@visactor/vtable 0.9.1 → 0.9.2-alpha.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/core/BaseTable.d.ts +1 -1
- package/cjs/core/BaseTable.js +10 -8
- package/cjs/core/BaseTable.js.map +1 -1
- package/cjs/event/event.js +1 -1
- package/cjs/event/event.js.map +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +1 -1
- package/cjs/index.js.map +1 -1
- package/cjs/layout/pivot-header-layout.d.ts +2 -0
- package/cjs/layout/pivot-header-layout.js +26 -0
- package/cjs/layout/pivot-header-layout.js.map +1 -1
- package/cjs/layout/pivot-layout.d.ts +2 -0
- package/cjs/layout/pivot-layout.js +26 -0
- package/cjs/layout/pivot-layout.js.map +1 -1
- package/cjs/layout/simple-header-layout.d.ts +2 -0
- package/cjs/layout/simple-header-layout.js +6 -0
- package/cjs/layout/simple-header-layout.js.map +1 -1
- package/cjs/render/layout/container.js +13 -0
- package/cjs/render/layout/container.js.map +1 -1
- package/cjs/scenegraph/graphic/text.js +5 -5
- package/cjs/scenegraph/graphic/text.js.map +1 -1
- package/cjs/scenegraph/group-creater/cell-helper.d.ts +1 -1
- package/cjs/scenegraph/group-creater/cell-helper.js +14 -10
- package/cjs/scenegraph/group-creater/cell-helper.js.map +1 -1
- package/cjs/scenegraph/group-creater/cell-type/chart-cell.d.ts +2 -1
- package/cjs/scenegraph/group-creater/cell-type/chart-cell.js +4 -4
- package/cjs/scenegraph/group-creater/cell-type/chart-cell.js.map +1 -1
- package/cjs/scenegraph/group-creater/cell-type/image-cell.d.ts +1 -1
- package/cjs/scenegraph/group-creater/cell-type/image-cell.js +1 -2
- package/cjs/scenegraph/group-creater/cell-type/image-cell.js.map +1 -1
- package/cjs/scenegraph/group-creater/cell-type/spark-line-cell.d.ts +2 -1
- package/cjs/scenegraph/group-creater/cell-type/spark-line-cell.js +2 -3
- package/cjs/scenegraph/group-creater/cell-type/spark-line-cell.js.map +1 -1
- package/cjs/scenegraph/group-creater/cell-type/text-cell.d.ts +1 -2
- package/cjs/scenegraph/group-creater/cell-type/text-cell.js +6 -18
- package/cjs/scenegraph/group-creater/cell-type/text-cell.js.map +1 -1
- package/cjs/scenegraph/group-creater/cell-type/video-cell.d.ts +1 -1
- package/cjs/scenegraph/group-creater/cell-type/video-cell.js +1 -2
- package/cjs/scenegraph/group-creater/cell-type/video-cell.js.map +1 -1
- package/cjs/scenegraph/group-creater/column-helper.js +9 -30
- package/cjs/scenegraph/group-creater/column-helper.js.map +1 -1
- package/cjs/scenegraph/group-creater/progress/proxy.d.ts +31 -12
- package/cjs/scenegraph/group-creater/progress/proxy.js +118 -123
- package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.d.ts +2 -0
- package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.js +112 -0
- package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.js.map +1 -0
- package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.d.ts +2 -0
- package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +109 -0
- package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -0
- package/cjs/scenegraph/group-creater/progress/update-position/update-auto-row.d.ts +2 -0
- package/cjs/scenegraph/group-creater/progress/update-position/update-auto-row.js +24 -0
- package/cjs/scenegraph/group-creater/progress/update-position/update-auto-row.js.map +1 -0
- package/cjs/scenegraph/layout/compute-col-width.d.ts +9 -1
- package/cjs/scenegraph/layout/compute-col-width.js +11 -9
- package/cjs/scenegraph/layout/compute-col-width.js.map +1 -1
- package/cjs/scenegraph/layout/compute-row-height.d.ts +3 -0
- package/cjs/scenegraph/layout/compute-row-height.js +162 -0
- package/cjs/scenegraph/layout/compute-row-height.js.map +1 -0
- package/cjs/scenegraph/layout/update-height.js +3 -2
- package/cjs/scenegraph/layout/update-height.js.map +1 -1
- package/cjs/scenegraph/layout/update-width.js +3 -2
- package/cjs/scenegraph/layout/update-width.js.map +1 -1
- package/cjs/scenegraph/scenegraph.d.ts +4 -5
- package/cjs/scenegraph/scenegraph.js +23 -42
- package/cjs/scenegraph/scenegraph.js.map +1 -1
- package/cjs/scenegraph/stick-text/index.d.ts +1 -0
- package/cjs/scenegraph/stick-text/index.js +16 -2
- package/cjs/scenegraph/stick-text/index.js.map +1 -1
- package/cjs/scenegraph/utils/text-icon-layout.d.ts +2 -1
- package/cjs/scenegraph/utils/text-icon-layout.js +6 -5
- package/cjs/scenegraph/utils/text-icon-layout.js.map +1 -1
- package/cjs/state/hover/col.js +4 -4
- package/cjs/state/hover/col.js.map +1 -1
- package/cjs/tools/NumberMap.d.ts +1 -0
- package/cjs/tools/NumberMap.js +3 -0
- package/cjs/tools/NumberMap.js.map +1 -1
- package/cjs/ts-types/base-table.d.ts +12 -0
- package/cjs/ts-types/base-table.js.map +1 -1
- package/cjs/ts-types/list-table/layout-map/api.d.ts +2 -0
- package/cjs/ts-types/list-table/layout-map/api.js.map +1 -1
- package/dist/vtable.js +7621 -7036
- package/dist/vtable.min.js +2 -2
- package/es/core/BaseTable.d.ts +1 -1
- package/es/core/BaseTable.js +10 -8
- package/es/core/BaseTable.js.map +1 -1
- package/es/event/event.js +2 -2
- package/es/event/event.js.map +1 -1
- package/es/index.d.ts +1 -1
- package/es/index.js +1 -1
- package/es/index.js.map +1 -1
- package/es/layout/pivot-header-layout.d.ts +2 -0
- package/es/layout/pivot-header-layout.js +26 -0
- package/es/layout/pivot-header-layout.js.map +1 -1
- package/es/layout/pivot-layout.d.ts +2 -0
- package/es/layout/pivot-layout.js +26 -0
- package/es/layout/pivot-layout.js.map +1 -1
- package/es/layout/simple-header-layout.d.ts +2 -0
- package/es/layout/simple-header-layout.js +6 -0
- package/es/layout/simple-header-layout.js.map +1 -1
- package/es/render/layout/container.js +13 -0
- package/es/render/layout/container.js.map +1 -1
- package/es/scenegraph/graphic/text.js +5 -5
- package/es/scenegraph/graphic/text.js.map +1 -1
- package/es/scenegraph/group-creater/cell-helper.d.ts +1 -1
- package/es/scenegraph/group-creater/cell-helper.js +14 -9
- package/es/scenegraph/group-creater/cell-helper.js.map +1 -1
- package/es/scenegraph/group-creater/cell-type/chart-cell.d.ts +2 -1
- package/es/scenegraph/group-creater/cell-type/chart-cell.js +3 -5
- package/es/scenegraph/group-creater/cell-type/chart-cell.js.map +1 -1
- package/es/scenegraph/group-creater/cell-type/image-cell.d.ts +1 -1
- package/es/scenegraph/group-creater/cell-type/image-cell.js +0 -3
- package/es/scenegraph/group-creater/cell-type/image-cell.js.map +1 -1
- package/es/scenegraph/group-creater/cell-type/spark-line-cell.d.ts +2 -1
- package/es/scenegraph/group-creater/cell-type/spark-line-cell.js +1 -4
- package/es/scenegraph/group-creater/cell-type/spark-line-cell.js.map +1 -1
- package/es/scenegraph/group-creater/cell-type/text-cell.d.ts +1 -2
- package/es/scenegraph/group-creater/cell-type/text-cell.js +3 -17
- package/es/scenegraph/group-creater/cell-type/text-cell.js.map +1 -1
- package/es/scenegraph/group-creater/cell-type/video-cell.d.ts +1 -1
- package/es/scenegraph/group-creater/cell-type/video-cell.js +0 -3
- package/es/scenegraph/group-creater/cell-type/video-cell.js.map +1 -1
- package/es/scenegraph/group-creater/column-helper.js +8 -29
- package/es/scenegraph/group-creater/column-helper.js.map +1 -1
- package/es/scenegraph/group-creater/progress/proxy.d.ts +31 -12
- package/es/scenegraph/group-creater/progress/proxy.js +124 -123
- package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/es/scenegraph/group-creater/progress/update-position/dynamic-set-x.d.ts +2 -0
- package/es/scenegraph/group-creater/progress/update-position/dynamic-set-x.js +104 -0
- package/es/scenegraph/group-creater/progress/update-position/dynamic-set-x.js.map +1 -0
- package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.d.ts +2 -0
- package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +102 -0
- package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -0
- package/es/scenegraph/group-creater/progress/update-position/update-auto-row.d.ts +2 -0
- package/es/scenegraph/group-creater/progress/update-position/update-auto-row.js +18 -0
- package/es/scenegraph/group-creater/progress/update-position/update-auto-row.js.map +1 -0
- package/es/scenegraph/layout/compute-col-width.d.ts +9 -1
- package/es/scenegraph/layout/compute-col-width.js +9 -8
- package/es/scenegraph/layout/compute-col-width.js.map +1 -1
- package/es/scenegraph/layout/compute-row-height.d.ts +3 -0
- package/es/scenegraph/layout/compute-row-height.js +164 -0
- package/es/scenegraph/layout/compute-row-height.js.map +1 -0
- package/es/scenegraph/layout/update-height.js +3 -1
- package/es/scenegraph/layout/update-height.js.map +1 -1
- package/es/scenegraph/layout/update-width.js +3 -1
- package/es/scenegraph/layout/update-width.js.map +1 -1
- package/es/scenegraph/scenegraph.d.ts +4 -5
- package/es/scenegraph/scenegraph.js +24 -44
- package/es/scenegraph/scenegraph.js.map +1 -1
- package/es/scenegraph/stick-text/index.d.ts +1 -0
- package/es/scenegraph/stick-text/index.js +14 -0
- package/es/scenegraph/stick-text/index.js.map +1 -1
- package/es/scenegraph/utils/text-icon-layout.d.ts +2 -1
- package/es/scenegraph/utils/text-icon-layout.js +4 -4
- package/es/scenegraph/utils/text-icon-layout.js.map +1 -1
- package/es/state/hover/col.js +4 -4
- package/es/state/hover/col.js.map +1 -1
- package/es/tools/NumberMap.d.ts +1 -0
- package/es/tools/NumberMap.js +3 -0
- package/es/tools/NumberMap.js.map +1 -1
- package/es/ts-types/base-table.d.ts +12 -0
- package/es/ts-types/base-table.js.map +1 -1
- package/es/ts-types/list-table/layout-map/api.d.ts +2 -0
- package/es/ts-types/list-table/layout-map/api.js.map +1 -1
- package/package.json +4 -4
- package/dist/vtable.es5.js +0 -53155
- package/dist/vtable.es5.min.js +0 -3
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@@ -24,31 +24,51 @@ var __awaiter = this && this.__awaiter || function(thisArg, _arguments, P, gener
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}));
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};
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import {
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import { Group } from "../../graphic/group";
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import {
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import { computeColsWidth } from "../../layout/compute-col-width";
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import {
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import { computeRowsHeight } from "../../layout/compute-row-height";
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import {
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import { emptyGroup } from "../../utils/empty-group";
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import { createColGroup } from "../column";
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import { createComplexColumn } from "../column-helper";
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import { dynamicSetX } from "./update-position/dynamic-set-x";
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import { dynamicSetY } from "./update-position/dynamic-set-y";
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import { updateAutoRow } from "./update-position/update-auto-row";
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export class SceneProxy {
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constructor(table) {
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this.
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this.rowEnd = 0, this.referenceRow = 0, this.screenTopRow = 0, this.
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this.table = table, this.table.
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this.mode = "column", this.rowLimit = 1e3, this.currentRow = 0, this.rowStart = 0,
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this.rowEnd = 0, this.referenceRow = 0, this.screenTopRow = 0, this.colLimit = 1e3,
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this.screenLeftCol = 0, this.cellCache = new Map, this.table = table, this.table.internalProps.transpose ? this.mode = "row" : this.table.isPivotTable() && (this.mode = "pivot"),
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this.table.options.maintainedDataCount && (this.rowLimit = this.table.options.maintainedDataCount);
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}
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setParamsForColumn() {
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this.bodyLeftCol = this.table.rowHeaderLevelCount, this.bodyRightCol = this.table.colCount - 1;
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const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);
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this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1, this.colStart = this.bodyLeftCol;
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const defaultColWidth = this.table.defaultColWidth;
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this.taskColCount = 1 * Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);
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const totalBodyWidth = defaultColWidth * totalActualBodyColCount, totalWidth = defaultColWidth * (this.bodyRightCol - this.bodyLeftCol + 1);
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this.xLimitLeft = totalBodyWidth / 2, this.xLimitRight = totalWidth - totalBodyWidth / 2;
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const widthLimit = 5 * this.table.tableNoFrameWidth;
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this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth),
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this.colUpdatePos = this.bodyRightCol;
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}
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setParamsForRow() {
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this.bodyTopRow = this.table.columnHeaderLevelCount, this.bodyBottomRow = this.table.rowCount - 1,
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this.bodyLeftCol = 0, this.bodyRightCol = this.table.colCount - 1;
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const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1);
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this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1, this.rowStart = this.bodyTopRow;
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const defaultRowHeight = this.table.defaultRowHeight;
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this.taskRowCount =
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this.taskRowCount = 1 * Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);
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const totalBodyHeight = defaultRowHeight * totalActualBodyRowCount, totalHeight = defaultRowHeight * (this.bodyBottomRow - this.bodyTopRow + 1);
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this.yLimitTop = totalBodyHeight / 2, this.yLimitBottom = totalHeight - totalBodyHeight / 2;
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const heightLimit = 5 * this.table.tableNoFrameHeight;
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this.firstScreenRowLimit = this.bodyTopRow + Math.ceil(heightLimit / defaultRowHeight),
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this.rowUpdatePos = this.bodyBottomRow;
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}
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createGroupForFirstScreen(cornerHeaderGroup, colHeaderGroup, rowHeaderGroup, bodyGroup, xOrigin, yOrigin) {
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return __awaiter(this, void 0, void 0, (function*() {
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this.setParamsForRow(), this.setParamsForColumn(), this.table.internalProps._colWidthsMap.clear(),
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this.table._clearColRangeWidthsMap(), computeColsWidth(this.table, 0, Math.min(this.firstScreenColLimit, this.table.colCount - 1)),
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this.table.internalProps._rowHeightsMap.clear(), this.table._clearRowRangeHeightsMap(),
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computeRowsHeight(this.table, 0, Math.min(this.firstScreenRowLimit, this.table.rowCount - 1)),
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this.table.scenegraph.colHeaderGroup.setAttribute("x", this.table.getFrozenColsWidth()),
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this.table.scenegraph.rowHeaderGroup.setAttribute("y", this.table.getFrozenRowsHeight()),
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this.table.scenegraph.bodyGroup.setAttributes({
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x: this.table.getFrozenColsWidth(),
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y: this.table.getFrozenRowsHeight()
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}), createColGroup(cornerHeaderGroup, xOrigin, yOrigin, 0, this.table.rowHeaderLevelCount - 1, 0, this.table.columnHeaderLevelCount - 1, "cornerHeader", this.table),
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createColGroup(colHeaderGroup, xOrigin, yOrigin, this.table.rowHeaderLevelCount, Math.min(this.firstScreenColLimit, this.table.colCount - 1), 0, this.table.columnHeaderLevelCount - 1, "columnHeader", this.table),
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createColGroup(rowHeaderGroup, xOrigin, yOrigin, 0, this.table.rowHeaderLevelCount - 1, this.table.columnHeaderLevelCount, Math.min(this.firstScreenRowLimit, this.table.rowCount - 1), "rowHeader", this.table),
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createColGroup(bodyGroup, xOrigin, yOrigin, this.table.rowHeaderLevelCount, Math.min(this.firstScreenColLimit, this.table.colCount - 1), this.table.columnHeaderLevelCount, Math.min(this.firstScreenRowLimit, this.table.rowCount - 1), "body", this.table),
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bodyGroup.firstChild ? (this.currentRow = null !== (_b = null === (_a = bodyGroup.firstChild) || void 0 === _a ? void 0 : _a.rowNumber) && void 0 !== _b ? _b : this.totalRow,
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this.rowEnd = this.currentRow, this.rowUpdatePos = this.rowEnd, this.referenceRow = this.rowStart + Math.floor((this.rowEnd - this.rowStart) / 2),
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this.currentCol = null !== (_d = null === (_c = bodyGroup.lastChild) || void 0 === _c ? void 0 : _c.col) && void 0 !== _d ? _d : this.totalCol,
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this.colEnd = this.currentCol, this.colUpdatePos = this.colEnd, this.referenceCol = this.colStart + Math.floor((this.colEnd - this.colStart) / 2),
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yield this.progress()) : (this.currentRow = this.totalRow, this.rowEnd = this.currentRow,
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this.rowUpdatePos = this.rowEnd, this.referenceRow = this.rowStart + Math.floor((this.rowEnd - this.rowStart) / 2),
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this.currentCol = this.totalCol, this.colEnd = this.currentCol, this.colUpdatePos = this.colEnd,
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this.referenceCol = this.colStart + Math.floor((this.colEnd - this.colStart) / 2));
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}));
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}
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createColGroupForFirstScreen(rowHeaderGroup, bodyGroup, xOrigin, yOrigin, table) {
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return __awaiter(this, void 0, void 0, (function*() {
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this.setParamsForRow(), this.setParamsForColumn(), computeRowsHeight(table, this.table.columnHeaderLevelCount, Math.min(this.firstScreenRowLimit, table.rowCount - 1)),
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createColGroup(rowHeaderGroup, xOrigin, yOrigin, 0, table.rowHeaderLevelCount - 1, table.columnHeaderLevelCount, table.rowCount - 1, "rowHeader", table, this.firstScreenRowLimit),
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createColGroup(bodyGroup, xOrigin, yOrigin, table.rowHeaderLevelCount, table.colCount - 1, table.columnHeaderLevelCount, table.rowCount - 1, "body", table, this.firstScreenRowLimit),
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bodyGroup.firstChild ? (this.currentRow = null !== (_b = null === (_a = bodyGroup.firstChild) || void 0 === _a ? void 0 : _a.rowNumber) && void 0 !== _b ? _b : this.totalRow,
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this.rowEnd = this.currentRow, this.rowUpdatePos = this.rowEnd, this.referenceRow = Math.floor((this.rowEnd - this.rowStart) / 2),
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progress() {
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return __awaiter(this, void 0, void 0, (function*() {
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this.
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this.progress())
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setTimeout((() => __awaiter(this, void 0, void 0, (function*() {
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yield this.progress()) : this.currentCol < this.totalCol ? (yield this.createCol(),
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yield this.progress()) : this.currentRow < this.totalRow && (yield this.createRow(),
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yield this.progress()), resolve();
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}))), 0);
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}
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@@ -83,101 +132,64 @@ export class SceneProxy {
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this.createRowCellGroup(this.taskRowCount));
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}));
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}
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createCol() {
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this.taskColCount && (console.log("createCol", this.currentCol, this.currentCol + this.taskColCount),
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this.createColGroup(this.taskRowCount));
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}));
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}
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createRowCellGroup(onceCount) {
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computeRowsHeight(this.table, this.currentRow + 1, endRow);
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let maxHeight = 0;
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const colGroup = this.table.scenegraph.getColGroup(col), cellType = col < this.table.rowHeaderLevelCount ? "rowHeader" : "body", {height: height} = createComplexColumn(colGroup, col, colGroup.attribute.width, this.currentRow + 1, endRow, this.table.scenegraph.mergeMap, this.table.internalProps.defaultRowHeight, this.table, cellType);
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}
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this.table.scenegraph.bodyGroup.setAttribute("height", maxHeight), this.
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this.table.scenegraph.updateContainer(), this.table.scenegraph.updateBorderSizeAndPosition();
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}
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createColGroup(onceCount) {
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const endCol = Math.min(this.totalCol, this.currentCol + onceCount);
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computeColsWidth(this.table, this.currentCol + 1, endCol);
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const lastColumnGroup = this.table.scenegraph.bodyGroup.lastChild instanceof Group ? this.table.scenegraph.bodyGroup.lastChild : this.table.scenegraph.bodyGroup.lastChild._prev, xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width, yOrigin = lastColumnGroup.attribute.y;
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createColGroup(this.table.scenegraph.bodyGroup, xOrigin, yOrigin, this.currentCol + 1, endCol, this.rowStart, this.rowEnd, "body", this.table),
|
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this.currentCol = endCol, this.colEnd = endCol, this.colUpdatePos = this.colEnd,
|
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this.referenceCol = this.colStart + Math.floor((endCol - this.colStart) / 2), console.log("async", this.referenceCol, this.colStart, this.colEnd),
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this.table.scenegraph.updateContainer(), this.table.scenegraph.updateBorderSizeAndPosition();
|
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}
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setY(y) {
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y < this.yLimitTop && this.rowStart === this.bodyTopRow || y > this.yLimitBottom && this.rowEnd === this.bodyBottomRow ? this.table.scenegraph.setBodyAndRowHeaderY(-y) : this.dynamicSetY(y);
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}));
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}
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setX(x) {
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if (!screenTop) return;
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const screenTopRow = screenTop.row;
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this.y = y, this.screenTopRow = screenTopRow;
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const deltaRow = screenTopRow - this.referenceRow;
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deltaRow > 0 ? (this.moveCell(deltaRow, "up", screenTopRow), this.updateBody(y)) : deltaRow < 0 ? (this.moveCell(-deltaRow, "down", screenTopRow),
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this.updateBody(y)) : this.updateBody(y), this.table.scenegraph.updateNextFrame();
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x < this.xLimitLeft && this.colStart === this.bodyLeftCol || x > this.xLimitRight && this.colEnd === this.bodyRightCol ? this.table.scenegraph.setBodyAndColHeaderX(-x) : this.dynamicSetX(x);
|
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}));
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}
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this
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dynamicSetY(y) {
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return __awaiter(this, void 0, void 0, (function*() {
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dynamicSetY(y, this);
|
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}));
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}
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dynamicSetX(x) {
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return __awaiter(this, void 0, void 0, (function*() {
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count < this.rowEnd - this.rowStart) {
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const startRow = "up" === direction ? this.rowStart : this.rowEnd - count + 1, endRow = "up" === direction ? this.rowStart + count - 1 : this.rowEnd;
|
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for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {
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const colGroup = this.table.scenegraph.getColGroup(col);
|
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for (let row = startRow; row <= endRow; row++) if ("up" === direction) {
|
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|
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const cellGroup = colGroup.firstChild;
|
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|
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this.updateCellGroupPosition(cellGroup, colGroup.lastChild.row + 1, colGroup.lastChild.attribute.y + colGroup.lastChild.attribute.height),
|
|
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|
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colGroup.appendChild(cellGroup);
|
|
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|
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} else {
|
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const cellGroup = colGroup.lastChild;
|
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|
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this.updateCellGroupPosition(cellGroup, colGroup.firstChild.row - 1, colGroup.firstChild.attribute.y - cellGroup.attribute.height),
|
|
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|
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colGroup.insertBefore(cellGroup, colGroup.firstChild);
|
|
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|
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}
|
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|
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}
|
|
134
|
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const distStartRow = "up" === direction ? this.rowEnd + 1 : this.rowStart - count, distEndRow = "up" === direction ? this.rowEnd + count : this.rowStart - 1, syncTopRow = Math.max(this.bodyTopRow, screenTopRow - 2 * this.screenRowCount), syncBottomRow = Math.min(this.bodyBottomRow, screenTopRow + 3 * this.screenRowCount);
|
|
135
|
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for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) for (let row = syncTopRow; row <= syncBottomRow; row++) {
|
|
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|
-
const cellGroup = this.highPerformanceGetCell(col, row, distStartRow, distEndRow);
|
|
137
|
-
this.updateCellGroupContent(cellGroup);
|
|
138
|
-
}
|
|
139
|
-
this.table.internalProps.autoRowHeight && updateAutoRow(this.bodyLeftCol, this.bodyRightCol, syncTopRow, syncBottomRow, this.table, direction),
|
|
140
|
-
this.rowStart = "up" === direction ? this.rowStart + count : this.rowStart - count,
|
|
141
|
-
this.rowEnd = "up" === direction ? this.rowEnd + count : this.rowEnd - count, this.currentRow = "up" === direction ? this.currentRow + count : this.currentRow - count,
|
|
142
|
-
this.totalRow = "up" === direction ? this.totalRow + count : this.totalRow - count,
|
|
143
|
-
this.referenceRow = this.rowStart + Math.floor((this.rowEnd - this.rowStart) / 2),
|
|
144
|
-
this.rowUpdatePos = distStartRow, this.rowUpdateDirection = direction, console.log("move end proxy", this.rowStart, this.rowEnd),
|
|
145
|
-
console.log("move end cell", this.table.scenegraph.bodyGroup.firstChild.firstChild.row, this.table.scenegraph.bodyGroup.firstChild.lastChild.row),
|
|
146
|
-
this.table.scenegraph.stage.render(), yield this.progress();
|
|
147
|
-
} else {
|
|
148
|
-
const distStartRow = "up" === direction ? this.rowStart + count : this.rowStart - count, distEndRow = "up" === direction ? this.rowEnd + count : this.rowEnd - count, distStartRowY = this.table.getRowsHeight(this.bodyTopRow, distStartRow - 1);
|
|
149
|
-
for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {
|
|
150
|
-
this.table.scenegraph.getColGroup(col).forEachChildren(((cellGroup, index) => {
|
|
151
|
-
this.updateCellGroupPosition(cellGroup, "up" === direction ? cellGroup.row + count : cellGroup.row - count, 0 === index ? distStartRowY : cellGroup._prev.attribute.y + cellGroup._prev.attribute.height);
|
|
152
|
-
}));
|
|
153
|
-
}
|
|
154
|
-
let syncTopRow, syncBottomRow;
|
|
155
|
-
this.table.internalProps.autoRowHeight ? (syncTopRow = distStartRow, syncBottomRow = distEndRow) : (syncTopRow = Math.max(this.bodyTopRow, screenTopRow - 2 * this.screenRowCount),
|
|
156
|
-
syncBottomRow = Math.min(this.bodyBottomRow, screenTopRow + 3 * this.screenRowCount)),
|
|
157
|
-
console.log("更新同步范围", syncTopRow, syncBottomRow);
|
|
158
|
-
for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) for (let row = syncTopRow; row <= syncBottomRow; row++) {
|
|
159
|
-
const cellGroup = this.highPerformanceGetCell(col, row, distStartRow, distEndRow);
|
|
160
|
-
this.updateCellGroupContent(cellGroup);
|
|
161
|
-
}
|
|
162
|
-
console.log("updateAutoRow", distEndRow > this.bodyBottomRow - (this.rowEnd - this.rowStart + 1) ? "down" : "up"),
|
|
163
|
-
this.table.internalProps.autoRowHeight && updateAutoRow(this.bodyLeftCol, this.bodyRightCol, syncTopRow, syncBottomRow, this.table, distEndRow > this.bodyBottomRow - (this.rowEnd - this.rowStart + 1) ? "down" : "up"),
|
|
164
|
-
this.rowStart = distStartRow, this.rowEnd = distEndRow, this.currentRow = "up" === direction ? this.currentRow + count : this.currentRow - count,
|
|
165
|
-
this.totalRow = "up" === direction ? this.totalRow + count : this.totalRow - count,
|
|
166
|
-
this.referenceRow = this.rowStart + Math.floor((this.rowEnd - this.rowStart) / 2),
|
|
167
|
-
this.rowUpdatePos = this.rowStart, this.rowUpdateDirection = distEndRow > this.bodyBottomRow - (this.rowEnd - this.rowStart + 1) ? "down" : "up",
|
|
168
|
-
console.log("move total end proxy", this.rowStart, this.rowEnd), console.log("move total end cell", this.table.scenegraph.bodyGroup.firstChild.firstChild.row, this.table.scenegraph.bodyGroup.firstChild.lastChild.row),
|
|
169
|
-
this.table.internalProps.autoRowHeight || (yield this.progress());
|
|
170
|
-
}
|
|
179
|
+
dynamicSetX(x, this);
|
|
171
180
|
}));
|
|
172
181
|
}
|
|
173
|
-
|
|
182
|
+
updateBody(y) {
|
|
183
|
+
this.table.scenegraph.setBodyAndRowHeaderY(-y);
|
|
184
|
+
}
|
|
185
|
+
updateRowCellGroupsAsync() {
|
|
174
186
|
return __awaiter(this, void 0, void 0, (function*() {
|
|
175
187
|
this.updateCellGroups(this.taskRowCount);
|
|
176
188
|
}));
|
|
177
189
|
}
|
|
178
190
|
updateCellGroups(count) {
|
|
179
191
|
const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);
|
|
180
|
-
|
|
192
|
+
this.table.internalProps.autoRowHeight && computeRowsHeight(this.table, this.rowUpdatePos, distRow);
|
|
181
193
|
for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) for (let row = this.rowUpdatePos; row <= distRow; row++) {
|
|
182
194
|
const cellGroup = this.highPerformanceGetCell(col, row);
|
|
183
195
|
this.updateCellGroupContent(cellGroup);
|
|
@@ -185,13 +197,33 @@ export class SceneProxy {
|
|
|
185
197
|
this.table.internalProps.autoRowHeight && updateAutoRow(this.bodyLeftCol, this.bodyRightCol, this.rowUpdatePos, distRow, this.table, this.rowUpdateDirection),
|
|
186
198
|
this.rowUpdatePos = distRow + 1;
|
|
187
199
|
}
|
|
200
|
+
updateColCellGroupsAsync() {
|
|
201
|
+
return __awaiter(this, void 0, void 0, (function*() {
|
|
202
|
+
this.updateColGroups(this.taskRowCount);
|
|
203
|
+
}));
|
|
204
|
+
}
|
|
205
|
+
updateColGroups(count) {
|
|
206
|
+
const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);
|
|
207
|
+
for (let col = this.colUpdatePos; col <= distCol; col++) {
|
|
208
|
+
const colGroup = this.table.scenegraph.getColGroup(col);
|
|
209
|
+
if (colGroup) {
|
|
210
|
+
let cellGroup = colGroup.firstChild;
|
|
211
|
+
for (;cellGroup; ) {
|
|
212
|
+
cellGroup = this.updateCellGroupContent(cellGroup)._next;
|
|
213
|
+
}
|
|
214
|
+
colGroup.needUpdate = !1;
|
|
215
|
+
}
|
|
216
|
+
}
|
|
217
|
+
this.colUpdatePos = distCol + 1;
|
|
218
|
+
}
|
|
188
219
|
updateCellGroupPosition(cellGroup, newRow, y) {
|
|
189
220
|
cellGroup.row = newRow, cellGroup.setAttribute("y", y), cellGroup.needUpdate = !0,
|
|
190
221
|
cellGroup.needUpdateForAutoRowHeight = !0;
|
|
191
222
|
}
|
|
192
223
|
updateCellGroupContent(cellGroup) {
|
|
193
|
-
cellGroup.needUpdate
|
|
194
|
-
cellGroup.
|
|
224
|
+
if (!cellGroup.needUpdate) return cellGroup;
|
|
225
|
+
const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);
|
|
226
|
+
return cellGroup.needUpdate = !1, newCellGroup || cellGroup;
|
|
195
227
|
}
|
|
196
228
|
sortCell() {
|
|
197
229
|
return __awaiter(this, void 0, void 0, (function*() {
|
|
@@ -201,7 +233,7 @@ export class SceneProxy {
|
|
|
201
233
|
let syncTopRow, syncBottomRow;
|
|
202
234
|
this.table.internalProps.autoRowHeight ? (syncTopRow = this.rowStart, syncBottomRow = this.rowEnd) : (syncTopRow = Math.max(this.bodyTopRow, this.screenTopRow - 2 * this.screenRowCount),
|
|
203
235
|
syncBottomRow = Math.min(this.bodyBottomRow, this.screenTopRow + 3 * this.screenRowCount)),
|
|
204
|
-
console.log("sort更新同步范围", syncTopRow, syncBottomRow);
|
|
236
|
+
console.log("sort更新同步范围", syncTopRow, syncBottomRow), this.table.internalProps.autoRowHeight && computeRowsHeight(this.table, syncTopRow, syncBottomRow);
|
|
205
237
|
for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) for (let row = syncTopRow; row <= syncBottomRow; row++) {
|
|
206
238
|
const cellGroup = this.highPerformanceGetCell(col, row);
|
|
207
239
|
this.updateCellGroupContent(cellGroup);
|
|
@@ -216,55 +248,24 @@ export class SceneProxy {
|
|
|
216
248
|
this.table.internalProps.autoRowHeight || (yield this.progress());
|
|
217
249
|
}));
|
|
218
250
|
}
|
|
219
|
-
highPerformanceGetCell(col, row, rowStart = this.rowStart, rowEnd = this.rowEnd) {
|
|
251
|
+
highPerformanceGetCell(col, row, rowStart = this.rowStart, rowEnd = this.rowEnd, getShadow) {
|
|
220
252
|
if (row < rowStart || row > rowEnd) return emptyGroup;
|
|
253
|
+
if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) return emptyGroup;
|
|
221
254
|
if (this.cellCache.get(col)) {
|
|
222
255
|
const cacheCellGoup = this.cellCache.get(col);
|
|
223
256
|
if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {
|
|
224
257
|
let cellGroup = getCellByCache(cacheCellGoup, row);
|
|
225
|
-
return cellGroup || (cellGroup = this.table.scenegraph.getCell(col, row
|
|
226
|
-
cellGroup;
|
|
258
|
+
return cellGroup || (cellGroup = this.table.scenegraph.getCell(col, row, getShadow)),
|
|
259
|
+
cellGroup.row && this.cellCache.set(col, cellGroup), cellGroup;
|
|
227
260
|
}
|
|
228
|
-
const cellGroup = this.table.scenegraph.getCell(col, row);
|
|
261
|
+
const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);
|
|
229
262
|
return cellGroup.row && this.cellCache.set(col, cellGroup), cellGroup;
|
|
230
263
|
}
|
|
231
|
-
const cellGroup = this.table.scenegraph.getCell(col, row);
|
|
264
|
+
const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);
|
|
232
265
|
return cellGroup.row && this.cellCache.set(col, cellGroup), cellGroup;
|
|
233
266
|
}
|
|
234
267
|
}
|
|
235
268
|
|
|
236
|
-
function updateAutoRow(colStart, colEnd, rowStart, rowEnd, table, direction = "up") {
|
|
237
|
-
var _a, _b, _c, _d, _e, _f, _g, _h;
|
|
238
|
-
for (let row = rowStart; row <= rowEnd; row++) {
|
|
239
|
-
let maxRowHeight = 0;
|
|
240
|
-
for (let col = colStart; col <= colEnd; col++) {
|
|
241
|
-
const cellGroup = table.scenegraph.getCell(col, row);
|
|
242
|
-
if (!cellGroup.row) continue;
|
|
243
|
-
const text = cellGroup.getChildByName("text") || cellGroup.getChildByName("content"), headerStyle = table._getCellStyle(col, row), padding = getQuadProps(getProp("padding", headerStyle, col, row, table)), height = text.AABBBounds.height() + (padding[0] + padding[2]);
|
|
244
|
-
maxRowHeight = Math.max(maxRowHeight, height), cellGroup.needUpdateForAutoRowHeight = !1;
|
|
245
|
-
}
|
|
246
|
-
for (let col = colStart; col <= colEnd; col++) {
|
|
247
|
-
const cellGroup = table.scenegraph.getCell(col, row);
|
|
248
|
-
updateCellHeightForColumn(table.scenegraph, cellGroup, col, row, maxRowHeight, 0, !1);
|
|
249
|
-
}
|
|
250
|
-
table.setRowHeight(row, maxRowHeight, !0);
|
|
251
|
-
}
|
|
252
|
-
if ("up" === direction) for (let col = colStart; col <= colEnd; col++) for (let row = rowStart; row <= rowEnd; row++) {
|
|
253
|
-
const cellGroup = table.scenegraph.getCell(col, row);
|
|
254
|
-
if (!cellGroup.row) continue;
|
|
255
|
-
let y;
|
|
256
|
-
y = cellGroup._prev ? (null !== (_b = null === (_a = cellGroup._prev) || void 0 === _a ? void 0 : _a.attribute.y) && void 0 !== _b ? _b : 0) + (null !== (_d = null === (_c = cellGroup._prev) || void 0 === _c ? void 0 : _c.attribute.height) && void 0 !== _d ? _d : 0) : table.getRowsHeight(table.columnHeaderLevelCount, cellGroup.row - 1),
|
|
257
|
-
cellGroup.setAttribute("y", y);
|
|
258
|
-
} else for (let col = colStart; col <= colEnd; col++) for (let row = rowEnd; row >= rowStart; row--) {
|
|
259
|
-
const cellGroup = table.scenegraph.getCell(col, row);
|
|
260
|
-
if (!cellGroup.row) continue;
|
|
261
|
-
let y;
|
|
262
|
-
cellGroup._next ? y = (null !== (_f = null === (_e = cellGroup._next) || void 0 === _e ? void 0 : _e.attribute.y) && void 0 !== _f ? _f : 0) - (null !== (_g = cellGroup.attribute.height) && void 0 !== _g ? _g : 0) : (y = table.getRowsHeight(table.columnHeaderLevelCount, cellGroup.row) - (null !== (_h = cellGroup.attribute.height) && void 0 !== _h ? _h : 0),
|
|
263
|
-
console.log("估计位置", table.getRowsHeight(table.columnHeaderLevelCount, cellGroup.row))),
|
|
264
|
-
cellGroup.setAttribute("y", y);
|
|
265
|
-
}
|
|
266
|
-
}
|
|
267
|
-
|
|
268
269
|
function getCellByCache(cacheCellGroup, row) {
|
|
269
270
|
return cacheCellGroup ? cacheCellGroup.row === row ? cacheCellGroup : cacheCellGroup.row > row ? getCellByCache(cacheCellGroup._prev, row) : getCellByCache(cacheCellGroup._next, row) : null;
|
|
270
271
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { BaseTableAPI } from '../../../ts-types/base-table';\nimport type { Group } from '../../graphic/group';\nimport type { WrapText } from '../../graphic/text';\nimport { updateCellHeightForColumn } from '../../layout/update-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { getProp } from '../../utils/get-prop';\nimport { getQuadProps } from '../../utils/padding';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n currentRow = 0;\n totalRow: number;\n rowLimit = 1000;\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n // bottomOffset: number;\n // scroll\n accurateY = 0;\n rowStart = 0;\n rowEnd = 0;\n referenceRow = 0;\n\n bodyTopRow: number;\n bodyBottomRow: number;\n bodyLeftCol: number;\n bodyRightCol: number;\n screenRowCount: number;\n firstScreenRowLimit: number;\n taskRowCount: number;\n rowUpdatePos: number;\n rowUpdateDirection: 'up' | 'down';\n screenTopRow: number = 0;\n screenTopRowDeltaY: number;\n y: number;\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n }\n\n setParams() {\n this.bodyTopRow = this.table.columnHeaderLevelCount;\n this.bodyBottomRow = this.table.rowCount - 1;\n this.bodyLeftCol = 0;\n this.bodyRightCol = this.table.colCount - 1;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1);\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 5;\n\n // 确定动态更新限制\n const totalBodyHeight = defaultRowHeight * totalActualBodyRowCount;\n const totalHeight = defaultRowHeight * (this.bodyBottomRow - this.bodyTopRow + 1);\n this.yLimitTop = totalBodyHeight / 2;\n this.yLimitBottom = totalHeight - totalBodyHeight / 2;\n // this.bottomOffset = totalHeight - totalBodyHeight / 2;\n\n // 确定首屏高度范围\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.ceil(heightLimit / defaultRowHeight);\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n async createColGroupForFirstScreen(\n rowHeaderGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number,\n table: BaseTableAPI\n ) {\n this.setParams();\n\n // 生成首屏单元格\n // rowHeader\n createColGroup(\n rowHeaderGroup,\n xOrigin,\n yOrigin,\n 0, // colStart\n table.rowHeaderLevelCount - 1, // colEnd\n table.columnHeaderLevelCount, // rowStart\n table.rowCount - 1, // rowEnd\n 'rowHeader', // isHeader\n table,\n this.firstScreenRowLimit\n );\n // body\n createColGroup(\n bodyGroup,\n xOrigin,\n yOrigin,\n table.rowHeaderLevelCount, // colStart\n table.colCount - 1, // colEnd\n table.columnHeaderLevelCount, // rowStart\n table.rowCount - 1, // rowEnd\n 'body', // isHeader\n table,\n this.firstScreenRowLimit\n );\n\n // 更新row信息\n if (!bodyGroup.firstChild) {\n // 无数据\n this.currentRow = this.totalRow;\n this.rowEnd = this.currentRow;\n this.rowUpdatePos = this.rowEnd;\n this.referenceRow = Math.floor((this.rowEnd - this.rowStart) / 2);\n } else {\n this.currentRow = (bodyGroup.firstChild as Group)?.rowNumber ?? this.totalRow;\n this.rowEnd = this.currentRow;\n this.rowUpdatePos = this.rowEnd;\n this.referenceRow = Math.floor((this.rowEnd - this.rowStart) / 2);\n // 开始异步任务\n await this.progress();\n }\n }\n\n // async progress() {\n // if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // // 先更新\n // await this.updateCellGroupsAsync();\n // await this.progress();\n // } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // // 先更新没有需要更新的节点,在生成新节点\n // await this.createRow();\n // await this.progress();\n // }\n // }\n async progress() {\n return new Promise<void>((resolve, reject) => {\n setTimeout(() => {\n if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n this.updateCellGroupsAsync();\n this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n this.createRow();\n this.progress();\n }\n\n resolve();\n }, 0);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellType = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellType\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n if (this.table.internalProps.autoRowHeight) {\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.currentRow + 1, // rowStart\n endRow, // rowEnd\n this.table\n );\n }\n this.currentRow = endRow;\n this.rowEnd = endRow;\n this.rowUpdatePos = this.rowEnd;\n this.referenceRow = Math.floor((endRow - this.rowStart) / 2);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n async setY(y: number) {\n if (y < this.yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else if (y > this.yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y);\n }\n }\n\n async dynamicSetY(y: number) {\n // 计算变动row range\n // const screenTopRow = this.table.getRowAt(y).row;\n const screenTop = (this.table as any).getTargetRowAt(y + this.table.scenegraph.colHeaderGroup.attribute.height);\n if (!screenTop) {\n return;\n }\n const screenTopRow = screenTop.row;\n this.y = y;\n this.screenTopRow = screenTopRow;\n // this.screenTopRowDeltaY = y - this.table.getRowsHeight(this.bodyTopRow, screenTopRow - 1);\n const deltaRow = screenTopRow - this.referenceRow;\n if (deltaRow > 0) {\n // 向下滚动,顶部cell group移到底部\n this.moveCell(deltaRow, 'up', screenTopRow);\n this.updateBody(y);\n // if (this.rowEnd === this.table.scenegraph.proxy.bodyBottomRow) {\n // const totalHeight = this.table.getAllRowsHeight();\n // const top = totalHeight - this.table.scenegraph.height;\n // this.updateBody(top);\n // } else {\n // this.updateBody(y);\n // }\n } else if (deltaRow < 0) {\n // 向上滚动,底部cell group移到顶部\n this.moveCell(-deltaRow, 'down', screenTopRow);\n this.updateBody(y);\n // if (this.rowStart === this.bodyTopRow) {\n // this.updateBody(0);\n // } else {\n // this.updateBody(y);\n // }\n } else {\n // 不改变row,更新body group范围\n this.updateBody(y);\n }\n\n this.table.scenegraph.updateNextFrame();\n }\n\n updateBody(y: number) {\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n }\n\n async moveCell(count: number, direction: 'up' | 'down', screenTopRow: number) {\n // 限制count范围\n if (direction === 'up' && this.rowEnd + count > this.bodyBottomRow) {\n count = this.bodyBottomRow - this.rowEnd;\n } else if (direction === 'down' && this.rowStart - count < this.bodyTopRow) {\n count = this.rowStart - this.bodyTopRow;\n }\n\n // 两种更新模式\n // 1. count < rowEnd - rowStart:从顶/底部移动count数量的单元格到底/顶部\n // 2. count >= rowEnd - rowStart:整体移动到目标位置\n if (count < this.rowEnd - this.rowStart) {\n // 计算更新区域\n const startRow = direction === 'up' ? this.rowStart : this.rowEnd - count + 1;\n const endRow = direction === 'up' ? this.rowStart + count - 1 : this.rowEnd;\n // console.log('move', startRow, endRow, direction);\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n for (let row = startRow; row <= endRow; row++) {\n if (direction === 'up') {\n const cellGroup = colGroup.firstChild as Group;\n this.updateCellGroupPosition(\n cellGroup,\n (colGroup.lastChild as Group).row + 1,\n (colGroup.lastChild as Group).attribute.y + (colGroup.lastChild as Group).attribute.height\n );\n colGroup.appendChild(cellGroup);\n } else {\n const cellGroup = colGroup.lastChild as Group;\n this.updateCellGroupPosition(\n cellGroup,\n (colGroup.firstChild as Group).row - 1,\n (colGroup.firstChild as Group).attribute.y - cellGroup.attribute.height\n );\n colGroup.insertBefore(cellGroup, colGroup.firstChild);\n }\n }\n }\n const distStartRow = direction === 'up' ? this.rowEnd + 1 : this.rowStart - count;\n const distEndRow = direction === 'up' ? this.rowEnd + count : this.rowStart - 1;\n\n // 更新同步范围\n const syncTopRow = Math.max(this.bodyTopRow, screenTopRow - this.screenRowCount * 2);\n const syncBottomRow = Math.min(this.bodyBottomRow, screenTopRow + this.screenRowCount * 3);\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n for (let row = syncTopRow; row <= syncBottomRow; row++) {\n // const cellGroup = this.table.scenegraph.getCell(col, row);\n const cellGroup = this.highPerformanceGetCell(col, row, distStartRow, distEndRow);\n this.updateCellGroupContent(cellGroup);\n }\n }\n if (this.table.internalProps.autoRowHeight) {\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n this.table,\n direction\n );\n }\n\n this.rowStart = direction === 'up' ? this.rowStart + count : this.rowStart - count;\n this.rowEnd = direction === 'up' ? this.rowEnd + count : this.rowEnd - count;\n this.currentRow = direction === 'up' ? this.currentRow + count : this.currentRow - count;\n this.totalRow = direction === 'up' ? this.totalRow + count : this.totalRow - count;\n this.referenceRow = this.rowStart + Math.floor((this.rowEnd - this.rowStart) / 2);\n this.rowUpdatePos = distStartRow;\n this.rowUpdateDirection = direction;\n console.log('move end proxy', this.rowStart, this.rowEnd);\n console.log(\n 'move end cell',\n (this.table as any).scenegraph.bodyGroup.firstChild.firstChild.row,\n (this.table as any).scenegraph.bodyGroup.firstChild.lastChild.row\n );\n\n this.table.scenegraph.stage.render();\n await this.progress();\n } else {\n const distStartRow = direction === 'up' ? this.rowStart + count : this.rowStart - count;\n const distEndRow = direction === 'up' ? this.rowEnd + count : this.rowEnd - count;\n const distStartRowY = this.table.getRowsHeight(this.bodyTopRow, distStartRow - 1);\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n colGroup.forEachChildren((cellGroup: Group, index) => {\n // 这里使用colGroup变量而不是for this.rowStart to this.rowEndthis.rowEnd是因为在更新内可能出现row号码重复的情况\n this.updateCellGroupPosition(\n cellGroup,\n direction === 'up' ? cellGroup.row + count : cellGroup.row - count,\n index === 0 // row === this.rowStart\n ? distStartRowY\n : (cellGroup._prev as Group).attribute.y + (cellGroup._prev as Group).attribute.height\n );\n });\n }\n\n // 更新同步范围\n let syncTopRow;\n let syncBottomRow;\n if (this.table.internalProps.autoRowHeight) {\n syncTopRow = distStartRow;\n syncBottomRow = distEndRow;\n } else {\n syncTopRow = Math.max(this.bodyTopRow, screenTopRow - this.screenRowCount * 2);\n syncBottomRow = Math.min(this.bodyBottomRow, screenTopRow + this.screenRowCount * 3);\n }\n console.log('更新同步范围', syncTopRow, syncBottomRow);\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n for (let row = syncTopRow; row <= syncBottomRow; row++) {\n // const cellGroup = this.table.scenegraph.getCell(col, row);\n const cellGroup = this.highPerformanceGetCell(col, row, distStartRow, distEndRow);\n this.updateCellGroupContent(cellGroup);\n }\n }\n console.log('updateAutoRow', distEndRow > this.bodyBottomRow - (this.rowEnd - this.rowStart + 1) ? 'down' : 'up');\n\n if (this.table.internalProps.autoRowHeight) {\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n this.table,\n distEndRow > this.bodyBottomRow - (this.rowEnd - this.rowStart + 1) ? 'down' : 'up' // 跳转到底部时,从下向上对齐\n );\n }\n\n this.rowStart = distStartRow;\n this.rowEnd = distEndRow;\n this.currentRow = direction === 'up' ? this.currentRow + count : this.currentRow - count;\n this.totalRow = direction === 'up' ? this.totalRow + count : this.totalRow - count;\n this.referenceRow = this.rowStart + Math.floor((this.rowEnd - this.rowStart) / 2);\n this.rowUpdatePos = this.rowStart;\n this.rowUpdateDirection = distEndRow > this.bodyBottomRow - (this.rowEnd - this.rowStart + 1) ? 'down' : 'up';\n console.log('move total end proxy', this.rowStart, this.rowEnd);\n console.log(\n 'move total end cell',\n (this.table as any).scenegraph.bodyGroup.firstChild.firstChild.row,\n (this.table as any).scenegraph.bodyGroup.firstChild.lastChild.row\n );\n\n if (!this.table.internalProps.autoRowHeight) {\n await this.progress();\n }\n }\n }\n\n async updateCellGroupsAsync() {\n this.updateCellGroups(this.taskRowCount);\n }\n\n updateCellGroups(count: number) {\n const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);\n console.log('updateCellGroups', this.rowUpdatePos, distRow);\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n for (let row = this.rowUpdatePos; row <= distRow; row++) {\n // const cellGroup = this.table.scenegraph.getCell(col, row);\n const cellGroup = this.highPerformanceGetCell(col, row);\n this.updateCellGroupContent(cellGroup);\n }\n }\n\n if (this.table.internalProps.autoRowHeight) {\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.setAttribute('y', y);\n (cellGroup as any).needUpdate = true;\n (cellGroup as any).needUpdateForAutoRowHeight = true;\n }\n\n updateCellGroupContent(cellGroup: Group) {\n if (!cellGroup.needUpdate) {\n return;\n }\n\n this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n // 更新内容\n // const textMark = cellGroup.firstChild as WrapText;\n // const autoWrapText = Array.isArray(textMark.attribute.text);\n // const textStr: string = this.table.getCellValue(cellGroup.col, cellGroup.row);\n // let text;\n // if (autoWrapText) {\n // text = String(textStr).replace(/\\r?\\n/g, '\\n').replace(/\\r/g, '\\n').split('\\n');\n // } else {\n // text = textStr;\n // }\n\n // textMark.setAttribute('text', text);\n\n cellGroup.needUpdate = false;\n }\n\n async sortCell() {\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n for (let row = this.rowStart; row <= this.rowEnd; row++) {\n // const cellGroup = this.table.scenegraph.getCell(col, row);\n const cellGroup = this.highPerformanceGetCell(col, row);\n cellGroup.needUpdate = true;\n }\n }\n\n // 更新同步范围\n let syncTopRow;\n let syncBottomRow;\n if (this.table.internalProps.autoRowHeight) {\n syncTopRow = this.rowStart;\n syncBottomRow = this.rowEnd;\n } else {\n syncTopRow = Math.max(this.bodyTopRow, this.screenTopRow - this.screenRowCount * 2);\n syncBottomRow = Math.min(this.bodyBottomRow, this.screenTopRow + this.screenRowCount * 3);\n }\n console.log('sort更新同步范围', syncTopRow, syncBottomRow);\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n for (let row = syncTopRow; row <= syncBottomRow; row++) {\n // const cellGroup = this.table.scenegraph.getCell(col, row);\n const cellGroup = this.highPerformanceGetCell(col, row);\n this.updateCellGroupContent(cellGroup);\n }\n }\n console.log('updateAutoRow', this.rowEnd > this.bodyBottomRow - (this.rowEnd - this.rowStart + 1) ? 'down' : 'up');\n if (this.table.internalProps.autoRowHeight) {\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n this.table,\n this.rowEnd > this.bodyBottomRow - (this.rowEnd - this.rowStart + 1) ? 'down' : 'up' // 跳转到底部时,从下向上对齐\n );\n }\n this.rowUpdatePos = this.rowStart;\n this.rowUpdateDirection = this.rowEnd > this.bodyBottomRow - (this.rowEnd - this.rowStart + 1) ? 'down' : 'up';\n\n if (\n this.rowEnd === this.table.scenegraph.proxy.bodyBottomRow &&\n this.rowStart === this.table.scenegraph.proxy.bodyTopRow\n ) {\n // 全量更新,do nothing\n } else if (this.rowEnd === this.table.scenegraph.proxy.bodyBottomRow) {\n const totalHeight = this.table.getAllRowsHeight();\n const top = totalHeight - this.table.scenegraph.height;\n this.updateBody(top);\n } else if (this.rowStart === this.table.scenegraph.proxy.bodyTopRow) {\n this.updateBody(0);\n }\n\n if (!this.table.internalProps.autoRowHeight) {\n await this.progress();\n }\n }\n\n highPerformanceGetCell(col: number, row: number, rowStart: number = this.rowStart, rowEnd: number = this.rowEnd) {\n if (row < rowStart || row > rowEnd) {\n return emptyGroup;\n }\n if (this.cellCache.get(col)) {\n const cacheCellGoup = this.cellCache.get(col);\n if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {\n // 由缓存单元格向前后查找要快于从头查找\n let cellGroup = getCellByCache(cacheCellGoup, row);\n if (!cellGroup) {\n cellGroup = this.table.scenegraph.getCell(col, row);\n }\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row);\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row);\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n}\n\nfunction updateAutoRow(\n colStart: number,\n colEnd: number,\n rowStart: number,\n rowEnd: number,\n table: BaseTableAPI,\n direction: 'up' | 'down' = 'up'\n) {\n // 获取行高\n for (let row = rowStart; row <= rowEnd; row++) {\n let maxRowHeight = 0;\n for (let col = colStart; col <= colEnd; col++) {\n const cellGroup = table.scenegraph.getCell(col, row);\n if (!cellGroup.row) {\n continue;\n }\n // const contentHeight = cellGroup.getContentHeight();\n const text = (cellGroup.getChildByName('text') as WrapText) || cellGroup.getChildByName('content');\n const headerStyle = table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, table));\n const height = text.AABBBounds.height() + (padding[0] + padding[2]);\n maxRowHeight = Math.max(maxRowHeight, height);\n (cellGroup as any).needUpdateForAutoRowHeight = false;\n }\n // updateRowHeight(table.scenegraph, row, table.getRowHeight(row) - maxRowHeight);\n for (let col = colStart; col <= colEnd; col++) {\n const cellGroup = table.scenegraph.getCell(col, row);\n updateCellHeightForColumn(table.scenegraph, cellGroup, col, row, maxRowHeight, 0, false);\n }\n\n table.setRowHeight(row, maxRowHeight, true);\n }\n\n // 更新y位置\n if (direction === 'up') {\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const cellGroup = table.scenegraph.getCell(col, row);\n if (!cellGroup.row) {\n continue;\n }\n let y;\n if (cellGroup._prev) {\n y = ((cellGroup._prev as Group)?.attribute.y ?? 0) + ((cellGroup._prev as Group)?.attribute.height ?? 0);\n } else {\n // 估计位置\n y = table.getRowsHeight(table.columnHeaderLevelCount, cellGroup.row - 1);\n }\n cellGroup.setAttribute('y', y);\n }\n }\n } else {\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowEnd; row >= rowStart; row--) {\n const cellGroup = table.scenegraph.getCell(col, row);\n if (!cellGroup.row) {\n continue;\n }\n let y;\n if (cellGroup._next) {\n y = ((cellGroup._next as Group)?.attribute.y ?? 0) - (cellGroup.attribute.height ?? 0);\n } else {\n // 估计位置\n y = table.getRowsHeight(table.columnHeaderLevelCount, cellGroup.row) - (cellGroup.attribute.height ?? 0);\n console.log('估计位置', table.getRowsHeight(table.columnHeaderLevelCount, cellGroup.row));\n }\n cellGroup.setAttribute('y', y);\n }\n }\n }\n}\n\nfunction getCellByCache(cacheCellGroup: Group, row: number): Group | null {\n if (!cacheCellGroup) {\n return null;\n }\n if (cacheCellGroup.row === row) {\n return cacheCellGroup;\n } else if (cacheCellGroup.row > row) {\n return getCellByCache(cacheCellGroup._prev as Group, row);\n }\n return getCellByCache(cacheCellGroup._next as Group, row);\n}\n"]}
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+
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type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\nimport { dynamicSetX } from './update-position/dynamic-set-x';\nimport { dynamicSetY } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n mode: 'column' | 'row' | 'pivot' = 'column';\n\n rowLimit = 1000;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向\n screenTopRow: number = 0; // 当前屏幕范围内显示的第一行的row number\n\n colLimit = 1000;\n bodyLeftCol: number; // table body部分的第一列col number\n bodyRightCol: number; // table body部分的最后一列col number\n totalCol: number; // 渐进完成最后一列的col number\n colStart: number; // 当前维护的部分第一列的col number\n colEnd: number; // 当前维护的部分最后一列的col number\n taskColCount: number; // 一次任务生成/更新的col count\n xLimitLeft: number; // x > xLimitLeft动态更新,否则直接修改xy\n xLimitRight: number; // x < xLimitRight动态更新,否则直接修改xy\n screenColCount: number; // 预计屏幕范围内显示的col count\n firstScreenColLimit: number; // 首屏同步加载部分最后一列的col number\n colUpdatePos: number; // 异步任务目前更新到的列的col number\n currentCol: number; // 目前渐进生成的col number\n referenceCol: number; // 当前维护的部分中间一列的col number,认为referenceCol对应当前屏幕显示范围的第一列\n screenLeftCol: number = 0; // 当前屏幕范围内显示的第一列的col number\n colUpdateDirection: 'left' | 'right'; // 当前列更新方向\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n\n if (this.table.internalProps.transpose) {\n this.mode = 'row';\n } else if (this.table.isPivotTable()) {\n this.mode = 'pivot';\n }\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n }\n\n setParamsForColumn() {\n this.bodyLeftCol = this.table.rowHeaderLevelCount;\n this.bodyRightCol = this.table.colCount - 1;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n\n // 确定动态更新限制\n const totalBodyWidth = defaultColWidth * totalActualBodyColCount;\n const totalWidth = defaultColWidth * (this.bodyRightCol - this.bodyLeftCol + 1);\n this.xLimitLeft = totalBodyWidth / 2;\n this.xLimitRight = totalWidth - totalBodyWidth / 2;\n\n // 确定首屏高度范围\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.ceil(widthLimit / defaultColWidth);\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.colUpdatePos = this.bodyRightCol;\n }\n\n setParamsForRow() {\n this.bodyTopRow = this.table.columnHeaderLevelCount;\n this.bodyBottomRow = this.table.rowCount - 1;\n this.bodyLeftCol = 0;\n this.bodyRightCol = this.table.colCount - 1;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n\n // 确定动态更新限制\n const totalBodyHeight = defaultRowHeight * totalActualBodyRowCount;\n const totalHeight = defaultRowHeight * (this.bodyBottomRow - this.bodyTopRow + 1);\n this.yLimitTop = totalBodyHeight / 2;\n this.yLimitBottom = totalHeight - totalBodyHeight / 2;\n // this.bottomOffset = totalHeight - totalBodyHeight / 2;\n\n // 确定首屏高度范围\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.ceil(heightLimit / defaultRowHeight);\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n async createGroupForFirstScreen(\n cornerHeaderGroup: Group,\n colHeaderGroup: Group,\n rowHeaderGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n // compute parameters\n this.setParamsForRow();\n this.setParamsForColumn();\n\n // compute colums width in first screen\n this.table.internalProps._colWidthsMap.clear();\n this.table._clearColRangeWidthsMap();\n computeColsWidth(this.table, 0, Math.min(this.firstScreenColLimit, this.table.colCount - 1));\n\n // compute rows height in first screen\n this.table.internalProps._rowHeightsMap.clear();\n this.table._clearRowRangeHeightsMap();\n computeRowsHeight(this.table, 0, Math.min(this.firstScreenRowLimit, this.table.rowCount - 1));\n\n // update colHeaderGroup rowHeaderGroup bodyGroup position\n this.table.scenegraph.colHeaderGroup.setAttribute('x', this.table.getFrozenColsWidth());\n this.table.scenegraph.rowHeaderGroup.setAttribute('y', this.table.getFrozenRowsHeight());\n this.table.scenegraph.bodyGroup.setAttributes({\n x: this.table.getFrozenColsWidth(),\n y: this.table.getFrozenRowsHeight()\n });\n\n // create cornerHeaderGroup\n createColGroup(\n cornerHeaderGroup,\n xOrigin,\n yOrigin,\n 0, // colStart\n this.table.rowHeaderLevelCount - 1, // colEnd\n 0, // rowStart\n this.table.columnHeaderLevelCount - 1, // rowEnd\n 'cornerHeader', // CellType\n this.table\n );\n\n // create colHeaderGroup\n createColGroup(\n colHeaderGroup,\n xOrigin,\n yOrigin,\n this.table.rowHeaderLevelCount, // colStart\n Math.min(this.firstScreenColLimit, this.table.colCount - 1), // colEnd\n 0, // rowStart\n this.table.columnHeaderLevelCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n\n // create rowHeaderGroup\n createColGroup(\n rowHeaderGroup,\n xOrigin,\n yOrigin,\n 0, // colStart\n this.table.rowHeaderLevelCount - 1, // colEnd\n this.table.columnHeaderLevelCount, // rowStart\n Math.min(this.firstScreenRowLimit, this.table.rowCount - 1), // rowEnd\n 'rowHeader', // isHeader\n this.table\n );\n\n // create bodyGroup\n createColGroup(\n bodyGroup,\n xOrigin,\n yOrigin,\n this.table.rowHeaderLevelCount, // colStart\n Math.min(this.firstScreenColLimit, this.table.colCount - 1), // colEnd\n this.table.columnHeaderLevelCount, // rowStart\n Math.min(this.firstScreenRowLimit, this.table.rowCount - 1), // rowEnd\n 'body', // isHeader\n this.table\n );\n\n // update progress information\n if (!bodyGroup.firstChild) {\n // 无数据\n this.currentRow = this.totalRow;\n this.rowEnd = this.currentRow;\n this.rowUpdatePos = this.rowEnd;\n this.referenceRow = this.rowStart + Math.floor((this.rowEnd - this.rowStart) / 2);\n\n this.currentCol = this.totalCol;\n this.colEnd = this.currentCol;\n this.colUpdatePos = this.colEnd;\n this.referenceCol = this.colStart + Math.floor((this.colEnd - this.colStart) / 2);\n } else {\n this.currentRow = (bodyGroup.firstChild as Group)?.rowNumber ?? this.totalRow;\n this.rowEnd = this.currentRow;\n this.rowUpdatePos = this.rowEnd;\n this.referenceRow = this.rowStart + Math.floor((this.rowEnd - this.rowStart) / 2);\n\n this.currentCol = (bodyGroup.lastChild as Group)?.col ?? this.totalCol;\n this.colEnd = this.currentCol;\n this.colUpdatePos = this.colEnd;\n this.referenceCol = this.colStart + Math.floor((this.colEnd - this.colStart) / 2);\n\n // 开始异步任务\n await this.progress();\n }\n }\n\n async createColGroupForFirstScreen(\n rowHeaderGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number,\n table: BaseTableAPI\n ) {\n this.setParamsForRow();\n this.setParamsForColumn();\n\n // compute row height in first screen\n computeRowsHeight(table, this.table.columnHeaderLevelCount, Math.min(this.firstScreenRowLimit, table.rowCount - 1));\n\n // 生成首屏单元格\n // rowHeader\n createColGroup(\n rowHeaderGroup,\n xOrigin,\n yOrigin,\n 0, // colStart\n table.rowHeaderLevelCount - 1, // colEnd\n table.columnHeaderLevelCount, // rowStart\n table.rowCount - 1, // rowEnd\n 'rowHeader', // isHeader\n table,\n this.firstScreenRowLimit\n );\n // body\n createColGroup(\n bodyGroup,\n xOrigin,\n yOrigin,\n table.rowHeaderLevelCount, // colStart\n table.colCount - 1, // colEnd\n table.columnHeaderLevelCount, // rowStart\n table.rowCount - 1, // rowEnd\n 'body', // isHeader\n table,\n this.firstScreenRowLimit\n );\n\n // 更新row信息\n if (!bodyGroup.firstChild) {\n // 无数据\n this.currentRow = this.totalRow;\n this.rowEnd = this.currentRow;\n this.rowUpdatePos = this.rowEnd;\n this.referenceRow = Math.floor((this.rowEnd - this.rowStart) / 2);\n } else {\n this.currentRow = (bodyGroup.firstChild as Group)?.rowNumber ?? this.totalRow;\n this.rowEnd = this.currentRow;\n this.rowUpdatePos = this.rowEnd;\n this.referenceRow = Math.floor((this.rowEnd - this.rowStart) / 2);\n // 开始异步任务\n await this.progress();\n }\n }\n\n // async progress() {\n // if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // // 先更新\n // await this.updateCellGroupsAsync();\n // await this.progress();\n // } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // // 先更新没有需要更新的节点,在生成新节点\n // await this.createRow();\n // await this.progress();\n // }\n // }\n async progress() {\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n if (this.colUpdatePos < this.colEnd) {\n await this.updateColCellGroupsAsync();\n await this.progress();\n } else if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n await this.updateRowCellGroupsAsync();\n await this.progress();\n } else if (this.currentCol < this.totalCol) {\n await this.createCol();\n await this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n await this.createRow();\n await this.progress();\n }\n resolve();\n }, 0);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n async createCol() {\n if (!this.taskColCount) {\n return;\n }\n console.log('createCol', this.currentCol, this.currentCol + this.taskColCount);\n this.createColGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n // compute rows height\n computeRowsHeight(this.table, this.currentRow + 1, endRow);\n\n // create row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellType = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellType\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowEnd = endRow;\n this.rowUpdatePos = this.rowEnd;\n this.referenceRow = this.rowStart + Math.floor((endRow - this.rowStart) / 2);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n createColGroup(onceCount: number) {\n // compute rows height\n const endCol = Math.min(this.totalCol, this.currentCol + onceCount);\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bodyGroup\n createColGroup(\n this.table.scenegraph.bodyGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.rowStart, // rowStart\n this.rowEnd, // rowEnd\n 'body', // isHeader\n this.table\n );\n\n this.currentCol = endCol;\n this.colEnd = endCol;\n this.colUpdatePos = this.colEnd;\n this.referenceCol = this.colStart + Math.floor((endCol - this.colStart) / 2);\n console.log('async', this.referenceCol, this.colStart, this.colEnd);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n async setY(y: number) {\n if (y < this.yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else if (y > this.yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y);\n }\n }\n\n async setX(x: number) {\n if (x < this.xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndColHeaderX(-x);\n } else if (x > this.xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.table.scenegraph.setBodyAndColHeaderX(-x);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x);\n }\n }\n\n async dynamicSetY(y: number) {\n dynamicSetY(y, this);\n }\n async dynamicSetX(x: number) {\n dynamicSetX(x, this);\n }\n\n updateBody(y: number) {\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n }\n\n async updateRowCellGroupsAsync() {\n this.updateCellGroups(this.taskRowCount);\n }\n\n updateCellGroups(count: number) {\n const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);\n // console.log('updateCellGroups', this.rowUpdatePos, distRow);\n if (this.table.internalProps.autoRowHeight) {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow);\n }\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n for (let row = this.rowUpdatePos; row <= distRow; row++) {\n // const cellGroup = this.table.scenegraph.getCell(col, row);\n const cellGroup = this.highPerformanceGetCell(col, row);\n this.updateCellGroupContent(cellGroup);\n }\n }\n\n if (this.table.internalProps.autoRowHeight) {\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n\n async updateColCellGroupsAsync() {\n this.updateColGroups(this.taskRowCount);\n }\n\n updateColGroups(count: number) {\n const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);\n // console.log('updateCellGroups', this.colUpdatePos, distCol);\n for (let col = this.colUpdatePos; col <= distCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n if (colGroup) {\n // colGroup.forEachChildren((cellGroup: Group) => {\n // this.updateCellGroupContent(cellGroup);\n // });\n // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // const cellGroup = this.highPerformanceGetCell(colGroup.col, row);\n // this.updateCellGroupContent(cellGroup);\n // }\n let cellGroup = colGroup.firstChild;\n while (cellGroup) {\n // this.updateCellGroupContent(cellGroup as Group);\n // cellGroup = cellGroup._next;\n const newCellGroup = this.updateCellGroupContent(cellGroup as Group);\n cellGroup = newCellGroup._next;\n }\n colGroup.needUpdate = false;\n }\n }\n this.colUpdatePos = distCol + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.setAttribute('y', y);\n (cellGroup as any).needUpdate = true;\n (cellGroup as any).needUpdateForAutoRowHeight = true;\n }\n\n updateCellGroupContent(cellGroup: Group) {\n if (!cellGroup.needUpdate) {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n // 更新内容\n // const textMark = cellGroup.firstChild as WrapText;\n // const autoWrapText = Array.isArray(textMark.attribute.text);\n // const textStr: string = this.table.getCellValue(cellGroup.col, cellGroup.row);\n // let text;\n // if (autoWrapText) {\n // text = String(textStr).replace(/\\r?\\n/g, '\\n').replace(/\\r/g, '\\n').split('\\n');\n // } else {\n // text = textStr;\n // }\n\n // textMark.setAttribute('text', text);\n\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCell() {\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n for (let row = this.rowStart; row <= this.rowEnd; row++) {\n // const cellGroup = this.table.scenegraph.getCell(col, row);\n const cellGroup = this.highPerformanceGetCell(col, row);\n cellGroup.needUpdate = true;\n }\n }\n\n // 更新同步范围\n let syncTopRow;\n let syncBottomRow;\n if (this.table.internalProps.autoRowHeight) {\n syncTopRow = this.rowStart;\n syncBottomRow = this.rowEnd;\n } else {\n syncTopRow = Math.max(this.bodyTopRow, this.screenTopRow - this.screenRowCount * 2);\n syncBottomRow = Math.min(this.bodyBottomRow, this.screenTopRow + this.screenRowCount * 3);\n }\n console.log('sort更新同步范围', syncTopRow, syncBottomRow);\n if (this.table.internalProps.autoRowHeight) {\n computeRowsHeight(this.table, syncTopRow, syncBottomRow);\n }\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n for (let row = syncTopRow; row <= syncBottomRow; row++) {\n // const cellGroup = this.table.scenegraph.getCell(col, row);\n const cellGroup = this.highPerformanceGetCell(col, row);\n this.updateCellGroupContent(cellGroup);\n }\n }\n console.log('updateAutoRow', this.rowEnd > this.bodyBottomRow - (this.rowEnd - this.rowStart + 1) ? 'down' : 'up');\n if (this.table.internalProps.autoRowHeight) {\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n syncTopRow, // rowStart\n syncBottomRow, // rowEnd\n this.table,\n this.rowEnd > this.bodyBottomRow - (this.rowEnd - this.rowStart + 1) ? 'down' : 'up' // 跳转到底部时,从下向上对齐\n );\n }\n this.rowUpdatePos = this.rowStart;\n this.rowUpdateDirection = this.rowEnd > this.bodyBottomRow - (this.rowEnd - this.rowStart + 1) ? 'down' : 'up';\n\n if (\n this.rowEnd === this.table.scenegraph.proxy.bodyBottomRow &&\n this.rowStart === this.table.scenegraph.proxy.bodyTopRow\n ) {\n // 全量更新,do nothing\n } else if (this.rowEnd === this.table.scenegraph.proxy.bodyBottomRow) {\n const totalHeight = this.table.getAllRowsHeight();\n const top = totalHeight - this.table.scenegraph.height;\n this.updateBody(top);\n } else if (this.rowStart === this.table.scenegraph.proxy.bodyTopRow) {\n this.updateBody(0);\n }\n\n if (!this.table.internalProps.autoRowHeight) {\n await this.progress();\n }\n }\n\n highPerformanceGetCell(\n col: number,\n row: number,\n rowStart: number = this.rowStart,\n rowEnd: number = this.rowEnd,\n getShadow?: boolean\n ) {\n if (row < rowStart || row > rowEnd) {\n return emptyGroup;\n }\n if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) {\n return emptyGroup;\n }\n if (this.cellCache.get(col)) {\n const cacheCellGoup = this.cellCache.get(col);\n if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {\n // 由缓存单元格向前后查找要快于从头查找\n let cellGroup = getCellByCache(cacheCellGoup, row);\n if (!cellGroup) {\n cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n }\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n}\n\nfunction getCellByCache(cacheCellGroup: Group, row: number): Group | null {\n if (!cacheCellGroup) {\n return null;\n }\n if (cacheCellGroup.row === row) {\n return cacheCellGroup;\n } else if (cacheCellGroup.row > row) {\n return getCellByCache(cacheCellGroup._prev as Group, row);\n }\n return getCellByCache(cacheCellGroup._next as Group, row);\n}\n"]}
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