n //#region region 校验四周的单元格有没有合并的情况,如有则扩大范围\n const extendSelectRange = () => {\n let isExtend = false;\n for (let col = startCol; col <= endCol; col++) {\n if (col === startCol) {\n for (let row = startRow; row <= endRow; row++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.col < startCol) {\n startCol = mergeInfo.start.col;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && col === endCol) {\n for (let row = startRow; row <= endRow; row++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && Math.min(mergeInfo.end.col, scene.table.colCount - 1) > endCol) {\n endCol = mergeInfo.end.col;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n if (!isExtend) {\n for (let row = startRow; row <= endRow; row++) {\n if (row === startRow) {\n for (let col = startCol; col <= endCol; col++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.row < startRow) {\n startRow = mergeInfo.start.row;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && row === endRow) {\n for (let col = startCol; col <= endCol; col++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && Math.min(mergeInfo.end.row, scene.table.rowCount - 1) > endRow) {\n endRow = mergeInfo.end.row;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n }\n if (isExtend) {\n extendSelectRange();\n }\n };\n ifExtendSelectRange && extendSelectRange();\n //#endregion\n scene.selectingRangeComponents.forEach(\n (selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.delete();\n selectComp.fillhandle?.delete();\n }\n );\n scene.selectingRangeComponents = new Map();\n\n let needRowHeader = false;\n let needRightRowHeader = false; // 右侧冻结\n let needColumnHeader = false;\n let needBottomColumnHeader = false; // 底部冻结\n let needBody = false;\n let needCornerHeader = false;\n let needRightTopCornerHeader = false;\n let needRightBottomCornerHeader = false;\n let needLeftBottomCornerHeader = false;\n if (startCol <= scene.table.frozenColCount - 1 && startRow <= scene.table.frozenRowCount - 1) {\n needCornerHeader = true;\n }\n if (endCol >= scene.table.colCount - scene.table.rightFrozenColCount && startRow <= scene.table.frozenRowCount - 1) {\n needRightTopCornerHeader = true;\n }\n\n if (startCol <= scene.table.frozenColCount - 1 && endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount) {\n needLeftBottomCornerHeader = true;\n }\n\n if (\n endCol >= scene.table.colCount - scene.table.rightFrozenColCount &&\n endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount\n ) {\n needRightBottomCornerHeader = true;\n }\n\n if (\n startCol <= scene.table.frozenColCount - 1 &&\n endRow >= scene.table.frozenRowCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n ) {\n needRowHeader = true;\n }\n if (\n endCol >= scene.table.colCount - scene.table.rightFrozenColCount &&\n endRow >= scene.table.frozenRowCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n ) {\n needRightRowHeader = true;\n }\n\n if (\n startRow <= scene.table.frozenRowCount - 1 &&\n endCol >= scene.table.frozenColCount &&\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1\n ) {\n needColumnHeader = true;\n }\n if (\n endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount &&\n endCol >= scene.table.frozenColCount &&\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1\n ) {\n needBottomColumnHeader = true;\n }\n if (\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1 &&\n endCol >= scene.table.frozenColCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1 &&\n endRow >= scene.table.frozenRowCount\n ) {\n needBody = true;\n }\n\n // TODO 可以尝试不拆分三个表头和body【前提是theme中合并配置】 用一个SelectBorder 需要结合clip,并动态设置border的范围【依据区域范围 已经是否跨表头及body】\n if (needCornerHeader) {\n const cornerEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const cornerEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, !needColumnHeader, !needRowHeader, true];\n scene.createCellSelectBorder(\n startCol,\n startRow,\n cornerEndCol,\n cornerEndRow,\n 'cornerHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightTopCornerHeader) {\n const cornerStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const cornerEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, true, !needRightRowHeader, !needColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n startRow,\n endCol,\n cornerEndRow,\n 'rightTopCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n\n if (needLeftBottomCornerHeader) {\n const cornerEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const cornerStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needRowHeader, !needBottomColumnHeader, true, true];\n scene.createCellSelectBorder(\n startCol,\n cornerStartRow,\n cornerEndCol,\n endRow,\n 'leftBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightBottomCornerHeader) {\n const cornerStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const cornerStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needRightRowHeader, true, true, !needBottomColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n cornerStartRow,\n endCol,\n endRow,\n 'rightBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, !needRightTopCornerHeader, !needBody, !needCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n startRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'columnHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBottomColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needBody, !needRightBottomCornerHeader, true, !needLeftBottomCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n endRow,\n 'bottomFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const columnHeaderEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const strokeArray = [!needCornerHeader, !needBody, !needLeftBottomCornerHeader, true];\n scene.createCellSelectBorder(\n startCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'rowHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const columnHeaderStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const strokeArray = [!needRightTopCornerHeader, true, !needRightBottomCornerHeader, !needBody];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n endCol,\n columnHeaderEndRow,\n 'rightFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBody) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const strokeArray = [!needColumnHeader, !needRightRowHeader, !needBottomColumnHeader, !needRowHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'body',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n}\n\nexport function hideCellSelectBorder(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('visible', false);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('visible', false);\n });\n}\n\nexport function restoreCellSelectBorder(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('visible', false);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('visible', false);\n });\n}\n"]}
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1
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+
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type { IRect } from './../../vrender';\nimport type { Scenegraph } from '../scenegraph';\nimport type { CellSubLocation } from '../../ts-types';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\n\nexport function updateAllSelectComponent(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach(\n (selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n }\n );\n scene.selectedRangeComponents.forEach(\n (selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n }\n );\n}\n\nfunction updateComponent(\n selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation },\n key: string,\n scene: Scenegraph\n) {\n const [startColStr, startRowStr, endColStr, endRowStr] = key.split('-');\n const startCol = parseInt(startColStr, 10);\n const startRow = parseInt(startRowStr, 10);\n const endCol = parseInt(endColStr, 10);\n const endRow = parseInt(endRowStr, 10);\n // 下面为计算选中区域使用的行列值\n let computeRectCellRangeStartCol = startCol;\n let computeRectCellRangeStartRow = startRow;\n let computeRectCellRangeEndCol = endCol;\n let computeRectCellRangeEndRow = endRow;\n // 下面逻辑根据选中区域所属表格部分 来判断可视区域内容的选中单元格范围\n let visibleCellRange;\n switch (selectComp.role) {\n case 'rowHeader':\n visibleCellRange = scene.table.getBodyVisibleRowRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'columnHeader':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'cornerHeader':\n break;\n case 'bottomFrozen':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'rightFrozen':\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'rightTopCorner':\n break;\n case 'leftBottomCorner':\n break;\n case 'rightBottomCorner':\n break;\n default:\n visibleCellRange = scene.table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n }\n // const cellRange = scene.table.getCellRange(startCol, startRow);\n // const colsWidth = scene.table.getColsWidth(cellRange.start.col, endCol);\n // const rowsHeight = scene.table.getRowsHeight(cellRange.start.row, endRow);\n const colsWidth = scene.table.getColsWidth(computeRectCellRangeStartCol, computeRectCellRangeEndCol);\n const rowsHeight = scene.table.getRowsHeight(computeRectCellRangeStartRow, computeRectCellRangeEndRow);\n const firstCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeStartCol,\n computeRectCellRangeStartRow\n ).globalAABBBounds;\n const lastCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeEndCol,\n computeRectCellRangeEndRow\n ).globalAABBBounds;\n\n selectComp.rect.setAttributes({\n x: firstCellBound.x1 - scene.tableGroup.attribute.x, //坐标xy在下面的逻辑中会做适当调整\n y: firstCellBound.y1 - scene.tableGroup.attribute.y,\n width: colsWidth,\n height: rowsHeight,\n visible: true\n });\n if (selectComp.fillhandle) {\n selectComp.fillhandle.setAttributes({\n x: lastCellBound.x2 - scene.tableGroup.attribute.x - 3, // 调整小方块位置\n y: lastCellBound.y2 - scene.tableGroup.attribute.y - 3, // 调整小方块位置\n width: 6,\n height: 6,\n visible: true\n });\n }\n\n //#region 判断是不是按着表头部分的选中框 因为绘制层级的原因 线宽会被遮住一半,因此需要动态调整层级\n const isNearRowHeader = scene.table.frozenColCount ? startCol === scene.table.frozenColCount : false;\n const isNearRightRowHeader = scene.table.rightFrozenColCount\n ? scene.table.rightFrozenColCount > 0 && endCol === scene.table.colCount - scene.table.rightFrozenColCount - 1\n : false;\n const isNearColHeader = scene.table.frozenRowCount ? startRow === scene.table.frozenRowCount : true;\n const isNearBottomColHeader = scene.table.bottomFrozenRowCount\n ? endRow === scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n : false;\n if (\n (isNearRowHeader && selectComp.rect.attribute.stroke[3]) ||\n (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) ||\n (isNearColHeader && selectComp.rect.attribute.stroke[0]) ||\n (isNearBottomColHeader && selectComp.rect.attribute.stroke[2])\n ) {\n if (isNearRowHeader && selectComp.rect.attribute.stroke[3]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.leftBottomCornerGroup\n : scene.rowHeaderGroup\n );\n }\n\n if (isNearBottomColHeader && selectComp.rect.attribute.stroke[2]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightBottomCornerGroup\n : scene.bottomFrozenGroup\n );\n }\n\n if (isNearColHeader && selectComp.rect.attribute.stroke[0]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightTopCornerGroup\n : scene.colHeaderGroup\n );\n }\n if (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.rightBottomCornerGroup\n : scene.rightFrozenGroup\n );\n }\n\n //#region 调整层级后 滚动情况下会出现绘制范围出界 如body的选中框 渲染在了rowheader上面,所有需要调整选中框rect的 边界\n if (\n selectComp.rect.attribute.x < scene.table.getFrozenColsWidth() &&\n // selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rowHeaderGroup.attribute.width &&\n scene.table.scrollLeft > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n const width = selectComp.rect.attribute.width - (scene.table.getFrozenColsWidth() - selectComp.rect.attribute.x);\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + (scene.table.getFrozenColsWidth() - selectComp.rect.attribute.x),\n width: width > 0 ? width : 0\n });\n // selectComp.fillhandle.setAttributes({\n // x: selectComp.rect.attribute.x + (scene.table.getFrozenColsWidth() - selectComp.rect.attribute.x),\n // width: width > 0 ? width : 0\n // });\n }\n if (\n // selectComp.rect.attribute.x < scene.rightFrozenGroup.attribute.x &&\n scene.table.getRightFrozenColsWidth() > 0 && // right冻结列存在的情况下\n scene.rightFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rightFrozenGroup.attribute.x &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n const width = scene.rightFrozenGroup.attribute.x - selectComp.rect.attribute.x;\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x,\n width: width > 0 ? width : 0\n });\n // selectComp.fillhandle.setAttributes({\n // x: selectComp.rect.attribute.x,\n // width: width > 0 ? width : 0\n // });\n }\n if (\n selectComp.rect.attribute.y < scene.colHeaderGroup.attribute.height &&\n scene.table.scrollTop > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n const height =\n selectComp.rect.attribute.height - (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y);\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y),\n height: height > 0 ? height : 0\n });\n // selectComp.fillhandle.setAttributes({\n // y: selectComp.rect.attribute.y + (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y),\n // height: height > 0 ? height : 0\n // });\n }\n if (\n scene.bottomFrozenGroup.attribute.width > 0 &&\n scene.bottomFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.y + selectComp.rect.attribute.height > scene.bottomFrozenGroup.attribute.y &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n const height = scene.bottomFrozenGroup.attribute.y - selectComp.rect.attribute.y;\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y,\n height: height > 0 ? height : 0\n });\n // selectComp.fillhandle.setAttributes({\n // y: selectComp.fillhandle.attribute.y,\n // height: height > 0 ? height : 0\n // });\n }\n //#endregion\n } else {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'body'\n ? scene.bodyGroup\n : selectComp.role === 'columnHeader'\n ? scene.colHeaderGroup\n : selectComp.role === 'rowHeader'\n ? scene.rowHeaderGroup\n : selectComp.role === 'cornerHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightTopCorner'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightFrozenGroup\n : selectComp.role === 'leftBottomCorner'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.bottomFrozenGroup\n : scene.rightBottomCornerGroup\n );\n }\n //#endregion\n\n //#region 处理边缘被截问题\n let diffSize = 0;\n if (typeof selectComp.rect.attribute.lineWidth === 'number') {\n diffSize = Math.ceil(selectComp.rect.attribute.lineWidth / 2);\n }\n if (endCol === scene.table.colCount - 1) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[1] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n width: selectComp.rect.attribute.width - diffSize\n });\n // selectComp.fillhandle.setAttributes({\n // width: selectComp.rect.attribute.width - diffSize\n // });\n }\n if (startCol === 0) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[3] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + diffSize,\n width: selectComp.rect.attribute.width - diffSize\n });\n // selectComp.fillhandle.setAttributes({\n // x: selectComp.rect.attribute.x + diffSize,\n // width: selectComp.rect.attribute.width - diffSize\n // });\n }\n if (endRow === scene.table.rowCount - 1) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[2] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n height: selectComp.rect.attribute.height - diffSize\n });\n // selectComp.fillhandle.setAttributes({\n // height: selectComp.rect.attribute.height - diffSize\n // });\n }\n if (startRow === 0) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[0] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + diffSize,\n height: selectComp.rect.attribute.height - diffSize\n });\n // selectComp.fillhandle.setAttributes({\n // y: selectComp.rect.attribute.y + diffSize,\n // height: selectComp.rect.attribute.height - diffSize\n // });\n }\n //#endregion\n}\n\nexport function updateCellSelectBorder(\n scene: Scenegraph,\n newStartCol: number,\n newStartRow: number,\n newEndCol: number,\n newEndRow: number,\n ifExtendSelectRange: boolean = true\n) {\n let startCol = Math.max(Math.min(newEndCol, newStartCol), 0);\n let startRow = Math.max(Math.min(newEndRow, newStartRow), 0);\n let endCol = Math.min(Math.max(newEndCol, newStartCol), scene.table.colCount - 1);\n let endRow = Math.min(Math.max(newEndRow, newStartRow), scene.table.rowCount - 1);\n //#region region 校验四周的单元格有没有合并的情况,如有则扩大范围\n const extendSelectRange = () => {\n let isExtend = false;\n for (let col = startCol; col <= endCol; col++) {\n if (col === startCol) {\n for (let row = startRow; row <= endRow; row++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.col < startCol) {\n startCol = mergeInfo.start.col;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && col === endCol) {\n for (let row = startRow; row <= endRow; row++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && Math.min(mergeInfo.end.col, scene.table.colCount - 1) > endCol) {\n endCol = mergeInfo.end.col;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n if (!isExtend) {\n for (let row = startRow; row <= endRow; row++) {\n if (row === startRow) {\n for (let col = startCol; col <= endCol; col++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.row < startRow) {\n startRow = mergeInfo.start.row;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && row === endRow) {\n for (let col = startCol; col <= endCol; col++) {\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && Math.min(mergeInfo.end.row, scene.table.rowCount - 1) > endRow) {\n endRow = mergeInfo.end.row;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n }\n if (isExtend) {\n extendSelectRange();\n }\n };\n ifExtendSelectRange && extendSelectRange();\n //#endregion\n scene.selectingRangeComponents.forEach(\n (selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.delete();\n selectComp.fillhandle?.delete();\n }\n );\n scene.selectingRangeComponents = new Map();\n\n let needRowHeader = false;\n let needRightRowHeader = false; // 右侧冻结\n let needColumnHeader = false;\n let needBottomColumnHeader = false; // 底部冻结\n let needBody = false;\n let needCornerHeader = false;\n let needRightTopCornerHeader = false;\n let needRightBottomCornerHeader = false;\n let needLeftBottomCornerHeader = false;\n if (startCol <= scene.table.frozenColCount - 1 && startRow <= scene.table.frozenRowCount - 1) {\n needCornerHeader = true;\n }\n if (endCol >= scene.table.colCount - scene.table.rightFrozenColCount && startRow <= scene.table.frozenRowCount - 1) {\n needRightTopCornerHeader = true;\n }\n\n if (startCol <= scene.table.frozenColCount - 1 && endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount) {\n needLeftBottomCornerHeader = true;\n }\n\n if (\n endCol >= scene.table.colCount - scene.table.rightFrozenColCount &&\n endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount\n ) {\n needRightBottomCornerHeader = true;\n }\n\n if (\n startCol <= scene.table.frozenColCount - 1 &&\n endRow >= scene.table.frozenRowCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n ) {\n needRowHeader = true;\n }\n if (\n endCol >= scene.table.colCount - scene.table.rightFrozenColCount &&\n endRow >= scene.table.frozenRowCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1\n ) {\n needRightRowHeader = true;\n }\n\n if (\n startRow <= scene.table.frozenRowCount - 1 &&\n endCol >= scene.table.frozenColCount &&\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1\n ) {\n needColumnHeader = true;\n }\n if (\n endRow >= scene.table.rowCount - scene.table.bottomFrozenRowCount &&\n endCol >= scene.table.frozenColCount &&\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1\n ) {\n needBottomColumnHeader = true;\n }\n if (\n startCol <= scene.table.colCount - scene.table.rightFrozenColCount - 1 &&\n endCol >= scene.table.frozenColCount &&\n startRow <= scene.table.rowCount - scene.table.bottomFrozenRowCount - 1 &&\n endRow >= scene.table.frozenRowCount\n ) {\n needBody = true;\n }\n\n // TODO 可以尝试不拆分三个表头和body【前提是theme中合并配置】 用一个SelectBorder 需要结合clip,并动态设置border的范围【依据区域范围 已经是否跨表头及body】\n if (needCornerHeader) {\n const cornerEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const cornerEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, !needColumnHeader, !needRowHeader, true];\n scene.createCellSelectBorder(\n startCol,\n startRow,\n cornerEndCol,\n cornerEndRow,\n 'cornerHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightTopCornerHeader) {\n const cornerStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const cornerEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, true, !needRightRowHeader, !needColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n startRow,\n endCol,\n cornerEndRow,\n 'rightTopCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n\n if (needLeftBottomCornerHeader) {\n const cornerEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const cornerStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needRowHeader, !needBottomColumnHeader, true, true];\n scene.createCellSelectBorder(\n startCol,\n cornerStartRow,\n cornerEndCol,\n endRow,\n 'leftBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightBottomCornerHeader) {\n const cornerStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const cornerStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needRightRowHeader, true, true, !needBottomColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n cornerStartRow,\n endCol,\n endRow,\n 'rightBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, scene.table.frozenRowCount - 1);\n const strokeArray = [true, !needRightTopCornerHeader, !needBody, !needCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n startRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'columnHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBottomColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderStartRow = Math.max(startRow, scene.table.rowCount - scene.table.bottomFrozenRowCount);\n const strokeArray = [!needBody, !needRightBottomCornerHeader, true, !needLeftBottomCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n endRow,\n 'bottomFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const columnHeaderEndCol = Math.min(endCol, scene.table.frozenColCount - 1);\n const strokeArray = [!needCornerHeader, !needBody, !needLeftBottomCornerHeader, true];\n scene.createCellSelectBorder(\n startCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'rowHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const columnHeaderStartCol = Math.max(startCol, scene.table.colCount - scene.table.rightFrozenColCount);\n const strokeArray = [!needRightTopCornerHeader, true, !needRightBottomCornerHeader, !needBody];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n endCol,\n columnHeaderEndRow,\n 'rightFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBody) {\n const columnHeaderStartCol = Math.max(startCol, scene.table.frozenColCount);\n const columnHeaderStartRow = Math.max(startRow, scene.table.frozenRowCount);\n const columnHeaderEndCol = Math.min(endCol, scene.table.colCount - scene.table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1);\n const strokeArray = [!needColumnHeader, !needRightRowHeader, !needBottomColumnHeader, !needRowHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'body',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n}\n\nexport function hideCellSelectBorder(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('opacity', 0);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('opacity', 0);\n });\n}\n\nexport function restoreCellSelectBorder(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('opacity', 1);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('opacity', 1);\n });\n}\n"]}
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@@ -59,7 +59,8 @@ export function endMoveCol(state) {
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setTimeout((() => {
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state.columnMove.moving = !1, delete state.columnMove.colSource, delete state.columnMove.rowSource,
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61
61
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delete state.columnMove.colTarget, delete state.columnMove.rowTarget;
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-
}), 0), state.table.scenegraph.component.hideMoveCol(), state.columnResize.col < state.table.frozenColCount && !state.table.isPivotTable() && !state.table.transpose ? state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1, state.columnResize.isRightFrozen)
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+
}), 0), state.table.scenegraph.component.hideMoveCol(), state.columnResize.col < state.table.frozenColCount && !state.table.isPivotTable() && !state.table.transpose ? (state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1, state.columnResize.isRightFrozen),
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63
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+
state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount)) : state.columnResize.col >= state.table.colCount - state.table.rightFrozenColCount && !state.table.isPivotTable() && !state.table.transpose ? state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount) : state.table.options.frozenColCount ? state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1) : state.table.options.rightFrozenColCount && state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount),
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state.table.scenegraph.updateNextFrame();
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}
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@@ -1 +1 @@
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1
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-
{"version":3,"sources":["../src/state/cell-move/index.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,sBAAsB,EAAE,MAAM,iBAAiB,CAAC;AAEzD,MAAM,UAAU,YAAY,CAAC,GAAW,EAAE,GAAW,EAAE,CAAS,EAAE,CAAS,EAAE,KAAmB;IAC9F,IAAI,CAAC,CAAC,uBAAuB,IAAI,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,EAAE;QACrE,OAAO;KACR;IACD,KAAK,CAAC,UAAU,CAAC,MAAM,GAAG,IAAI,CAAC;IAC/B,KAAK,CAAC,UAAU,CAAC,SAAS,GAAG,GAAG,CAAC;IACjC,KAAK,CAAC,UAAU,CAAC,SAAS,GAAG,GAAG,CAAC;IACjC,KAAK,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,CAAC;IAC5C,KAAK,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,CAAC;IAE5C,MAAM,YAAY,GAAG,KAAK,CAAC,KAAK,CAAC,eAAe,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;IAC3D,MAAM,KAAK,GACT,YAAY,KAAK,cAAc;QAC7B,CAAC,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC;QACpB,CAAC,CAAC,YAAY,KAAK,WAAW;YAC3B,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,SAAmC,CAAC,oBAAoB,CAAC,GAAG,EAAE,GAAG,CAAC;YAC/F,CAAC,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC;YACpB,CAAC,CAAC,CAAC,CAAC;IAER,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,SAAS,CAAC,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC;IAG9D,KAAK,CAAC,KAAK,CAAC,YAAY,CAAC,eAAe,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEjD,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC;AAC3C,CAAC;AAED,MAAM,UAAU,aAAa,CAAC,GAAW,EAAE,GAAW,EAAE,CAAS,EAAE,CAAS,EAAE,KAAmB;IAC/F,IAAI,CAAC,CAAC,uBAAuB,IAAI,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,EAAE;QACrE,OAAO;KACR;IAED,MAAM,UAAU,GAAG,sBAAsB,CACvC,EAAE,GAAG,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,EAAE,GAAG,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,EAAE,EACpE,EAAE,GAAG,EAAE,GAAG,EAAE,EACZ,KAAK,CAAC,KAAK,CACZ,CAAC;IAEF,KAAK,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,CAAC;IAC5C,KAAK,CAAC,UAAU,CAAC,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC,KAAK,CAAC,MAAM,CAAC;IAC5C,OAAO,CAAC,GAAG,CAAC,aAAa,EAAE,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;IAC/C,KAAK,CAAC,UAAU,CAAC,SAAS,GAAG,UAAU,CAAC,GAAG,CAAC;IAC5C,KAAK,CAAC,UAAU,CAAC,SAAS,GAAG,UAAU,CAAC,GAAG,CAAC;IAE5C,MAAM,OAAO,GAAG,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,qBAAqB,CACvE,EAAE,GAAG,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,EAAE,GAAG,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,EAAE,EACpE,EAAE,GAAG,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,EAAE,GAAG,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,EAAE,CACrE,CAAC;IAEF,IAAI,CAAC,OAAO,EAAE;QACZ,KAAK,CAAC,YAAY,CAAC,aAAa,CAAC,CAAC;KACnC;SAAM;QACL,KAAK,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC;KAChC;IAED,IAAI,KAAK,CAAC;IACV,IAAI,KAAK,CAAC;IACV,IAAI,KAAK,CAAC;IACV,IAAI,KAAK,CAAC;IACV,MAAM,YAAY,GAAG,KAAK,CAAC,KAAK,CAAC,eAAe,CAAC,KAAK,CAAC,UAAU,CAAC,SAAS,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,CAAC,CAAC;IACzG,IAAI,YAAY,KAAK,cAAc,EAAE;QACnC,KAAK,GAAG,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC;QAC3B,IAAI,KAAK,CAAC,KAAK,CAAC,kBAAkB,CAAC,GAAG,CAAC,EAAE;YACvC,KAAK;gBACH,KAAK,CAAC,UAAU,CAAC,SAAS,IAAI,KAAK,CAAC,UAAU,CAAC,SAAS;oBACtD,CAAC,CAAC,KAAK,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,CAAC;oBACzD,CAAC,CAAC,KAAK,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;SACnE;aAAM,IAAI,KAAK,CAAC,KAAK,CAAC,mBAAmB,CAAC,GAAG,CAAC,EAAE;YAC/C,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC,iBAAiB,GAAG,KAAK,CAAC,KAAK,CAAC,YAAY,CAAC,UAAU,CAAC,GAAG,GAAG,CAAC,EAAE,KAAK,CAAC,KAAK,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC;SAChH;aAAM;YACL,KAAK;gBACH,CAAC,KAAK,CAAC,UAAU,CAAC,SAAS,IAAI,KAAK,CAAC,UAAU,CAAC,SAAS;oBACvD,CAAC,CAAC,KAAK,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,CAAC;oBACzD,CAAC,CAAC,KAAK,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;oBAChE,KAAK,CAAC,KAAK,CAAC,YAAY,CAAC,MAAM,CAAC,gBAAgB,CAAC;SACpD;KACF;SAAM,IACL,YAAY,KAAK,WAAW;QAC3B,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,SAAmC,CAAC,oBAAoB,CAAC,GAAG,EAAE,GAAG,CAAC,EAC7F;QACA,KAAK,GAAG,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC;QAC3B,IAAI,KAAK,CAAC,KAAK,CAAC,WAAW,CAAC,GAAG,CAAC,EAAE;YAChC,KAAK;gBACH,KAAK,CAAC,UAAU,CAAC,SAAS,IAAI,KAAK,CAAC,UAAU,CAAC,SAAS;oBACtD,CAAC,CAAC,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,CAAC,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,CAAC;oBAC1D,CAAC,CAAC,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,CAAC,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;SACpE;aAAM,IAAI,KAAK,CAAC,KAAK,CAAC,iBAAiB,CAAC,GAAG,CAAC,EAAE;YAC7C,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC,kBAAkB,GAAG,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,UAAU,CAAC,GAAG,GAAG,CAAC,EAAE,KAAK,CAAC,KAAK,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC;SAClH;aAAM;YACL,KAAK;gBACH,CAAC,KAAK,CAAC,UAAU,CAAC,SAAS,IAAI,KAAK,CAAC,UAAU,CAAC,SAAS;oBACvD,CAAC,CAAC,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,CAAC,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,CAAC;oBAC1D,CAAC,CAAC,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,CAAC,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,GAAG,CAAC,CAAC,CAAC;oBACjE,KAAK,CAAC,KAAK,CAAC,YAAY,CAAC,MAAM,CAAC,cAAc,CAAC;SAClD;KACF;IAED,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,SAAS,CAAC,aAAa,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;IAC3E,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC;AAC3C,CAAC;AAED,MAAM,UAAU,UAAU,CAAC,KAAmB;IAC5C,IACE,uBAAuB,IAAI,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,SAAS;QAC9D,KAAK,CAAC,UAAU,CAAC,MAAM;QACvB,KAAK,CAAC,UAAU,CAAC,SAAS,IAAI,CAAC;QAC/B,KAAK,CAAC,UAAU,CAAC,SAAS,IAAI,CAAC;QAC/B,KAAK,CAAC,UAAU,CAAC,SAAS,IAAI,CAAC;QAC/B,KAAK,CAAC,UAAU,CAAC,SAAS,IAAI,CAAC,EAC/B;QAEA,MAAM,kBAAkB,GAAG,KAAK,CAAC,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,UAAU,CAAC,SAAS,EAAE,KAAK,CAAC,UAAU,CAAC,SAAS,CAAC,CAAC;QAC5G,MAAM,kBAAkB,GAAG,KAAK,CAAC,KAAK,CAA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type { ListTable } from '../../ListTable';\nimport type { SimpleHeaderLayoutMap } from '../../layout';\nimport type { PivotHeaderLayoutMap } from '../../layout/pivot-header-layout';\nimport { getCellMergeInfo } from '../../scenegraph/utils/get-cell-merge';\nimport type { CellRange } from '../../ts-types';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { StateManager } from '../state';\nimport { adjustMoveHeaderTarget } from './adjust-header';\n\nexport function startMoveCol(col: number, row: number, x: number, y: number, state: StateManager) {\n if (!('canMoveHeaderPosition' in state.table.internalProps.layoutMap)) {\n return;\n }\n state.columnMove.moving = true;\n state.columnMove.colSource = col;\n state.columnMove.rowSource = row;\n state.columnMove.x = x - state.table.tableX;\n state.columnMove.y = y - state.table.tableY;\n\n const cellLocation = state.table.getCellLocation(col, row);\n const delta =\n cellLocation === 'columnHeader'\n ? state.columnMove.x\n : cellLocation === 'rowHeader' ||\n (state.table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(col, row)\n ? state.columnMove.y\n : 0;\n\n state.table.scenegraph.component.showMoveCol(col, row, delta);\n\n // 调整列顺序期间清空选中清空\n state.table.stateManager.updateSelectPos(-1, -1);\n\n state.table.scenegraph.updateNextFrame();\n}\n\nexport function updateMoveCol(col: number, row: number, x: number, y: number, state: StateManager) {\n if (!('canMoveHeaderPosition' in state.table.internalProps.layoutMap)) {\n return;\n }\n\n const targetCell = adjustMoveHeaderTarget(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col, row },\n state.table\n );\n\n state.columnMove.x = x - state.table.tableX;\n state.columnMove.y = y - state.table.tableY;\n console.log('columnMoveY', state.columnMove.y);\n state.columnMove.colTarget = targetCell.col;\n state.columnMove.rowTarget = targetCell.row;\n\n const canMove = state.table.internalProps.layoutMap.canMoveHeaderPosition(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col: state.columnMove.colTarget, row: state.columnMove.rowTarget }\n );\n\n if (!canMove) {\n state.updateCursor('not-allowed');\n } else {\n state.updateCursor('grabbing');\n }\n\n let lineX;\n let backX;\n let lineY;\n let backY;\n const cellLocation = state.table.getCellLocation(state.columnMove.colSource, state.columnMove.rowSource);\n if (cellLocation === 'columnHeader') {\n backX = state.columnMove.x;\n if (state.table.isLeftFrozenColumn(col)) {\n lineX =\n state.columnMove.colTarget >= state.columnMove.colSource\n ? state.table.getColsWidth(0, state.columnMove.colTarget)\n : state.table.getColsWidth(0, state.columnMove.colTarget - 1);\n } else if (state.table.isRightFrozenColumn(col)) {\n lineX = state.table.tableNoFrameWidth - state.table.getColsWidth(targetCell.col + 1, state.table.colCount - 1);\n } else {\n lineX =\n (state.columnMove.colTarget >= state.columnMove.colSource\n ? state.table.getColsWidth(0, state.columnMove.colTarget)\n : state.table.getColsWidth(0, state.columnMove.colTarget - 1)) -\n state.table.stateManager.scroll.horizontalBarPos;\n }\n } else if (\n cellLocation === 'rowHeader' ||\n (state.table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(col, row)\n ) {\n backY = state.columnMove.y;\n if (state.table.isFrozenRow(row)) {\n lineY =\n state.columnMove.rowTarget >= state.columnMove.rowSource\n ? state.table.getRowsHeight(0, state.columnMove.rowTarget)\n : state.table.getRowsHeight(0, state.columnMove.rowTarget - 1);\n } else if (state.table.isBottomFrozenRow(row)) {\n lineY = state.table.tableNoFrameHeight - state.table.getRowsHeight(targetCell.row + 1, state.table.rowCount - 1);\n } else {\n lineY =\n (state.columnMove.rowTarget >= state.columnMove.rowSource\n ? state.table.getRowsHeight(0, state.columnMove.rowTarget)\n : state.table.getRowsHeight(0, state.columnMove.rowTarget - 1)) -\n state.table.stateManager.scroll.verticalBarPos;\n }\n }\n\n state.table.scenegraph.component.updateMoveCol(backX, lineX, backY, lineY);\n state.table.scenegraph.updateNextFrame();\n}\n\nexport function endMoveCol(state: StateManager) {\n if (\n 'canMoveHeaderPosition' in state.table.internalProps.layoutMap &&\n state.columnMove.moving &&\n state.columnMove.colSource >= 0 &&\n state.columnMove.rowSource >= 0 &&\n state.columnMove.colTarget >= 0 &&\n state.columnMove.rowTarget >= 0\n ) {\n //getCellMergeInfo 一定要在moveHeaderPosition之前调用 否则就不是修改前的range了\n const oldSourceMergeInfo = state.table.getCellRange(state.columnMove.colSource, state.columnMove.rowSource);\n const oldTargetMergeInfo = state.table.getCellRange(state.columnMove.colTarget, state.columnMove.rowTarget);\n\n // 调整列顺序\n const moveContext = state.table._moveHeaderPosition(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col: state.columnMove.colTarget, row: state.columnMove.rowTarget }\n );\n\n // 更新状态\n if (moveContext) {\n state.table.internalProps.layoutMap.clearCellRangeMap();\n const sourceMergeInfo = state.table.getCellRange(state.columnMove.colSource, state.columnMove.rowSource);\n const targetMergeInfo = state.table.getCellRange(state.columnMove.colTarget, state.columnMove.rowTarget);\n\n const colMin = Math.min(\n sourceMergeInfo.start.col,\n targetMergeInfo.start.col,\n oldSourceMergeInfo.start.col,\n oldTargetMergeInfo.start.col\n );\n const colMax = Math.max(\n sourceMergeInfo.end.col,\n targetMergeInfo.end.col,\n oldSourceMergeInfo.end.col,\n oldTargetMergeInfo.end.col\n );\n const rowMin = Math.min(\n sourceMergeInfo.start.row,\n targetMergeInfo.start.row,\n oldSourceMergeInfo.start.row,\n oldTargetMergeInfo.start.row\n );\n let rowMax = Math.max(\n sourceMergeInfo.end.row,\n targetMergeInfo.end.row,\n oldSourceMergeInfo.end.row,\n oldTargetMergeInfo.end.row\n );\n if (\n moveContext.moveType === 'row' &&\n (state.table.internalProps.layoutMap as PivotHeaderLayoutMap).rowHierarchyType === 'tree'\n ) {\n if (moveContext.targetIndex > moveContext.sourceIndex) {\n rowMax = rowMax + moveContext.targetSize - 1;\n } else {\n rowMax = rowMax + moveContext.sourceSize - 1;\n }\n }\n if (\n !(state.table as ListTable).transpose &&\n (state.table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(\n state.columnMove.colSource,\n state.columnMove.rowSource\n )\n ) {\n state.table.changeRecordOrder(moveContext.sourceIndex, moveContext.targetIndex);\n }\n // clear columns width and rows height cache\n if (moveContext.moveType === 'column') {\n clearWidthsAndHeightsCache(colMin, colMax, 0, -1, state.table);\n } else {\n clearWidthsAndHeightsCache(0, -1, rowMin, rowMax, state.table);\n }\n\n // clear cell style cache\n state.table.clearCellStyleCache();\n if (\n state.table.internalProps.layoutMap.isSeriesNumberInBody(state.columnMove.colSource, state.columnMove.rowSource)\n ) {\n // 如果是拖拽序号换位置 考虑到非拖拽单元格合并而是其他地方有合并被拆开或者独立单元格拖拽后变为合并的情况 这里直接刷新这个场景树的节点 才能覆盖所有情况\n state.table.scenegraph.updateHeaderPosition(\n state.table.scenegraph.proxy.colStart,\n state.table.scenegraph.proxy.colEnd,\n state.table.scenegraph.proxy.rowStart,\n state.table.scenegraph.proxy.rowEnd,\n moveContext.moveType\n );\n } else if (moveContext.moveType === 'column') {\n state.table.scenegraph.updateHeaderPosition(colMin, colMax, 0, -1, moveContext.moveType);\n } else {\n state.table.scenegraph.updateHeaderPosition(0, -1, rowMin, rowMax, moveContext.moveType);\n }\n //调整冻结列数量\n if (state.table.internalProps.frozenColDragHeaderMode === 'adjustFrozenCount' && state.table.isListTable()) {\n if (\n state.table.isLeftFrozenColumn(state.columnMove.colTarget) &&\n !state.table.isLeftFrozenColumn(state.columnMove.colSource)\n ) {\n state.table.frozenColCount +=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n } else if (\n state.table.isLeftFrozenColumn(state.columnMove.colSource) &&\n !state.table.isLeftFrozenColumn(state.columnMove.colTarget)\n ) {\n state.table.frozenColCount -=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n }\n if (\n state.table.isRightFrozenColumn(state.columnMove.colTarget) &&\n !state.table.isRightFrozenColumn(state.columnMove.colSource)\n ) {\n state.table.rightFrozenColCount +=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n } else if (\n state.table.isRightFrozenColumn(state.columnMove.colSource) &&\n !state.table.isRightFrozenColumn(state.columnMove.colTarget)\n ) {\n state.table.rightFrozenColCount -=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n }\n }\n }\n\n state.updateCursor();\n }\n setTimeout(() => {\n //触发事件 CHANGE_HEADER_POSITION 还需要用到这些值 所以延迟清理\n state.columnMove.moving = false;\n delete state.columnMove.colSource;\n delete state.columnMove.rowSource;\n delete state.columnMove.colTarget;\n delete state.columnMove.rowTarget;\n }, 0);\n state.table.scenegraph.component.hideMoveCol();\n // update frozen shadowline component\n if (\n state.columnResize.col < state.table.frozenColCount &&\n !state.table.isPivotTable() &&\n !(state.table as ListTable).transpose\n ) {\n state.table.scenegraph.component.setFrozenColumnShadow(\n state.table.frozenColCount - 1,\n state.columnResize.isRightFrozen\n );\n } else if (state.table.options.frozenColCount) {\n state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1);\n }\n state.table.scenegraph.updateNextFrame();\n}\n\nfunction clearWidthsAndHeightsCache(\n colMin: number,\n colMax: number,\n rowMin: number,\n rowMax: number,\n table: BaseTableAPI\n) {\n for (let col = colMin; col <= colMax; col++) {\n table._clearColRangeWidthsMap(col);\n }\n for (let row = rowMin; row <= rowMax; row++) {\n table._clearRowRangeHeightsMap(row);\n }\n}\n"]}
|
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1
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+
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type { ListTable } from '../../ListTable';\nimport type { SimpleHeaderLayoutMap } from '../../layout';\nimport type { PivotHeaderLayoutMap } from '../../layout/pivot-header-layout';\nimport { getCellMergeInfo } from '../../scenegraph/utils/get-cell-merge';\nimport type { CellRange } from '../../ts-types';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { StateManager } from '../state';\nimport { adjustMoveHeaderTarget } from './adjust-header';\n\nexport function startMoveCol(col: number, row: number, x: number, y: number, state: StateManager) {\n if (!('canMoveHeaderPosition' in state.table.internalProps.layoutMap)) {\n return;\n }\n state.columnMove.moving = true;\n state.columnMove.colSource = col;\n state.columnMove.rowSource = row;\n state.columnMove.x = x - state.table.tableX;\n state.columnMove.y = y - state.table.tableY;\n\n const cellLocation = state.table.getCellLocation(col, row);\n const delta =\n cellLocation === 'columnHeader'\n ? state.columnMove.x\n : cellLocation === 'rowHeader' ||\n (state.table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(col, row)\n ? state.columnMove.y\n : 0;\n\n state.table.scenegraph.component.showMoveCol(col, row, delta);\n\n // 调整列顺序期间清空选中清空\n state.table.stateManager.updateSelectPos(-1, -1);\n\n state.table.scenegraph.updateNextFrame();\n}\n\nexport function updateMoveCol(col: number, row: number, x: number, y: number, state: StateManager) {\n if (!('canMoveHeaderPosition' in state.table.internalProps.layoutMap)) {\n return;\n }\n\n const targetCell = adjustMoveHeaderTarget(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col, row },\n state.table\n );\n\n state.columnMove.x = x - state.table.tableX;\n state.columnMove.y = y - state.table.tableY;\n console.log('columnMoveY', state.columnMove.y);\n state.columnMove.colTarget = targetCell.col;\n state.columnMove.rowTarget = targetCell.row;\n\n const canMove = state.table.internalProps.layoutMap.canMoveHeaderPosition(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col: state.columnMove.colTarget, row: state.columnMove.rowTarget }\n );\n\n if (!canMove) {\n state.updateCursor('not-allowed');\n } else {\n state.updateCursor('grabbing');\n }\n\n let lineX;\n let backX;\n let lineY;\n let backY;\n const cellLocation = state.table.getCellLocation(state.columnMove.colSource, state.columnMove.rowSource);\n if (cellLocation === 'columnHeader') {\n backX = state.columnMove.x;\n if (state.table.isLeftFrozenColumn(col)) {\n lineX =\n state.columnMove.colTarget >= state.columnMove.colSource\n ? state.table.getColsWidth(0, state.columnMove.colTarget)\n : state.table.getColsWidth(0, state.columnMove.colTarget - 1);\n } else if (state.table.isRightFrozenColumn(col)) {\n lineX = state.table.tableNoFrameWidth - state.table.getColsWidth(targetCell.col + 1, state.table.colCount - 1);\n } else {\n lineX =\n (state.columnMove.colTarget >= state.columnMove.colSource\n ? state.table.getColsWidth(0, state.columnMove.colTarget)\n : state.table.getColsWidth(0, state.columnMove.colTarget - 1)) -\n state.table.stateManager.scroll.horizontalBarPos;\n }\n } else if (\n cellLocation === 'rowHeader' ||\n (state.table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(col, row)\n ) {\n backY = state.columnMove.y;\n if (state.table.isFrozenRow(row)) {\n lineY =\n state.columnMove.rowTarget >= state.columnMove.rowSource\n ? state.table.getRowsHeight(0, state.columnMove.rowTarget)\n : state.table.getRowsHeight(0, state.columnMove.rowTarget - 1);\n } else if (state.table.isBottomFrozenRow(row)) {\n lineY = state.table.tableNoFrameHeight - state.table.getRowsHeight(targetCell.row + 1, state.table.rowCount - 1);\n } else {\n lineY =\n (state.columnMove.rowTarget >= state.columnMove.rowSource\n ? state.table.getRowsHeight(0, state.columnMove.rowTarget)\n : state.table.getRowsHeight(0, state.columnMove.rowTarget - 1)) -\n state.table.stateManager.scroll.verticalBarPos;\n }\n }\n\n state.table.scenegraph.component.updateMoveCol(backX, lineX, backY, lineY);\n state.table.scenegraph.updateNextFrame();\n}\n\nexport function endMoveCol(state: StateManager) {\n if (\n 'canMoveHeaderPosition' in state.table.internalProps.layoutMap &&\n state.columnMove.moving &&\n state.columnMove.colSource >= 0 &&\n state.columnMove.rowSource >= 0 &&\n state.columnMove.colTarget >= 0 &&\n state.columnMove.rowTarget >= 0\n ) {\n //getCellMergeInfo 一定要在moveHeaderPosition之前调用 否则就不是修改前的range了\n const oldSourceMergeInfo = state.table.getCellRange(state.columnMove.colSource, state.columnMove.rowSource);\n const oldTargetMergeInfo = state.table.getCellRange(state.columnMove.colTarget, state.columnMove.rowTarget);\n\n // 调整列顺序\n const moveContext = state.table._moveHeaderPosition(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col: state.columnMove.colTarget, row: state.columnMove.rowTarget }\n );\n\n // 更新状态\n if (moveContext) {\n state.table.internalProps.layoutMap.clearCellRangeMap();\n const sourceMergeInfo = state.table.getCellRange(state.columnMove.colSource, state.columnMove.rowSource);\n const targetMergeInfo = state.table.getCellRange(state.columnMove.colTarget, state.columnMove.rowTarget);\n\n const colMin = Math.min(\n sourceMergeInfo.start.col,\n targetMergeInfo.start.col,\n oldSourceMergeInfo.start.col,\n oldTargetMergeInfo.start.col\n );\n const colMax = Math.max(\n sourceMergeInfo.end.col,\n targetMergeInfo.end.col,\n oldSourceMergeInfo.end.col,\n oldTargetMergeInfo.end.col\n );\n const rowMin = Math.min(\n sourceMergeInfo.start.row,\n targetMergeInfo.start.row,\n oldSourceMergeInfo.start.row,\n oldTargetMergeInfo.start.row\n );\n let rowMax = Math.max(\n sourceMergeInfo.end.row,\n targetMergeInfo.end.row,\n oldSourceMergeInfo.end.row,\n oldTargetMergeInfo.end.row\n );\n if (\n moveContext.moveType === 'row' &&\n (state.table.internalProps.layoutMap as PivotHeaderLayoutMap).rowHierarchyType === 'tree'\n ) {\n if (moveContext.targetIndex > moveContext.sourceIndex) {\n rowMax = rowMax + moveContext.targetSize - 1;\n } else {\n rowMax = rowMax + moveContext.sourceSize - 1;\n }\n }\n if (\n !(state.table as ListTable).transpose &&\n (state.table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(\n state.columnMove.colSource,\n state.columnMove.rowSource\n )\n ) {\n state.table.changeRecordOrder(moveContext.sourceIndex, moveContext.targetIndex);\n }\n // clear columns width and rows height cache\n if (moveContext.moveType === 'column') {\n clearWidthsAndHeightsCache(colMin, colMax, 0, -1, state.table);\n } else {\n clearWidthsAndHeightsCache(0, -1, rowMin, rowMax, state.table);\n }\n\n // clear cell style cache\n state.table.clearCellStyleCache();\n if (\n state.table.internalProps.layoutMap.isSeriesNumberInBody(state.columnMove.colSource, state.columnMove.rowSource)\n ) {\n // 如果是拖拽序号换位置 考虑到非拖拽单元格合并而是其他地方有合并被拆开或者独立单元格拖拽后变为合并的情况 这里直接刷新这个场景树的节点 才能覆盖所有情况\n state.table.scenegraph.updateHeaderPosition(\n state.table.scenegraph.proxy.colStart,\n state.table.scenegraph.proxy.colEnd,\n state.table.scenegraph.proxy.rowStart,\n state.table.scenegraph.proxy.rowEnd,\n moveContext.moveType\n );\n } else if (moveContext.moveType === 'column') {\n state.table.scenegraph.updateHeaderPosition(colMin, colMax, 0, -1, moveContext.moveType);\n } else {\n state.table.scenegraph.updateHeaderPosition(0, -1, rowMin, rowMax, moveContext.moveType);\n }\n //调整冻结列数量\n if (state.table.internalProps.frozenColDragHeaderMode === 'adjustFrozenCount' && state.table.isListTable()) {\n if (\n state.table.isLeftFrozenColumn(state.columnMove.colTarget) &&\n !state.table.isLeftFrozenColumn(state.columnMove.colSource)\n ) {\n state.table.frozenColCount +=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n } else if (\n state.table.isLeftFrozenColumn(state.columnMove.colSource) &&\n !state.table.isLeftFrozenColumn(state.columnMove.colTarget)\n ) {\n state.table.frozenColCount -=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n }\n if (\n state.table.isRightFrozenColumn(state.columnMove.colTarget) &&\n !state.table.isRightFrozenColumn(state.columnMove.colSource)\n ) {\n state.table.rightFrozenColCount +=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n } else if (\n state.table.isRightFrozenColumn(state.columnMove.colSource) &&\n !state.table.isRightFrozenColumn(state.columnMove.colTarget)\n ) {\n state.table.rightFrozenColCount -=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n }\n }\n }\n\n state.updateCursor();\n }\n setTimeout(() => {\n //触发事件 CHANGE_HEADER_POSITION 还需要用到这些值 所以延迟清理\n state.columnMove.moving = false;\n delete state.columnMove.colSource;\n delete state.columnMove.rowSource;\n delete state.columnMove.colTarget;\n delete state.columnMove.rowTarget;\n }, 0);\n state.table.scenegraph.component.hideMoveCol();\n // update frozen shadowline component\n if (\n state.columnResize.col < state.table.frozenColCount &&\n !state.table.isPivotTable() &&\n !(state.table as ListTable).transpose\n ) {\n state.table.scenegraph.component.setFrozenColumnShadow(\n state.table.frozenColCount - 1,\n state.columnResize.isRightFrozen\n );\n state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount);\n } else if (\n state.columnResize.col >= state.table.colCount - state.table.rightFrozenColCount &&\n !state.table.isPivotTable() &&\n !(state.table as ListTable).transpose\n ) {\n state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount);\n } else if (state.table.options.frozenColCount) {\n state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1);\n } else if (state.table.options.rightFrozenColCount) {\n state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount);\n }\n state.table.scenegraph.updateNextFrame();\n}\n\nfunction clearWidthsAndHeightsCache(\n colMin: number,\n colMax: number,\n rowMin: number,\n rowMax: number,\n table: BaseTableAPI\n) {\n for (let col = colMin; col <= colMax; col++) {\n table._clearColRangeWidthsMap(col);\n }\n for (let row = rowMin; row <= rowMax; row++) {\n table._clearRowRangeHeightsMap(row);\n }\n}\n"]}
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@@ -23,7 +23,7 @@ export function updateResizeColumn(xInTable, yInTable, state) {
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}
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detaX = Math.ceil(detaX), state.columnResize.col < state.table.rowHeaderLevelCount || state.columnResize.col >= state.table.colCount - state.table.rightFrozenColCount ? updateResizeColForColumn(detaX, state) : "indicator" === state.table.internalProps.columnResizeType ? updateResizeColForIndicator(detaX, state) : "indicatorGroup" === state.table.internalProps.columnResizeType ? updateResizeColForIndicatorGroup(detaX, state) : "all" === state.table.internalProps.columnResizeType ? updateResizeColForAll(detaX, state) : updateResizeColForColumn(detaX, state),
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state.columnResize.x = xInTable, state.table.scenegraph.component.updateResizeCol(state.columnResize.col, yInTable, state.columnResize.isRightFrozen),
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state.columnResize.col < state.table.frozenColCount && !state.table.isPivotTable() && !state.table.transpose ? state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1, state.columnResize.isRightFrozen) : state.table.options.frozenColCount
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state.columnResize.col < state.table.frozenColCount && !state.table.isPivotTable() && !state.table.transpose ? state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1, state.columnResize.isRightFrozen) : state.columnResize.col >= state.table.colCount - state.table.rightFrozenColCount && !state.table.isPivotTable() && !state.table.transpose ? state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount) : state.table.options.frozenColCount ? state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1) : state.table.options.rightFrozenColCount && state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount),
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state.table.scenegraph.updateNextFrame();
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}
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@@ -70,8 +70,9 @@ function updateResizeColForIndicatorGroup(detaX, state) {
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const cellDefine = layout.getBody(col, state.table.columnHeaderLevelCount);
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if (null == cellDefine ? void 0 : cellDefine.disableColumnResize) continue;
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}
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let deltaWidth = state.table.getColWidth(col) / totalColWidth * moveX;
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deltaWidth > 0 && deltaWidth < .5 ? deltaWidth = .5 : deltaWidth < 0 && deltaWidth >= -.5 && (deltaWidth = -.5),
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state.table.scenegraph.updateColWidth(col, deltaWidth), state.table.internalProps._widthResizedColMap.add(col);
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}
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}
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//# sourceMappingURL=update-resize-column.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"sources":["../src/state/resize/update-resize-column.ts"],"names":[],"mappings":"AAMA,MAAM,UAAU,kBAAkB,CAAC,QAAgB,EAAE,QAAgB,EAAE,KAAmB;IACxF,QAAQ,GAAG,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAC/B,QAAQ,GAAG,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;IAC/B,IAAI,KAAK,GAAG,KAAK,CAAC,YAAY,CAAC,aAAa,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,GAAG,QAAQ,CAAC,CAAC,CAAC,QAAQ,GAAG,KAAK,CAAC,YAAY,CAAC,CAAC,CAAC;IAEjH,IAAI,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,EAAE;QACvB,OAAO;KACR;IASD,MAAM,UAAU,GAAG,KAAK,CAAC,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;IAEnE,IAAI,KAAK,GAAG,UAAU,CAAC;IACvB,KAAK,IAAI,KAAK,CAAC;IACf,MAAM,QAAQ,GAAG,KAAK,CAAC,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;IACpE,MAAM,QAAQ,GAAG,KAAK,CAAC,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;IACpE,IAAI,KAAK,GAAG,QAAQ,IAAI,KAAK,GAAG,QAAQ,EAAE;QACxC,IAAI,UAAU,KAAK,QAAQ,IAAI,UAAU,KAAK,QAAQ,EAAE;YACtD,OAAO;SACR;aAAM,IAAI,UAAU,GAAG,QAAQ,GAAG,QAAQ,GAAG,UAAU,EAAE;YACxD,KAAK,GAAG,QAAQ,GAAG,UAAU,CAAC;SAC/B;aAAM;YACL,KAAK,GAAG,QAAQ,GAAG,UAAU,CAAC;SAC/B;KACF;IAGD,IAAI,SAAS,GAAG,KAAK,CAAC,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;IACxE,IAAI,SAAS,GAAG,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,aAAa,EAAE;QACvD,SAAS,GAAG,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,aAAa,CAAC;QACpD,KAAK,GAAG,SAAS,GAAG,KAAK,CAAC,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;KACrE;IACD,IAAI,KAAK,CAAC,KAAK,CAAC,SAAS,KAAK,UAAU,IAAI,KAAK,CAAC,YAAY,CAAC,GAAG,GAAG,KAAK,CAAC,KAAK,CAAC,QAAQ,GAAG,CAAC,EAAE;QAC7F,MAAM,kBAAkB,GAAG,KAAK,CAAC,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;QAC/E,MAAM,gBAAgB,GAAG,KAAK,CAAC,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;QAChF,MAAM,gBAAgB,GAAG,KAAK,CAAC,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;QAChF,IAAI,aAAa,GAAG,kBAAkB,CAAC;QACvC,aAAa,IAAI,KAAK,CAAC;QACvB,IAAI,aAAa,GAAG,gBAAgB,IAAI,aAAa,GAAG,gBAAgB,EAAE;YACxE,IAAI,kBAAkB,KAAK,gBAAgB,IAAI,kBAAkB,KAAK,gBAAgB,EAAE;gBACtF,OAAO;aACR;iBAAM,IAAI,kBAAkB,GAAG,gBAAgB,GAAG,gBAAgB,GAAG,kBAAkB,EAAE;gBACxF,KAAK,GAAG,gBAAgB,GAAG,kBAAkB,CAAC;aAC/C;iBAAM;gBACL,KAAK,GAAG,gBAAgB,GAAG,kBAAkB,CAAC;aAC/C;SACF;QACD,IAAI,aAAa,GAAG,KAAK,GAAG,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,aAAa,EAAE;YACnE,KAAK,GAAG,aAAa,GAAG,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,aAAa,CAAC;SACjE;KACF;IACD,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;IAEzB,IACE,KAAK,CAAC,YAAY,CAAC,GAAG,GAAG,KAAK,CAAC,KAAK,CAAC,mBAAmB;QACxD,KAAK,CAAC,YAAY,CAAC,GAAG,IAAI,KAAK,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC,KAAK,CAAC,mBAAmB,EAChF;QACA,wBAAwB,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;KACxC;SAAM,IAAI,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,gBAAgB,KAAK,WAAW,EAAE;QACrE,2BAA2B,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;KAC3C;SAAM,IAAI,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,gBAAgB,KAAK,gBAAgB,EAAE;QAC1E,gCAAgC,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;KAChD;SAAM,IAAI,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,gBAAgB,KAAK,KAAK,EAAE;QAC/D,qBAAqB,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;KACrC;SAAM;QAEL,wBAAwB,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;KACxC;IAaD,KAAK,CAAC,YAAY,CAAC,CAAC,GAAG,QAAQ,CAAC;IAGhC,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,SAAS,CAAC,eAAe,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,EAAE,QAAQ,EAAE,KAAK,CAAC,YAAY,CAAC,aAAa,CAAC,CAAC;IACrH,IACE,KAAK,CAAC,YAAY,CAAC,GAAG,GAAG,KAAK,CAAC,KAAK,CAAC,cAAc;QACnD,CAAC,KAAK,CAAC,KAAK,CAAC,YAAY,EAAE;QAC3B,CAAE,KAAK,CAAC,KAAmB,CAAC,SAAS,EACrC;QACA,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,SAAS,CAAC,qBAAqB,CACpD,KAAK,CAAC,KAAK,CAAC,cAAc,GAAG,CAAC,EAC9B,KAAK,CAAC,YAAY,CAAC,aAAa,CACjC,CAAC;KACH;SAAM,IAAI,KAAK,CAAC,KAAK,CAAC,OAAO,CAAC,cAAc,EAAE;QAC7C,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,SAAS,CAAC,qBAAqB,CAAC,KAAK,CAAC,KAAK,CAAC,cAAc,GAAG,CAAC,CAAC,CAAC;KACxF;IAGD,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,eAAe,EAAE,CAAC;AAC3C,CAAC;AAED,SAAS,wBAAwB,CAAC,KAAa,EAAE,KAAmB;IAClE,IAAI,KAAK,CAAC,KAAK,CAAC,SAAS,KAAK,UAAU,IAAI,KAAK,CAAC,YAAY,CAAC,GAAG,GAAG,KAAK,CAAC,KAAK,CAAC,QAAQ,GAAG,CAAC,EAAE;QAM7F,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;QACrE,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,GAAG,CAAC,EAAE,CAAC,KAAK,CAAC,CAAC;QAE1E,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,mBAAmB,CAAC,GAAG,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;QAC1E,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,mBAAmB,CAAC,GAAG,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;KAC/E;SAAM;QACL,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;QACrE,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,mBAAmB,CAAC,GAAG,CAAC,KAAK,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;KAC3E;AACH,CAAC;AAED,SAAS,qBAAqB,CAAC,KAAa,EAAE,KAAmB;IAE/D,MAAM,MAAM,GAAG,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,SAAiC,CAAC;IAC3E,KAAK,IAAI,GAAG,GAAG,KAAK,CAAC,KAAK,CAAC,cAAc,EAAE,GAAG,GAAG,KAAK,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC,KAAK,CAAC,mBAAmB,EAAE,GAAG,EAAE,EAAE;QAE9G,IAAI,CAAC,CAAC,KAAK,CAAC,KAAK,CAAC,aAAa,CAAC,SAAS,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,CAAC,EAAE;YACrG,MAAM,UAAU,GAAG,MAAM,CAAC,OAAO,CAAC,GAAG,EAAE,KAAK,CAAC,KAAK,CAAC,sBAAsB,CAAC,CAAC;YAC3E,IAAK,UAA4B,aAA5B,UAAU,uBAAV,UAAU,CAAoB,mBAAmB,EAAE;gBACtD,SAAS;aACV;SACF;QAED,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,cAAc,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC;QAClD,KAAK,C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type { ListTable } from '../../ListTable';\nimport type { PivotHeaderLayoutMap } from '../../layout/pivot-header-layout';\nimport type { IndicatorData } from '../../ts-types/list-table/layout-map/api';\nimport type { StateManager } from '../state';\n\n// columnResizeType?: 'column' | 'indicator' | 'all' | 'indicatorGroup';\nexport function updateResizeColumn(xInTable: number, yInTable: number, state: StateManager) {\n xInTable = Math.ceil(xInTable);\n yInTable = Math.ceil(yInTable);\n let detaX = state.columnResize.isRightFrozen ? state.columnResize.x - xInTable : xInTable - state.columnResize.x;\n // table.getColWidth会使用Math.round,因此这里直接跳过小于1px的修改\n if (Math.abs(detaX) < 1) {\n return;\n }\n\n // 检查minWidth/maxWidth\n // getColWidth会进行Math.round,所以先从colWidthsMap获取:\n // 如果是数值,直接使用;如果不是,则通过getColWidth获取像素值\n // let widthCache = (state.table as any).colWidthsMap.get(state.columnResize.col);\n // if (typeof widthCache === 'number') {\n // widthCache = widthCache;\n // } else {\n const widthCache = state.table.getColWidth(state.columnResize.col);\n // }\n let width = widthCache;\n width += detaX;\n const minWidth = state.table.getMinColWidth(state.columnResize.col);\n const maxWidth = state.table.getMaxColWidth(state.columnResize.col);\n if (width < minWidth || width > maxWidth) {\n if (widthCache === minWidth || widthCache === maxWidth) {\n return;\n } else if (widthCache - minWidth > maxWidth - widthCache) {\n detaX = maxWidth - widthCache;\n } else {\n detaX = minWidth - widthCache;\n }\n }\n\n // limitMinWidth限制\n let afterSize = state.table.getColWidth(state.columnResize.col) + detaX;\n if (afterSize < state.table.internalProps.limitMinWidth) {\n afterSize = state.table.internalProps.limitMinWidth;\n detaX = afterSize - state.table.getColWidth(state.columnResize.col);\n }\n if (state.table.widthMode === 'adaptive' && state.columnResize.col < state.table.colCount - 1) {\n const rightColWidthCache = state.table.getColWidth(state.columnResize.col + 1);\n const rightColMinWidth = state.table.getMinColWidth(state.columnResize.col + 1);\n const rightColMaxWidth = state.table.getMaxColWidth(state.columnResize.col + 1);\n let rightColWidth = rightColWidthCache;\n rightColWidth -= detaX;\n if (rightColWidth < rightColMinWidth || rightColWidth > rightColMaxWidth) {\n if (rightColWidthCache === rightColMinWidth || rightColWidthCache === rightColMaxWidth) {\n return;\n } else if (rightColWidthCache - rightColMinWidth > rightColMaxWidth - rightColWidthCache) {\n detaX = rightColMaxWidth - rightColWidthCache;\n } else {\n detaX = rightColMinWidth - rightColWidthCache;\n }\n }\n if (rightColWidth - detaX < state.table.internalProps.limitMinWidth) {\n detaX = rightColWidth - state.table.internalProps.limitMinWidth;\n }\n }\n detaX = Math.ceil(detaX);\n\n if (\n state.columnResize.col < state.table.rowHeaderLevelCount ||\n state.columnResize.col >= state.table.colCount - state.table.rightFrozenColCount\n ) {\n updateResizeColForColumn(detaX, state);\n } else if (state.table.internalProps.columnResizeType === 'indicator') {\n updateResizeColForIndicator(detaX, state);\n } else if (state.table.internalProps.columnResizeType === 'indicatorGroup') {\n updateResizeColForIndicatorGroup(detaX, state);\n } else if (state.table.internalProps.columnResizeType === 'all') {\n updateResizeColForAll(detaX, state);\n } else {\n // state.table.internalProps.columnResizeType === 'column'\n updateResizeColForColumn(detaX, state);\n }\n\n // if (state.table.widthMode === 'adaptive' && state.columnResize.col < state.table.colCount - 1) {\n // // in adaptive mode, the right column width can not be negative\n // const rightColWidth = state.table.getColWidth(state.columnResize.col + 1);\n // if (rightColWidth - detaX < 0) {\n // detaX = rightColWidth;\n // }\n // state.table.scenegraph.updateColWidth(state.columnResize.col, detaX);\n // state.table.scenegraph.updateColWidth(state.columnResize.col + 1, -detaX);\n // } else {\n // state.table.scenegraph.updateColWidth(state.columnResize.col, detaX);\n // }\n state.columnResize.x = xInTable;\n\n // update resize column component\n state.table.scenegraph.component.updateResizeCol(state.columnResize.col, yInTable, state.columnResize.isRightFrozen);\n if (\n state.columnResize.col < state.table.frozenColCount &&\n !state.table.isPivotTable() &&\n !(state.table as ListTable).transpose\n ) {\n state.table.scenegraph.component.setFrozenColumnShadow(\n state.table.frozenColCount - 1,\n state.columnResize.isRightFrozen\n );\n } else if (state.table.options.frozenColCount) {\n state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1);\n }\n\n // stage rerender\n state.table.scenegraph.updateNextFrame();\n}\n\nfunction updateResizeColForColumn(detaX: number, state: StateManager) {\n if (state.table.widthMode === 'adaptive' && state.columnResize.col < state.table.colCount - 1) {\n // in adaptive mode, the right column width can not be negative\n // const rightColWidth = state.table.getColWidth(state.columnResize.col + 1);\n // if (rightColWidth - detaX < 0) {\n // detaX = rightColWidth;\n // }\n state.table.scenegraph.updateColWidth(state.columnResize.col, detaX);\n state.table.scenegraph.updateColWidth(state.columnResize.col + 1, -detaX);\n\n state.table.internalProps._widthResizedColMap.add(state.columnResize.col);\n state.table.internalProps._widthResizedColMap.add(state.columnResize.col + 1);\n } else {\n state.table.scenegraph.updateColWidth(state.columnResize.col, detaX);\n state.table.internalProps._widthResizedColMap.add(state.columnResize.col);\n }\n}\n\nfunction updateResizeColForAll(detaX: number, state: StateManager) {\n // 全列调整\n const layout = state.table.internalProps.layoutMap as PivotHeaderLayoutMap;\n for (let col = state.table.frozenColCount; col < state.table.colCount - state.table.rightFrozenColCount; col++) {\n // 是否禁止调整列宽disableColumnResize 对应canResizeColumn的逻辑判断\n if (!(state.table.internalProps.transpose || (state.table.isPivotTable() && !layout.indicatorsAsCol))) {\n const cellDefine = layout.getBody(col, state.table.columnHeaderLevelCount);\n if ((cellDefine as IndicatorData)?.disableColumnResize) {\n continue;\n }\n }\n // state.table.setColWidth(col, afterSize);\n state.table.scenegraph.updateColWidth(col, detaX);\n state.table.internalProps._widthResizedColMap.add(col);\n }\n}\n\nfunction updateResizeColForIndicator(detaX: number, state: StateManager) {\n const layout = state.table.internalProps.layoutMap as PivotHeaderLayoutMap;\n let resizeIndicatorKey;\n let resizeDimensionKey;\n let resizeDimensionValue;\n if (layout.indicatorsAsCol) {\n resizeIndicatorKey = layout.getIndicatorKey(state.columnResize.col, state.table.columnHeaderLevelCount);\n } else {\n const headerPaths = layout.getCellHeaderPaths(state.columnResize.col, state.table.columnHeaderLevelCount - 1);\n const headerPath = headerPaths.colHeaderPaths[headerPaths.colHeaderPaths.length - 1];\n resizeDimensionKey = headerPath.dimensionKey;\n resizeDimensionValue = headerPath.value;\n }\n for (let col = state.table.rowHeaderLevelCount; col < state.table.colCount - state.table.rightFrozenColCount; col++) {\n const indicatorKey = layout.getIndicatorKey(col, state.table.columnHeaderLevelCount);\n if (layout.indicatorsAsCol && indicatorKey === resizeIndicatorKey) {\n state.table.scenegraph.updateColWidth(col, detaX);\n state.table.internalProps._widthResizedColMap.add(col);\n } else if (!layout.indicatorsAsCol) {\n const headerPaths = layout.getCellHeaderPaths(col, state.table.columnHeaderLevelCount - 1);\n const headerPath = headerPaths?.colHeaderPaths[headerPaths.colHeaderPaths.length - 1];\n if (headerPath && resizeDimensionKey === headerPath.dimensionKey && resizeDimensionValue === headerPath.value) {\n state.table.scenegraph.updateColWidth(col, detaX);\n state.table.internalProps._widthResizedColMap.add(col);\n }\n }\n }\n}\n\nfunction updateResizeColForIndicatorGroup(detaX: number, state: StateManager) {\n // not support for PivotChart temply\n const layout = state.table.internalProps.layoutMap as PivotHeaderLayoutMap;\n //通过getCellHeaderPaths接口获取列表头最后一层指标维度的path\n const headerPaths = layout.getCellHeaderPaths(state.columnResize.col, state.table.columnHeaderLevelCount);\n const node = layout.getHeadNode(headerPaths.colHeaderPaths.slice(0, headerPaths.colHeaderPaths.length - 1)) as any;\n // 计算宽度受影响列的起止\n const startCol = node.startInTotal + state.table.frozenColCount;\n const endCol = node.startInTotal + state.table.frozenColCount + node.size - 1;\n // 计算当前受影响列的总宽度 后面会利用这个计算比例\n const totalColWidth = state.table.getColsWidth(startCol, endCol);\n const moveX = detaX; // 纠正moveX 用于指标列均分该值\n for (let col = startCol; col <= endCol; col++) {\n // 是否禁止调整列宽disableColumnResize 对应canResizeColumn的逻辑判断\n if (!(state.table.internalProps.transpose || (state.table.isPivotTable() && !layout.indicatorsAsCol))) {\n const cellDefine = layout.getBody(col, state.table.columnHeaderLevelCount);\n if ((cellDefine as IndicatorData)?.disableColumnResize) {\n continue;\n }\n }\n const prevWidth = state.table.getColWidth(col);\n // const adjustedWidth = _adjustColWidth(\n // state.table,\n // col,\n // prevWidth + (prevWidth / totalColWidth) * moveX // 计算diff比例\n // );\n state.table.scenegraph.updateColWidth(col, (prevWidth / totalColWidth) * moveX);\n state.table.internalProps._widthResizedColMap.add(col);\n }\n}\n"]}
|
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1
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+
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type { ListTable } from '../../ListTable';\nimport type { PivotHeaderLayoutMap } from '../../layout/pivot-header-layout';\nimport type { IndicatorData } from '../../ts-types/list-table/layout-map/api';\nimport type { StateManager } from '../state';\n\n// columnResizeType?: 'column' | 'indicator' | 'all' | 'indicatorGroup';\nexport function updateResizeColumn(xInTable: number, yInTable: number, state: StateManager) {\n xInTable = Math.ceil(xInTable);\n yInTable = Math.ceil(yInTable);\n let detaX = state.columnResize.isRightFrozen ? state.columnResize.x - xInTable : xInTable - state.columnResize.x;\n // table.getColWidth会使用Math.round,因此这里直接跳过小于1px的修改\n if (Math.abs(detaX) < 1) {\n return;\n }\n\n // 检查minWidth/maxWidth\n // getColWidth会进行Math.round,所以先从colWidthsMap获取:\n // 如果是数值,直接使用;如果不是,则通过getColWidth获取像素值\n // let widthCache = (state.table as any).colWidthsMap.get(state.columnResize.col);\n // if (typeof widthCache === 'number') {\n // widthCache = widthCache;\n // } else {\n const widthCache = state.table.getColWidth(state.columnResize.col);\n // }\n let width = widthCache;\n width += detaX;\n const minWidth = state.table.getMinColWidth(state.columnResize.col);\n const maxWidth = state.table.getMaxColWidth(state.columnResize.col);\n if (width < minWidth || width > maxWidth) {\n if (widthCache === minWidth || widthCache === maxWidth) {\n return;\n } else if (widthCache - minWidth > maxWidth - widthCache) {\n detaX = maxWidth - widthCache;\n } else {\n detaX = minWidth - widthCache;\n }\n }\n\n // limitMinWidth限制\n let afterSize = state.table.getColWidth(state.columnResize.col) + detaX;\n if (afterSize < state.table.internalProps.limitMinWidth) {\n afterSize = state.table.internalProps.limitMinWidth;\n detaX = afterSize - state.table.getColWidth(state.columnResize.col);\n }\n if (state.table.widthMode === 'adaptive' && state.columnResize.col < state.table.colCount - 1) {\n const rightColWidthCache = state.table.getColWidth(state.columnResize.col + 1);\n const rightColMinWidth = state.table.getMinColWidth(state.columnResize.col + 1);\n const rightColMaxWidth = state.table.getMaxColWidth(state.columnResize.col + 1);\n let rightColWidth = rightColWidthCache;\n rightColWidth -= detaX;\n if (rightColWidth < rightColMinWidth || rightColWidth > rightColMaxWidth) {\n if (rightColWidthCache === rightColMinWidth || rightColWidthCache === rightColMaxWidth) {\n return;\n } else if (rightColWidthCache - rightColMinWidth > rightColMaxWidth - rightColWidthCache) {\n detaX = rightColMaxWidth - rightColWidthCache;\n } else {\n detaX = rightColMinWidth - rightColWidthCache;\n }\n }\n if (rightColWidth - detaX < state.table.internalProps.limitMinWidth) {\n detaX = rightColWidth - state.table.internalProps.limitMinWidth;\n }\n }\n detaX = Math.ceil(detaX);\n\n if (\n state.columnResize.col < state.table.rowHeaderLevelCount ||\n state.columnResize.col >= state.table.colCount - state.table.rightFrozenColCount\n ) {\n updateResizeColForColumn(detaX, state);\n } else if (state.table.internalProps.columnResizeType === 'indicator') {\n updateResizeColForIndicator(detaX, state);\n } else if (state.table.internalProps.columnResizeType === 'indicatorGroup') {\n updateResizeColForIndicatorGroup(detaX, state);\n } else if (state.table.internalProps.columnResizeType === 'all') {\n updateResizeColForAll(detaX, state);\n } else {\n // state.table.internalProps.columnResizeType === 'column'\n updateResizeColForColumn(detaX, state);\n }\n\n // if (state.table.widthMode === 'adaptive' && state.columnResize.col < state.table.colCount - 1) {\n // // in adaptive mode, the right column width can not be negative\n // const rightColWidth = state.table.getColWidth(state.columnResize.col + 1);\n // if (rightColWidth - detaX < 0) {\n // detaX = rightColWidth;\n // }\n // state.table.scenegraph.updateColWidth(state.columnResize.col, detaX);\n // state.table.scenegraph.updateColWidth(state.columnResize.col + 1, -detaX);\n // } else {\n // state.table.scenegraph.updateColWidth(state.columnResize.col, detaX);\n // }\n state.columnResize.x = xInTable;\n\n // update resize column component\n state.table.scenegraph.component.updateResizeCol(state.columnResize.col, yInTable, state.columnResize.isRightFrozen);\n if (\n state.columnResize.col < state.table.frozenColCount &&\n !state.table.isPivotTable() &&\n !(state.table as ListTable).transpose\n ) {\n state.table.scenegraph.component.setFrozenColumnShadow(\n state.table.frozenColCount - 1,\n state.columnResize.isRightFrozen\n );\n } else if (\n state.columnResize.col >= state.table.colCount - state.table.rightFrozenColCount &&\n !state.table.isPivotTable() &&\n !(state.table as ListTable).transpose\n ) {\n state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount);\n } else if (state.table.options.frozenColCount) {\n state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1);\n } else if (state.table.options.rightFrozenColCount) {\n state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount);\n }\n\n // stage rerender\n state.table.scenegraph.updateNextFrame();\n}\n\nfunction updateResizeColForColumn(detaX: number, state: StateManager) {\n if (state.table.widthMode === 'adaptive' && state.columnResize.col < state.table.colCount - 1) {\n // in adaptive mode, the right column width can not be negative\n // const rightColWidth = state.table.getColWidth(state.columnResize.col + 1);\n // if (rightColWidth - detaX < 0) {\n // detaX = rightColWidth;\n // }\n state.table.scenegraph.updateColWidth(state.columnResize.col, detaX);\n state.table.scenegraph.updateColWidth(state.columnResize.col + 1, -detaX);\n\n state.table.internalProps._widthResizedColMap.add(state.columnResize.col);\n state.table.internalProps._widthResizedColMap.add(state.columnResize.col + 1);\n } else {\n state.table.scenegraph.updateColWidth(state.columnResize.col, detaX);\n state.table.internalProps._widthResizedColMap.add(state.columnResize.col);\n }\n}\n\nfunction updateResizeColForAll(detaX: number, state: StateManager) {\n // 全列调整\n const layout = state.table.internalProps.layoutMap as PivotHeaderLayoutMap;\n for (let col = state.table.frozenColCount; col < state.table.colCount - state.table.rightFrozenColCount; col++) {\n // 是否禁止调整列宽disableColumnResize 对应canResizeColumn的逻辑判断\n if (!(state.table.internalProps.transpose || (state.table.isPivotTable() && !layout.indicatorsAsCol))) {\n const cellDefine = layout.getBody(col, state.table.columnHeaderLevelCount);\n if ((cellDefine as IndicatorData)?.disableColumnResize) {\n continue;\n }\n }\n // state.table.setColWidth(col, afterSize);\n state.table.scenegraph.updateColWidth(col, detaX);\n state.table.internalProps._widthResizedColMap.add(col);\n }\n}\n\nfunction updateResizeColForIndicator(detaX: number, state: StateManager) {\n const layout = state.table.internalProps.layoutMap as PivotHeaderLayoutMap;\n let resizeIndicatorKey;\n let resizeDimensionKey;\n let resizeDimensionValue;\n if (layout.indicatorsAsCol) {\n resizeIndicatorKey = layout.getIndicatorKey(state.columnResize.col, state.table.columnHeaderLevelCount);\n } else {\n const headerPaths = layout.getCellHeaderPaths(state.columnResize.col, state.table.columnHeaderLevelCount - 1);\n const headerPath = headerPaths.colHeaderPaths[headerPaths.colHeaderPaths.length - 1];\n resizeDimensionKey = headerPath.dimensionKey;\n resizeDimensionValue = headerPath.value;\n }\n for (let col = state.table.rowHeaderLevelCount; col < state.table.colCount - state.table.rightFrozenColCount; col++) {\n const indicatorKey = layout.getIndicatorKey(col, state.table.columnHeaderLevelCount);\n if (layout.indicatorsAsCol && indicatorKey === resizeIndicatorKey) {\n state.table.scenegraph.updateColWidth(col, detaX);\n state.table.internalProps._widthResizedColMap.add(col);\n } else if (!layout.indicatorsAsCol) {\n const headerPaths = layout.getCellHeaderPaths(col, state.table.columnHeaderLevelCount - 1);\n const headerPath = headerPaths?.colHeaderPaths[headerPaths.colHeaderPaths.length - 1];\n if (headerPath && resizeDimensionKey === headerPath.dimensionKey && resizeDimensionValue === headerPath.value) {\n state.table.scenegraph.updateColWidth(col, detaX);\n state.table.internalProps._widthResizedColMap.add(col);\n }\n }\n }\n}\n\nfunction updateResizeColForIndicatorGroup(detaX: number, state: StateManager) {\n // not support for PivotChart temply\n const layout = state.table.internalProps.layoutMap as PivotHeaderLayoutMap;\n //通过getCellHeaderPaths接口获取列表头最后一层指标维度的path\n const headerPaths = layout.getCellHeaderPaths(state.columnResize.col, state.table.columnHeaderLevelCount);\n const node = layout.getHeadNode(headerPaths.colHeaderPaths.slice(0, headerPaths.colHeaderPaths.length - 1)) as any;\n // 计算宽度受影响列的起止\n const startCol = node.startInTotal + state.table.frozenColCount;\n const endCol = node.startInTotal + state.table.frozenColCount + node.size - 1;\n // 计算当前受影响列的总宽度 后面会利用这个计算比例\n const totalColWidth = state.table.getColsWidth(startCol, endCol);\n const moveX = detaX; // 纠正moveX 用于指标列均分该值\n for (let col = startCol; col <= endCol; col++) {\n // 是否禁止调整列宽disableColumnResize 对应canResizeColumn的逻辑判断\n if (!(state.table.internalProps.transpose || (state.table.isPivotTable() && !layout.indicatorsAsCol))) {\n const cellDefine = layout.getBody(col, state.table.columnHeaderLevelCount);\n if ((cellDefine as IndicatorData)?.disableColumnResize) {\n continue;\n }\n }\n const prevWidth = state.table.getColWidth(col);\n\n // deltaWidth <0.5 & >=-0.5 在updateRowWidth函数中会被Math.round处理为0,导致高度更新失效\n let deltaWidth = (prevWidth / totalColWidth) * moveX;\n if (deltaWidth > 0 && deltaWidth < 0.5) {\n deltaWidth = 0.5;\n } else if (deltaWidth < 0 && deltaWidth >= -0.5) {\n deltaWidth = -0.5;\n }\n state.table.scenegraph.updateColWidth(col, deltaWidth);\n state.table.internalProps._widthResizedColMap.add(col);\n }\n}\n"]}
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export function updateResizeRow(xInTable, yInTable, state) {
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2
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xInTable = Math.ceil(xInTable), yInTable = Math.ceil(yInTable);
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let detaY = state.rowResize.isBottomFrozen ? state.rowResize.y - yInTable : yInTable - state.rowResize.y;
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4
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if (Math.abs(detaY) < 1) return;
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let height = state.table.getRowHeight(state.rowResize.row);
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height += detaY;
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let afterSize = state.table.getRowHeight(state.rowResize.row) + detaY;
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if (afterSize < state.table.internalProps.limitMinHeight && (afterSize = state.table.internalProps.limitMinHeight,
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detaY = afterSize - state.table.getRowHeight(state.rowResize.row)), "adaptive" === state.table.heightMode && state.rowResize.row < state.table.rowCount - 1) {
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10
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let bottomRowHeight = state.table.getRowHeight(state.rowResize.row + 1);
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bottomRowHeight -= detaY, bottomRowHeight - detaY < state.table.internalProps.limitMinHeight && (detaY = bottomRowHeight - state.table.internalProps.limitMinHeight);
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}
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detaY = Math.ceil(detaY), state.rowResize.row < state.table.columnHeaderLevelCount || state.rowResize.row >= state.table.rowCount - state.table.bottomFrozenRowCount ? updateResizeColForRow(detaY, state) : "indicator" === state.table.internalProps.rowResizeType ? updateResizeColForIndicator(detaY, state) : "indicatorGroup" === state.table.internalProps.rowResizeType ? updateResizeColForIndicatorGroup(detaY, state) : "all" === state.table.internalProps.rowResizeType ? updateResizeColForAll(detaY, state) : updateResizeColForRow(detaY, state),
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state.rowResize.y = yInTable, state.table.scenegraph.component.updateResizeRow(state.rowResize.row, xInTable, state.rowResize.isBottomFrozen),
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state.table.scenegraph.updateNextFrame();
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}
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function updateResizeColForRow(detaY, state) {
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"adaptive" === state.table.heightMode && state.rowResize.row < state.table.colCount - 1 ? (state.table.scenegraph.updateRowHeight(state.rowResize.row, detaY),
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state.table.scenegraph.updateRowHeight(state.rowResize.row + 1, -detaY), state.table.internalProps._heightResizedRowMap.add(state.rowResize.row),
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state.table.internalProps._heightResizedRowMap.add(state.rowResize.row + 1)) : (state.table.scenegraph.updateRowHeight(state.rowResize.row, detaY),
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state.table.internalProps._heightResizedRowMap.add(state.rowResize.row));
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}
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function updateResizeColForAll(detaY, state) {
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for (let row = state.table.frozenRowCount; row < state.table.rowCount - state.table.bottomFrozenRowCount; row++) state.table.scenegraph.updateRowHeight(row, detaY),
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state.table.internalProps._heightResizedRowMap.add(row);
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}
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function updateResizeColForIndicator(detaY, state) {
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const layout = state.table.internalProps.layoutMap;
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let resizeIndicatorKey, resizeDimensionKey, resizeDimensionValue;
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if (layout.indicatorsAsCol) {
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const headerPaths = layout.getCellHeaderPaths(state.table.rowHeaderLevelCount - 1, state.rowResize.row), headerPath = headerPaths.rowHeaderPaths[headerPaths.rowHeaderPaths.length - 1];
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resizeDimensionKey = headerPath.dimensionKey, resizeDimensionValue = headerPath.value;
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} else resizeIndicatorKey = layout.getIndicatorKey(state.table.rowHeaderLevelCount, state.rowResize.row);
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for (let row = state.table.columnHeaderLevelCount; row < state.table.rowCount - state.table.bottomFrozenRowCount; row++) {
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const indicatorKey = layout.getIndicatorKey(state.table.rowHeaderLevelCount, row);
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39
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if (layout.indicatorsAsCol || indicatorKey !== resizeIndicatorKey) {
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if (layout.indicatorsAsCol) {
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const headerPaths = layout.getCellHeaderPaths(state.table.rowHeaderLevelCount - 1, row), headerPath = null == headerPaths ? void 0 : headerPaths.rowHeaderPaths[headerPaths.rowHeaderPaths.length - 1];
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headerPath && resizeDimensionKey === headerPath.dimensionKey && resizeDimensionValue === headerPath.value && (state.table.scenegraph.updateRowHeight(row, detaY),
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state.table.internalProps._heightResizedRowMap.add(row));
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}
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} else state.table.scenegraph.updateRowHeight(row, detaY), state.table.internalProps._heightResizedRowMap.add(row);
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}
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}
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48
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+
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49
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function updateResizeColForIndicatorGroup(detaY, state) {
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const layout = state.table.internalProps.layoutMap, headerPaths = layout.getCellHeaderPaths(state.table.rowHeaderLevelCount, state.rowResize.row), node = layout.getHeadNode(headerPaths.rowHeaderPaths.slice(0, headerPaths.rowHeaderPaths.length - 1)), startRow = node.startInTotal + state.table.frozenRowCount, endRow = node.startInTotal + state.table.frozenRowCount + node.size - 1, totalRowHeight = state.table.getRowsHeight(startRow, endRow), moveY = detaY;
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for (let row = startRow; row <= endRow; row++) {
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let deltaHeight = state.table.getRowHeight(row) / totalRowHeight * moveY;
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53
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+
deltaHeight > 0 && deltaHeight < .5 ? deltaHeight = .5 : deltaHeight < 0 && deltaHeight >= -.5 && (deltaHeight = -.51),
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54
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state.table.scenegraph.updateRowHeight(row, deltaHeight), state.table.internalProps._heightResizedRowMap.add(row);
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+
}
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+
}
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//# sourceMappingURL=update-resize-row.js.map
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+
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type { ListTable } from '../../ListTable';\nimport type { PivotHeaderLayoutMap } from '../../layout/pivot-header-layout';\nimport type { IndicatorData } from '../../ts-types/list-table/layout-map/api';\nimport type { StateManager } from '../state';\n\n// rowResizeType?: 'row' | 'indicator' | 'all' | 'indicatorGroup';\nexport function updateResizeRow(xInTable: number, yInTable: number, state: StateManager) {\n xInTable = Math.ceil(xInTable);\n yInTable = Math.ceil(yInTable);\n let detaY = state.rowResize.isBottomFrozen ? state.rowResize.y - yInTable : yInTable - state.rowResize.y;\n // table.getColWidth会使用Math.round,因此这里直接跳过小于1px的修改\n if (Math.abs(detaY) < 1) {\n return;\n }\n\n const heightCache = state.table.getRowHeight(state.rowResize.row);\n let height = heightCache;\n height += detaY;\n\n // limitMinHeight限制\n let afterSize = state.table.getRowHeight(state.rowResize.row) + detaY;\n if (afterSize < state.table.internalProps.limitMinHeight) {\n afterSize = state.table.internalProps.limitMinHeight;\n detaY = afterSize - state.table.getRowHeight(state.rowResize.row);\n }\n if (state.table.heightMode === 'adaptive' && state.rowResize.row < state.table.rowCount - 1) {\n const bottomRowHeightCache = state.table.getRowHeight(state.rowResize.row + 1);\n let bottomRowHeight = bottomRowHeightCache;\n bottomRowHeight -= detaY;\n if (bottomRowHeight - detaY < state.table.internalProps.limitMinHeight) {\n detaY = bottomRowHeight - state.table.internalProps.limitMinHeight;\n }\n }\n detaY = Math.ceil(detaY);\n\n if (\n state.rowResize.row < state.table.columnHeaderLevelCount ||\n state.rowResize.row >= state.table.rowCount - state.table.bottomFrozenRowCount\n ) {\n updateResizeColForRow(detaY, state);\n } else if (state.table.internalProps.rowResizeType === 'indicator') {\n updateResizeColForIndicator(detaY, state);\n } else if (state.table.internalProps.rowResizeType === 'indicatorGroup') {\n updateResizeColForIndicatorGroup(detaY, state);\n } else if (state.table.internalProps.rowResizeType === 'all') {\n updateResizeColForAll(detaY, state);\n } else {\n updateResizeColForRow(detaY, state);\n }\n\n state.rowResize.y = yInTable;\n\n // update resize row component\n state.table.scenegraph.component.updateResizeRow(state.rowResize.row, xInTable, state.rowResize.isBottomFrozen);\n\n // stage rerender\n state.table.scenegraph.updateNextFrame();\n}\n\nfunction updateResizeColForRow(detaY: number, state: StateManager) {\n if (state.table.heightMode === 'adaptive' && state.rowResize.row < state.table.colCount - 1) {\n state.table.scenegraph.updateRowHeight(state.rowResize.row, detaY);\n state.table.scenegraph.updateRowHeight(state.rowResize.row + 1, -detaY);\n\n state.table.internalProps._heightResizedRowMap.add(state.rowResize.row);\n state.table.internalProps._heightResizedRowMap.add(state.rowResize.row + 1);\n } else {\n state.table.scenegraph.updateRowHeight(state.rowResize.row, detaY);\n state.table.internalProps._heightResizedRowMap.add(state.rowResize.row);\n }\n}\n\nfunction updateResizeColForAll(detaY: number, state: StateManager) {\n // 全列调整\n // const layout = state.table.internalProps.layoutMap as PivotHeaderLayoutMap;\n for (let row = state.table.frozenRowCount; row < state.table.rowCount - state.table.bottomFrozenRowCount; row++) {\n // // 是否禁止调整列宽disableRowResize 对应canResizeRow的逻辑判断\n // if (!(state.table.internalProps.transpose || (state.table.isPivotTable() && !layout.indicatorsAsCol))) {\n // const cellDefine = layout.getBody(row, state.table.rowHeaderLevelCount);\n // if ((cellDefine as IndicatorData)?.disableRowResize) {\n // continue;\n // }\n // }\n state.table.scenegraph.updateRowHeight(row, detaY);\n state.table.internalProps._heightResizedRowMap.add(row);\n }\n}\n\nfunction updateResizeColForIndicator(detaY: number, state: StateManager) {\n const layout = state.table.internalProps.layoutMap as PivotHeaderLayoutMap;\n let resizeIndicatorKey;\n let resizeDimensionKey;\n let resizeDimensionValue;\n if (!layout.indicatorsAsCol) {\n resizeIndicatorKey = layout.getIndicatorKey(state.table.rowHeaderLevelCount, state.rowResize.row);\n } else {\n const headerPaths = layout.getCellHeaderPaths(state.table.rowHeaderLevelCount - 1, state.rowResize.row);\n const headerPath = headerPaths.rowHeaderPaths[headerPaths.rowHeaderPaths.length - 1];\n resizeDimensionKey = headerPath.dimensionKey;\n resizeDimensionValue = headerPath.value;\n }\n for (\n let row = state.table.columnHeaderLevelCount;\n row < state.table.rowCount - state.table.bottomFrozenRowCount;\n row++\n ) {\n const indicatorKey = layout.getIndicatorKey(state.table.rowHeaderLevelCount, row);\n if (!layout.indicatorsAsCol && indicatorKey === resizeIndicatorKey) {\n state.table.scenegraph.updateRowHeight(row, detaY);\n state.table.internalProps._heightResizedRowMap.add(row);\n } else if (layout.indicatorsAsCol) {\n const headerPaths = layout.getCellHeaderPaths(state.table.rowHeaderLevelCount - 1, row);\n const headerPath = headerPaths?.rowHeaderPaths[headerPaths.rowHeaderPaths.length - 1];\n if (headerPath && resizeDimensionKey === headerPath.dimensionKey && resizeDimensionValue === headerPath.value) {\n state.table.scenegraph.updateRowHeight(row, detaY);\n state.table.internalProps._heightResizedRowMap.add(row);\n }\n }\n }\n}\n\nfunction updateResizeColForIndicatorGroup(detaY: number, state: StateManager) {\n // not support for PivotChart temply\n const layout = state.table.internalProps.layoutMap as PivotHeaderLayoutMap;\n //通过getCellHeaderPaths接口获取列表头最后一层指标维度的path\n const headerPaths = layout.getCellHeaderPaths(state.table.rowHeaderLevelCount, state.rowResize.row);\n const node = layout.getHeadNode(headerPaths.rowHeaderPaths.slice(0, headerPaths.rowHeaderPaths.length - 1)) as any;\n // 计算宽度受影响列的起止\n const startRow = node.startInTotal + state.table.frozenRowCount;\n const endRow = node.startInTotal + state.table.frozenRowCount + node.size - 1;\n // 计算当前受影响列的总宽度 后面会利用这个计算比例\n const totalRowHeight = state.table.getRowsHeight(startRow, endRow);\n const moveY = detaY; // 纠正moveX 用于指标列均分该值\n for (let row = startRow; row <= endRow; row++) {\n // 是否禁止调整列宽disableRowResize 对应canResizeRow的逻辑判断\n // if (!(state.table.internalProps.transpose || (state.table.isPivotTable() && !layout.indicatorsAsCol))) {\n // const cellDefine = layout.getBody(state.table.columnHeaderLevelCount, row);\n // // if ((cellDefine as IndicatorData)?.disableRowResize) {\n // // continue;\n // // }\n // }\n const prevHeight = state.table.getRowHeight(row);\n\n // deltaHeight <0.5 & >=-0.5 在updateRowHeight函数中会被Math.round处理为0,导致高度更新失效\n let deltaHeight = (prevHeight / totalRowHeight) * moveY;\n if (deltaHeight > 0 && deltaHeight < 0.5) {\n deltaHeight = 0.5;\n } else if (deltaHeight < 0 && deltaHeight >= -0.5) {\n deltaHeight = -0.51;\n }\n state.table.scenegraph.updateRowHeight(row, deltaHeight);\n state.table.internalProps._heightResizedRowMap.add(row);\n }\n}\n"]}
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