@visactor/vtable 0.25.8 → 0.25.9
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/core/BaseTable.js +1 -1
- package/cjs/core/BaseTable.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/scenegraph/layout/frozen.js +1 -1
- package/cjs/scenegraph/layout/frozen.js.map +1 -1
- package/cjs/scenegraph/scenegraph.d.ts +4 -2
- package/cjs/scenegraph/scenegraph.js +3 -3
- package/cjs/scenegraph/scenegraph.js.map +1 -1
- package/cjs/scenegraph/select/update-select-border.d.ts +4 -1
- package/cjs/scenegraph/select/update-select-border.js +6 -1
- package/cjs/scenegraph/select/update-select-border.js.map +1 -1
- package/cjs/scenegraph/utils/break-string.js +1 -1
- package/cjs/scenegraph/utils/break-string.js.map +1 -1
- package/cjs/state/select/update-position.js +12 -8
- package/cjs/state/select/update-position.js.map +1 -1
- package/cjs/state/state.d.ts +3 -1
- package/cjs/state/state.js.map +1 -1
- package/cjs/vrender.js.map +1 -1
- package/dist/vtable.js +37 -17
- package/dist/vtable.min.js +2 -2
- package/es/core/BaseTable.js +1 -1
- package/es/core/BaseTable.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/scenegraph/layout/frozen.js +1 -1
- package/es/scenegraph/layout/frozen.js.map +1 -1
- package/es/scenegraph/scenegraph.d.ts +4 -2
- package/es/scenegraph/scenegraph.js +3 -3
- package/es/scenegraph/scenegraph.js.map +1 -1
- package/es/scenegraph/select/update-select-border.d.ts +4 -1
- package/es/scenegraph/select/update-select-border.js +6 -1
- package/es/scenegraph/select/update-select-border.js.map +1 -1
- package/es/scenegraph/utils/break-string.js +1 -1
- package/es/scenegraph/utils/break-string.js.map +1 -1
- package/es/state/select/update-position.js +12 -8
- package/es/state/select/update-position.js.map +1 -1
- package/es/state/state.d.ts +3 -1
- package/es/state/state.js.map +1 -1
- package/es/vrender.js.map +1 -1
- package/package.json +4 -4
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@@ -1,5 +1,8 @@
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1
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import type { Scenegraph } from '../scenegraph';
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+
import type { CellRange } from '../../ts-types';
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export declare function updateAllSelectComponent(scene: Scenegraph): void;
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-
export declare function updateCellSelectBorder(scene: Scenegraph,
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export declare function updateCellSelectBorder(scene: Scenegraph, selectRange: CellRange & {
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skipBodyMerge?: boolean;
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}, ifExtendSelectRange?: boolean): void;
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export declare function hideCellSelectBorder(scene: Scenegraph): void;
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export declare function restoreCellSelectBorder(scene: Scenegraph): void;
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@@ -114,12 +114,14 @@ function updateComponent(selectComp, key, scene) {
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}));
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}
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-
function updateCellSelectBorder(scene,
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function updateCellSelectBorder(scene, selectRange, ifExtendSelectRange = !0) {
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const newStartCol = selectRange.start.col, newStartRow = selectRange.start.row, newEndCol = selectRange.end.col, newEndRow = selectRange.end.row, skipBodyMerge = selectRange.skipBodyMerge;
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let startCol = Math.max(Math.min(newEndCol, newStartCol), 0), startRow = Math.max(Math.min(newEndRow, newStartRow), 0), endCol = Math.min(Math.max(newEndCol, newStartCol), scene.table.colCount - 1), endRow = Math.min(Math.max(newEndRow, newStartRow), scene.table.rowCount - 1);
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const extendSelectRange = () => {
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let isExtend = !1;
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for (let col = startCol; col <= endCol; col++) {
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if (col === startCol) for (let row = startRow; row <= endRow; row++) {
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if (!scene.table.isHeader(col, row) && skipBodyMerge) continue;
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const mergeInfo = (0, get_cell_merge_1.getCellMergeInfo)(scene.table, col, row);
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if (mergeInfo && mergeInfo.start.col < startCol) {
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startCol = mergeInfo.start.col, isExtend = !0;
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@@ -127,6 +129,7 @@ function updateCellSelectBorder(scene, newStartCol, newStartRow, newEndCol, newE
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}
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}
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if (!isExtend && col === endCol) for (let row = startRow; row <= endRow; row++) {
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if (!scene.table.isHeader(col, row) && skipBodyMerge) continue;
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const mergeInfo = (0, get_cell_merge_1.getCellMergeInfo)(scene.table, col, row);
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if (mergeInfo && Math.min(mergeInfo.end.col, scene.table.colCount - 1) > endCol) {
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endCol = mergeInfo.end.col, isExtend = !0;
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@@ -137,6 +140,7 @@ function updateCellSelectBorder(scene, newStartCol, newStartRow, newEndCol, newE
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}
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if (!isExtend) for (let row = startRow; row <= endRow; row++) {
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if (row === startRow) for (let col = startCol; col <= endCol; col++) {
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if (!scene.table.isHeader(col, row) && skipBodyMerge) continue;
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const mergeInfo = (0, get_cell_merge_1.getCellMergeInfo)(scene.table, col, row);
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if (mergeInfo && mergeInfo.start.row < startRow) {
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startRow = mergeInfo.start.row, isExtend = !0;
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@@ -144,6 +148,7 @@ function updateCellSelectBorder(scene, newStartCol, newStartRow, newEndCol, newE
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}
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}
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if (!isExtend && row === endRow) for (let col = startCol; col <= endCol; col++) {
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if (!scene.table.isHeader(col, row) && skipBodyMerge) continue;
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const mergeInfo = (0, get_cell_merge_1.getCellMergeInfo)(scene.table, col, row);
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if (mergeInfo && Math.min(mergeInfo.end.row, scene.table.rowCount - 1) > endRow) {
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endRow = mergeInfo.end.row, isExtend = !0;
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@@ -1 +1 @@
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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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1
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+
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type { IRect } from './../../vrender';\nimport type { Scenegraph } from '../scenegraph';\nimport type { CellRange, 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 selectRange: CellRange & { skipBodyMerge?: boolean },\n ifExtendSelectRange: boolean = true\n) {\n const newStartCol = selectRange.start.col;\n const newStartRow = selectRange.start.row;\n const newEndCol = selectRange.end.col;\n const newEndRow = selectRange.end.row;\n const skipBodyMerge = selectRange.skipBodyMerge;\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 if (!scene.table.isHeader(col, row) && skipBodyMerge) {\n continue;\n }\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 if (!scene.table.isHeader(col, row) && skipBodyMerge) {\n continue;\n }\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 if (!scene.table.isHeader(col, row) && skipBodyMerge) {\n continue;\n }\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 if (!scene.table.isHeader(col, row) && skipBodyMerge) {\n continue;\n }\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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@@ -11,7 +11,7 @@ function breakString(textStr, table) {
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let text;
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for (text = table.internalProps.enableLineBreak || (null === (_a = table.options.customConfig) || void 0 === _a ? void 0 : _a.multilinesForXTable) ? (0,
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util_1.convertInternal)(textStr).replace(/\r?\n/g, "\n").replace(/\r/g, "\n").split("\n") || [] : [ (0,
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util_1.convertInternal)(textStr) ]; text.length && !text[text.length - 1]; ) text.pop();
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util_1.convertInternal)(textStr) ]; text.length && text.length > 1 && !text[text.length - 1]; ) text.pop();
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-
{"version":3,"sources":["../src/scenegraph/utils/break-string.ts"],"names":[],"mappings":";;;AAAA,2CAAmD;AAGnD,SAAgB,WAAW,CAAC,OAAe,EAAE,KAAmB;;IAC9D,IAAI,IAAI,CAAC;IACT,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,eAAe,IAAI,CAAC,CAAA,MAAA,KAAK,CAAC,OAAO,CAAC,YAAY,0CAAE,mBAAmB,CAAA,EAAE;QAC5F,IAAI,GAAG,CAAC,IAAA,sBAAe,EAAC,OAAO,CAAC,CAAC,CAAC;KACnC;SAAM;QACL,IAAI,GAAG,IAAA,sBAAe,EAAC,OAAO,CAAC,CAAC,OAAO,CAAC,QAAQ,EAAE,IAAI,CAAC,CAAC,OAAO,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,EAAE,CAAC;KAChG;IAGD,OAAO,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,EAAE;
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1
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+
{"version":3,"sources":["../src/scenegraph/utils/break-string.ts"],"names":[],"mappings":";;;AAAA,2CAAmD;AAGnD,SAAgB,WAAW,CAAC,OAAe,EAAE,KAAmB;;IAC9D,IAAI,IAAI,CAAC;IACT,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,eAAe,IAAI,CAAC,CAAA,MAAA,KAAK,CAAC,OAAO,CAAC,YAAY,0CAAE,mBAAmB,CAAA,EAAE;QAC5F,IAAI,GAAG,CAAC,IAAA,sBAAe,EAAC,OAAO,CAAC,CAAC,CAAC;KACnC;SAAM;QACL,IAAI,GAAG,IAAA,sBAAe,EAAC,OAAO,CAAC,CAAC,OAAO,CAAC,QAAQ,EAAE,IAAI,CAAC,CAAC,OAAO,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,EAAE,CAAC;KAChG;IAGD,OAAO,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,MAAM,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,EAAE;QAC/D,IAAI,CAAC,GAAG,EAAE,CAAC;KACZ;IAED,OAAO,IAAI,CAAC;AACd,CAAC;AAdD,kCAcC","file":"break-string.js","sourcesContent":["import { convertInternal } from '../../tools/util';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\n\nexport function breakString(textStr: string, table: BaseTableAPI): string[] {\n let text;\n if (!table.internalProps.enableLineBreak && !table.options.customConfig?.multilinesForXTable) {\n text = [convertInternal(textStr)];\n } else {\n text = convertInternal(textStr).replace(/\\r?\\n/g, '\\n').replace(/\\r/g, '\\n').split('\\n') || [];\n }\n\n // clear empty string in array end\n while (text.length && text.length > 1 && !text[text.length - 1]) {\n text.pop();\n }\n\n return text;\n}\n"]}
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@@ -29,7 +29,7 @@ function updateSelectPosition(state, col, row, isShift, isCtrl, isSelectAll, isS
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const currentRange = state.select.ranges[state.select.ranges.length - 1];
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scenegraph.updateCellSelectBorder(currentRange, !1);
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} else if (-1 === cellPos.col || -1 === cellPos.row || -1 !== col && -1 !== row) if (interactionState !== ts_types_1.InteractionState.default || table.eventManager.isDraging || table.stateManager.isResizeCol()) {
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scenegraph.deleteLastSelectedRangeComponents(), scenegraph.updateCellSelectBorder(currentRange
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scenegraph.deleteLastSelectedRangeComponents(), scenegraph.updateCellSelectBorder(currentRange);
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if (-1 === cellPos.col || -1 === cellPos.row || isCtrl || (state.select.ranges = [],
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}
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} else if ("cell" !== state.select.headerSelectMode && table.isRowHeader(col, row)) {
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const cellRange = table.getCellRange(col, row);
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end: {
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}
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} else if (table.internalProps.layoutMap.isSeriesNumberInHeader(col, row)) extendSelectRange = !1,
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state.select.ranges.push({
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end: {
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}
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},
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}); else if (table.internalProps.layoutMap.isSeriesNumberInBody(col, row)) extendSelectRange = !1,
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146
|
state.select.ranges.push({
|
|
144
147
|
start: {
|
|
@@ -148,7 +151,8 @@ function updateSelectPosition(state, col, row, isShift, isCtrl, isSelectAll, isS
|
|
|
148
151
|
end: {
|
|
149
152
|
col: table.colCount - 1,
|
|
150
153
|
row: row
|
|
151
|
-
}
|
|
154
|
+
},
|
|
155
|
+
skipBodyMerge: !0
|
|
152
156
|
}); else if (col >= 0 && row >= 0) {
|
|
153
157
|
const cellRange = table.getCellRange(col, row);
|
|
154
158
|
state.select.ranges.push({
|
|
@@ -164,7 +168,7 @@ function updateSelectPosition(state, col, row, isShift, isCtrl, isSelectAll, isS
|
|
|
164
168
|
}
|
|
165
169
|
cellPos.col = col, cellPos.row = row;
|
|
166
170
|
const currentRange = null === (_a = state.select.ranges) || void 0 === _a ? void 0 : _a[state.select.ranges.length - 1];
|
|
167
|
-
currentRange && scenegraph.updateCellSelectBorder(currentRange
|
|
171
|
+
currentRange && scenegraph.updateCellSelectBorder(currentRange, extendSelectRange);
|
|
168
172
|
}
|
|
169
173
|
} else cellPos.col = -1, cellPos.row = -1, state.select.ranges = [], scenegraph.deleteAllSelectBorder();
|
|
170
174
|
scenegraph.updateNextFrame();
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { SimpleHeaderLayoutMap } from '../../layout';\nimport type { Scenegraph } from '../../scenegraph/scenegraph';\nimport { InteractionState } from '../../ts-types';\nimport type { StateManager } from '../state';\n/**\n * @description: 更新select位置\n * @param {StateManager} state\n * @param {number} col\n * @param {number} row\n * @return {*}\n */\nexport function updateSelectPosition(\n state: StateManager,\n col: number,\n row: number,\n isShift: boolean,\n isCtrl: boolean,\n isSelectAll: boolean,\n isSelectMoving: boolean = false\n) {\n const { table, interactionState } = state;\n const { scenegraph } = table;\n const { highlightScope, disableHeader, cellPos } = state.select;\n if ((disableHeader && table.isHeader(col, row)) || highlightScope === 'none') {\n col = -1;\n row = -1;\n }\n // 如果这里不继续进行 会造成问题drag select first cell seleted repeatly https://github.com/VisActor/VTable/issues/611\n // if (cellPos.col === col && cellPos.row === row) {\n // return;\n // }\n /** 完整显示选中单元格 自动滚动效果*/\n if (col !== -1 && row !== -1 && !isSelectMoving) {\n if (interactionState === InteractionState.grabing && state.select.ranges.length > 0) {\n const currentRange = state.select.ranges[state.select.ranges.length - 1];\n if (col > currentRange.start.col && col > currentRange.end.col) {\n //向右扩展\n table._makeVisibleCell(col + 1, row);\n }\n if (row > currentRange.start.row && row > currentRange.end.row) {\n //向右扩展\n table._makeVisibleCell(col, row + 1);\n }\n if (col < currentRange.start.col && col < currentRange.end.col) {\n //向右扩展\n table._makeVisibleCell(col - 1, row);\n }\n if (row < currentRange.start.row && row < currentRange.end.row) {\n //向右扩展\n table._makeVisibleCell(col, row - 1);\n }\n } else {\n table._makeVisibleCell(col, row);\n }\n }\n if (isSelectAll) {\n state.select.ranges = [];\n scenegraph.deleteAllSelectBorder();\n state.select.ranges.push({\n start: { col: 0, row: 0 },\n end: { col: table.colCount - 1, row: table.rowCount - 1 }\n });\n const currentRange = state.select.ranges[state.select.ranges.length - 1];\n scenegraph.updateCellSelectBorder(\n currentRange.start.col,\n currentRange.start.row,\n currentRange.end.col,\n currentRange.end.row,\n false\n );\n } else if (cellPos.col !== -1 && cellPos.row !== -1 && (col === -1 || row === -1)) {\n // 输入-1清空选中状态\n // clearMultiSelect(scenegraph, ranges, highlightScope, singleStyle);\n cellPos.col = -1;\n cellPos.row = -1;\n state.select.ranges = [];\n // 隐藏select border\n scenegraph.deleteAllSelectBorder();\n } else if (\n interactionState === InteractionState.default &&\n !table.eventManager.isDraging &&\n !table.stateManager.isResizeCol()\n ) {\n const currentRange = state.select.ranges[state.select.ranges.length - 1];\n if (isShift && currentRange) {\n if (state.select.headerSelectMode !== 'cell' && table.isColumnHeader(col, row)) {\n const startCol = Math.min(currentRange.start.col, currentRange.end.col, col);\n const endCol = Math.max(currentRange.start.col, currentRange.end.col, col);\n const startRow = Math.min(currentRange.start.row, currentRange.end.row, row);\n const endRow = table.rowCount - 1;\n\n currentRange.start = { col: startCol, row: startRow };\n currentRange.end = { col: endCol, row: endRow };\n } else if (state.select.headerSelectMode !== 'cell' && table.isRowHeader(col, row)) {\n const startCol = Math.min(currentRange.start.col, currentRange.end.col, col);\n const endCol = table.colCount - 1;\n const startRow = Math.min(currentRange.start.row, currentRange.end.row, row);\n const endRow = Math.max(currentRange.start.row, currentRange.end.row, row);\n currentRange.start = { col: startCol, row: startRow };\n currentRange.end = { col: endCol, row: endRow };\n } else {\n currentRange.end = { col, row };\n }\n scenegraph.deleteLastSelectedRangeComponents();\n scenegraph.updateCellSelectBorder(\n currentRange.start.col,\n currentRange.start.row,\n currentRange.end.col,\n currentRange.end.row\n );\n // } else if (isCtrl) {\n // cellPos.col = col;\n // cellPos.row = row;\n // state.select.ranges.push({\n // start: { col: cellPos.col, row: cellPos.row },\n // end: { col: cellPos.col, row: cellPos.row },\n // });\n // // 单选或多选的开始,只选中第一个单元格\n // // updateCellSelect(scenegraph, col, row, ranges, highlightScope, singleStyle);\n // scenegraph.setCellNormalStyle(col, row);\n // // 更新select border\n // // calculateAndUpdateMultiSelectBorder(scenegraph, col, row, col, row, state.select.ranges);\n // // 更新select border\n // scenegraph.updateCellSelectBorder(cellPos.col, cellPos.row, cellPos.col, cellPos.row);\n } else {\n let extendSelectRange = true;\n // 单选或多选开始\n if (cellPos.col !== -1 && cellPos.row !== -1 && !isCtrl) {\n state.select.ranges = [];\n scenegraph.deleteAllSelectBorder();\n }\n if (state.select.headerSelectMode !== 'cell' && table.isColumnHeader(col, row)) {\n const cellRange = table.getCellRange(col, row);\n state.select.ranges.push({\n start: { col: cellRange.start.col, row },\n end: { col: cellRange.end.col, row: table.rowCount - 1 }\n });\n } else if (state.select.headerSelectMode !== 'cell' && table.isRowHeader(col, row)) {\n const cellRange = table.getCellRange(col, row);\n state.select.ranges.push({\n start: { col, row: cellRange.start.row },\n end: { col: table.colCount - 1, row: cellRange.end.row }\n });\n } else if ((table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInHeader(col, row)) {\n extendSelectRange = false;\n state.select.ranges.push({\n start: { col: 0, row: 0 },\n end: { col: table.colCount - 1, row: table.rowCount - 1 }\n });\n } else if ((table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(col, row)) {\n extendSelectRange = false;\n state.select.ranges.push({\n start: { col, row: row },\n end: { col: table.colCount - 1, row: row }\n });\n } else if (col >= 0 && row >= 0) {\n const cellRange = table.getCellRange(col, row);\n state.select.ranges.push({\n start: { col: cellRange.start.col, row: cellRange.start.row },\n end: { col: cellRange.end.col, row: cellRange.end.row }\n });\n }\n cellPos.col = col;\n cellPos.row = row;\n // scenegraph.setCellNormalStyle(col, row);\n const currentRange = state.select.ranges?.[state.select.ranges.length - 1];\n currentRange &&\n scenegraph.updateCellSelectBorder(\n currentRange.start.col,\n currentRange.start.row,\n currentRange.end.col,\n currentRange.end.row,\n extendSelectRange\n );\n }\n } else if (\n (interactionState === InteractionState.grabing || table.eventManager.isDraging) &&\n !table.stateManager.isResizeCol()\n ) {\n let extendSelectRange = true;\n // 可能有cellPosStart从-1开始grabing的情况\n if (cellPos.col === -1) {\n cellPos.col = col;\n }\n if (cellPos.row === -1) {\n cellPos.row = row;\n }\n cellPos.col = col;\n cellPos.row = row;\n const currentRange = state.select.ranges[state.select.ranges.length - 1];\n if (currentRange) {\n if (\n (table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(\n currentRange.start.col,\n currentRange.start.row\n )\n ) {\n // 如果选中起始位置是序号 那么选中范围都是整行整行的选中\n extendSelectRange = false;\n currentRange.end = {\n col: table.colCount - 1,\n row\n };\n } else {\n if (state.fillHandle.isFilling) {\n // 修正拖拽填充柄选中范围 和 不拖填充柄是有区别的 解决选中区域缩小问题\n if (state.fillHandle.direction === 'top') {\n if (row === state.fillHandle.beforeFillMinRow && row === state.fillHandle.beforeFillMaxRow) {\n currentRange.start.row = currentRange.end.row = row;\n } else if (row <= state.fillHandle.beforeFillMinRow) {\n if (currentRange.start.row < currentRange.end.row) {\n const temp = currentRange.start.row;\n currentRange.start.row = currentRange.end.row;\n currentRange.end.row = temp;\n }\n currentRange.end.row = row;\n } else if (row === state.fillHandle.beforeFillMaxRow) {\n if (currentRange.start.row > currentRange.end.row) {\n currentRange.start.row = row;\n } else {\n currentRange.end.row = row;\n }\n }\n } else if (state.fillHandle.direction === 'bottom') {\n if (row >= state.fillHandle.beforeFillMaxRow) {\n if (currentRange.start.row > currentRange.end.row) {\n const temp = currentRange.start.row;\n currentRange.start.row = currentRange.end.row;\n currentRange.end.row = temp;\n }\n currentRange.end.row = row;\n }\n } else if (state.fillHandle.direction === 'left') {\n if (col === state.fillHandle.beforeFillMinCol && col === state.fillHandle.beforeFillMaxCol) {\n currentRange.start.col = currentRange.end.col = col;\n } else if (col <= state.fillHandle.beforeFillMinCol) {\n if (currentRange.start.col < currentRange.end.col) {\n const temp = currentRange.start.col;\n currentRange.start.col = currentRange.end.col;\n currentRange.end.col = temp;\n }\n currentRange.end.col = col;\n } else if (col === state.fillHandle.beforeFillMaxCol) {\n if (currentRange.start.col > currentRange.end.col) {\n currentRange.start.col = col;\n } else {\n currentRange.end.col = col;\n }\n }\n } else if (state.fillHandle.direction === 'right') {\n if (col >= state.fillHandle.beforeFillMaxCol) {\n if (currentRange.start.col > currentRange.end.col) {\n const temp = currentRange.start.col;\n currentRange.start.col = currentRange.end.col;\n currentRange.end.col = temp;\n }\n currentRange.end.col = col;\n }\n }\n } else {\n currentRange.end = {\n col,\n row\n };\n }\n }\n scenegraph.updateCellSelectBorder(\n currentRange.start.col,\n currentRange.start.row,\n currentRange.end.col,\n currentRange.end.row,\n extendSelectRange\n );\n }\n }\n scenegraph.updateNextFrame();\n}\nexport function selectEnd(scenegraph: Scenegraph) {\n scenegraph.moveSelectingRangeComponentsToSelectedRangeComponents();\n}\n"]}
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type { SimpleHeaderLayoutMap } from '../../layout';\nimport type { Scenegraph } from '../../scenegraph/scenegraph';\nimport { InteractionState } from '../../ts-types';\nimport type { StateManager } from '../state';\n/**\n * @description: 更新select位置\n * @param {StateManager} state\n * @param {number} col\n * @param {number} row\n * @return {*}\n */\nexport function updateSelectPosition(\n state: StateManager,\n col: number,\n row: number,\n isShift: boolean,\n isCtrl: boolean,\n isSelectAll: boolean,\n isSelectMoving: boolean = false\n) {\n const { table, interactionState } = state;\n const { scenegraph } = table;\n const { highlightScope, disableHeader, cellPos } = state.select;\n\n if ((disableHeader && table.isHeader(col, row)) || highlightScope === 'none') {\n col = -1;\n row = -1;\n }\n // 如果这里不继续进行 会造成问题drag select first cell seleted repeatly https://github.com/VisActor/VTable/issues/611\n // if (cellPos.col === col && cellPos.row === row) {\n // return;\n // }\n /** 完整显示选中单元格 自动滚动效果*/\n if (col !== -1 && row !== -1 && !isSelectMoving) {\n if (interactionState === InteractionState.grabing && state.select.ranges.length > 0) {\n const currentRange = state.select.ranges[state.select.ranges.length - 1];\n if (col > currentRange.start.col && col > currentRange.end.col) {\n //向右扩展\n table._makeVisibleCell(col + 1, row);\n }\n if (row > currentRange.start.row && row > currentRange.end.row) {\n //向右扩展\n table._makeVisibleCell(col, row + 1);\n }\n if (col < currentRange.start.col && col < currentRange.end.col) {\n //向右扩展\n table._makeVisibleCell(col - 1, row);\n }\n if (row < currentRange.start.row && row < currentRange.end.row) {\n //向右扩展\n table._makeVisibleCell(col, row - 1);\n }\n } else {\n table._makeVisibleCell(col, row);\n }\n }\n if (isSelectAll) {\n state.select.ranges = [];\n scenegraph.deleteAllSelectBorder();\n state.select.ranges.push({\n start: { col: 0, row: 0 },\n end: { col: table.colCount - 1, row: table.rowCount - 1 }\n });\n const currentRange = state.select.ranges[state.select.ranges.length - 1];\n scenegraph.updateCellSelectBorder(currentRange, false);\n } else if (cellPos.col !== -1 && cellPos.row !== -1 && (col === -1 || row === -1)) {\n // 输入-1清空选中状态\n // clearMultiSelect(scenegraph, ranges, highlightScope, singleStyle);\n cellPos.col = -1;\n cellPos.row = -1;\n state.select.ranges = [];\n // 隐藏select border\n scenegraph.deleteAllSelectBorder();\n } else if (\n interactionState === InteractionState.default &&\n !table.eventManager.isDraging &&\n !table.stateManager.isResizeCol()\n ) {\n const currentRange = state.select.ranges[state.select.ranges.length - 1];\n if (isShift && currentRange) {\n if (state.select.headerSelectMode !== 'cell' && table.isColumnHeader(col, row)) {\n const startCol = Math.min(currentRange.start.col, currentRange.end.col, col);\n const endCol = Math.max(currentRange.start.col, currentRange.end.col, col);\n const startRow = Math.min(currentRange.start.row, currentRange.end.row, row);\n const endRow = table.rowCount - 1;\n\n currentRange.start = { col: startCol, row: startRow };\n currentRange.end = { col: endCol, row: endRow };\n } else if (state.select.headerSelectMode !== 'cell' && table.isRowHeader(col, row)) {\n const startCol = Math.min(currentRange.start.col, currentRange.end.col, col);\n const endCol = table.colCount - 1;\n const startRow = Math.min(currentRange.start.row, currentRange.end.row, row);\n const endRow = Math.max(currentRange.start.row, currentRange.end.row, row);\n currentRange.start = { col: startCol, row: startRow };\n currentRange.end = { col: endCol, row: endRow };\n } else {\n currentRange.end = { col, row };\n }\n scenegraph.deleteLastSelectedRangeComponents();\n scenegraph.updateCellSelectBorder(currentRange);\n // } else if (isCtrl) {\n // cellPos.col = col;\n // cellPos.row = row;\n // state.select.ranges.push({\n // start: { col: cellPos.col, row: cellPos.row },\n // end: { col: cellPos.col, row: cellPos.row },\n // });\n // // 单选或多选的开始,只选中第一个单元格\n // // updateCellSelect(scenegraph, col, row, ranges, highlightScope, singleStyle);\n // scenegraph.setCellNormalStyle(col, row);\n // // 更新select border\n // // calculateAndUpdateMultiSelectBorder(scenegraph, col, row, col, row, state.select.ranges);\n // // 更新select border\n // scenegraph.updateCellSelectBorder(cellPos);\n } else {\n let extendSelectRange = true;\n // 单选或多选开始\n if (cellPos.col !== -1 && cellPos.row !== -1 && !isCtrl) {\n state.select.ranges = [];\n scenegraph.deleteAllSelectBorder();\n }\n if (state.select.headerSelectMode !== 'cell' && table.isColumnHeader(col, row)) {\n // 选中行表头\n const cellRange = table.getCellRange(col, row);\n state.select.ranges.push({\n start: { col: cellRange.start.col, row },\n end: { col: cellRange.end.col, row: table.rowCount - 1 },\n skipBodyMerge: true\n });\n } else if (state.select.headerSelectMode !== 'cell' && table.isRowHeader(col, row)) {\n // 选中列表头\n const cellRange = table.getCellRange(col, row);\n state.select.ranges.push({\n start: { col, row: cellRange.start.row },\n end: { col: table.colCount - 1, row: cellRange.end.row },\n skipBodyMerge: true\n });\n } else if ((table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInHeader(col, row)) {\n // 选中表头行号单元格\n extendSelectRange = false;\n state.select.ranges.push({\n start: { col: 0, row: 0 },\n end: { col: table.colCount - 1, row: table.rowCount - 1 },\n skipBodyMerge: true\n });\n } else if ((table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(col, row)) {\n // 选中内容行号单元格\n extendSelectRange = false;\n state.select.ranges.push({\n start: { col, row: row },\n end: { col: table.colCount - 1, row: row },\n skipBodyMerge: true\n });\n } else if (col >= 0 && row >= 0) {\n // 选中普通单元格\n const cellRange = table.getCellRange(col, row);\n state.select.ranges.push({\n start: { col: cellRange.start.col, row: cellRange.start.row },\n end: { col: cellRange.end.col, row: cellRange.end.row }\n });\n }\n cellPos.col = col;\n cellPos.row = row;\n // scenegraph.setCellNormalStyle(col, row);\n const currentRange = state.select.ranges?.[state.select.ranges.length - 1];\n currentRange && scenegraph.updateCellSelectBorder(currentRange, extendSelectRange);\n }\n } else if (\n (interactionState === InteractionState.grabing || table.eventManager.isDraging) &&\n !table.stateManager.isResizeCol()\n ) {\n let extendSelectRange = true;\n // 可能有cellPosStart从-1开始grabing的情况\n if (cellPos.col === -1) {\n cellPos.col = col;\n }\n if (cellPos.row === -1) {\n cellPos.row = row;\n }\n cellPos.col = col;\n cellPos.row = row;\n const currentRange = state.select.ranges[state.select.ranges.length - 1];\n if (currentRange) {\n if (\n (table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(\n currentRange.start.col,\n currentRange.start.row\n )\n ) {\n // 如果选中起始位置是序号 那么选中范围都是整行整行的选中\n extendSelectRange = false;\n currentRange.end = {\n col: table.colCount - 1,\n row\n };\n } else {\n if (state.fillHandle.isFilling) {\n // 修正拖拽填充柄选中范围 和 不拖填充柄是有区别的 解决选中区域缩小问题\n if (state.fillHandle.direction === 'top') {\n if (row === state.fillHandle.beforeFillMinRow && row === state.fillHandle.beforeFillMaxRow) {\n currentRange.start.row = currentRange.end.row = row;\n } else if (row <= state.fillHandle.beforeFillMinRow) {\n if (currentRange.start.row < currentRange.end.row) {\n const temp = currentRange.start.row;\n currentRange.start.row = currentRange.end.row;\n currentRange.end.row = temp;\n }\n currentRange.end.row = row;\n } else if (row === state.fillHandle.beforeFillMaxRow) {\n if (currentRange.start.row > currentRange.end.row) {\n currentRange.start.row = row;\n } else {\n currentRange.end.row = row;\n }\n }\n } else if (state.fillHandle.direction === 'bottom') {\n if (row >= state.fillHandle.beforeFillMaxRow) {\n if (currentRange.start.row > currentRange.end.row) {\n const temp = currentRange.start.row;\n currentRange.start.row = currentRange.end.row;\n currentRange.end.row = temp;\n }\n currentRange.end.row = row;\n }\n } else if (state.fillHandle.direction === 'left') {\n if (col === state.fillHandle.beforeFillMinCol && col === state.fillHandle.beforeFillMaxCol) {\n currentRange.start.col = currentRange.end.col = col;\n } else if (col <= state.fillHandle.beforeFillMinCol) {\n if (currentRange.start.col < currentRange.end.col) {\n const temp = currentRange.start.col;\n currentRange.start.col = currentRange.end.col;\n currentRange.end.col = temp;\n }\n currentRange.end.col = col;\n } else if (col === state.fillHandle.beforeFillMaxCol) {\n if (currentRange.start.col > currentRange.end.col) {\n currentRange.start.col = col;\n } else {\n currentRange.end.col = col;\n }\n }\n } else if (state.fillHandle.direction === 'right') {\n if (col >= state.fillHandle.beforeFillMaxCol) {\n if (currentRange.start.col > currentRange.end.col) {\n const temp = currentRange.start.col;\n currentRange.start.col = currentRange.end.col;\n currentRange.end.col = temp;\n }\n currentRange.end.col = col;\n }\n }\n } else {\n currentRange.end = {\n col,\n row\n };\n }\n }\n scenegraph.updateCellSelectBorder(currentRange, extendSelectRange);\n }\n }\n scenegraph.updateNextFrame();\n}\nexport function selectEnd(scenegraph: Scenegraph) {\n scenegraph.moveSelectingRangeComponentsToSelectedRangeComponents();\n}\n"]}
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package/cjs/state/state.d.ts
CHANGED
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@@ -9,7 +9,9 @@ export declare class StateManager {
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|
9
9
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table: BaseTableAPI;
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|
10
10
|
interactionState: InteractionState;
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|
11
11
|
select: {
|
|
12
|
-
ranges: CellRange
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|
12
|
+
ranges: (CellRange & {
|
|
13
|
+
skipBodyMerge?: boolean;
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|
14
|
+
})[];
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|
13
15
|
highlightScope: HighlightScope;
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|
14
16
|
cellPos: CellPosition;
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|
15
17
|
singleStyle?: boolean;
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