@visactor/vtable 0.9.1 → 0.9.2-alpha.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (611) hide show
  1. package/cjs/ListTable.d.ts +2 -1
  2. package/cjs/ListTable.js +17 -13
  3. package/cjs/ListTable.js.map +1 -1
  4. package/cjs/PivotChart.d.ts +68 -0
  5. package/cjs/PivotChart.js +427 -0
  6. package/cjs/PivotChart.js.map +1 -0
  7. package/cjs/PivotTable.d.ts +2 -1
  8. package/cjs/PivotTable.js +18 -13
  9. package/cjs/PivotTable.js.map +1 -1
  10. package/cjs/body-helper/style/MultilineTextStyle.js +2 -2
  11. package/cjs/body-helper/style/MultilineTextStyle.js.map +1 -1
  12. package/cjs/body-helper/style/ProgressBarStyle.js +15 -15
  13. package/cjs/body-helper/style/ProgressBarStyle.js.map +1 -1
  14. package/cjs/body-helper/style/Style.d.ts +0 -1
  15. package/cjs/body-helper/style/Style.js +25 -28
  16. package/cjs/body-helper/style/Style.js.map +1 -1
  17. package/cjs/components/axis/axis.d.ts +45 -0
  18. package/cjs/components/axis/axis.js +146 -0
  19. package/cjs/components/axis/axis.js.map +1 -0
  20. package/cjs/components/axis/band-scale.d.ts +18 -0
  21. package/cjs/components/axis/band-scale.js +54 -0
  22. package/cjs/components/axis/band-scale.js.map +1 -0
  23. package/cjs/components/axis/get-axis-attributes.d.ts +136 -0
  24. package/cjs/components/axis/get-axis-attributes.js +169 -0
  25. package/cjs/components/axis/get-axis-attributes.js.map +1 -0
  26. package/cjs/components/axis/label-overlap.d.ts +3 -0
  27. package/cjs/components/axis/label-overlap.js +46 -0
  28. package/cjs/components/axis/label-overlap.js.map +1 -0
  29. package/cjs/components/axis/linear-scale.d.ts +45 -0
  30. package/cjs/components/axis/linear-scale.js +120 -0
  31. package/cjs/components/axis/linear-scale.js.map +1 -0
  32. package/cjs/components/legend/get-legend-attributes.d.ts +5 -0
  33. package/cjs/components/legend/get-legend-attributes.js +90 -0
  34. package/cjs/components/legend/get-legend-attributes.js.map +1 -0
  35. package/cjs/components/legend/legend.d.ts +23 -0
  36. package/cjs/components/legend/legend.js +94 -0
  37. package/cjs/components/legend/legend.js.map +1 -0
  38. package/cjs/{menu → components/menu}/dom/BaseMenu.d.ts +2 -2
  39. package/cjs/components/menu/dom/BaseMenu.js.map +1 -0
  40. package/cjs/components/menu/dom/Menu.js.map +1 -0
  41. package/{es → cjs/components}/menu/dom/MenuHandler.d.ts +2 -2
  42. package/cjs/{menu → components/menu}/dom/MenuHandler.js +1 -1
  43. package/cjs/components/menu/dom/MenuHandler.js.map +1 -0
  44. package/cjs/{menu → components/menu}/dom/logic/MenuContainer.d.ts +2 -2
  45. package/cjs/{menu → components/menu}/dom/logic/MenuContainer.js +2 -2
  46. package/cjs/components/menu/dom/logic/MenuContainer.js.map +1 -0
  47. package/cjs/{menu → components/menu}/dom/logic/MenuElement.d.ts +2 -2
  48. package/cjs/{menu → components/menu}/dom/logic/MenuElement.js +4 -4
  49. package/cjs/components/menu/dom/logic/MenuElement.js.map +1 -0
  50. package/cjs/components/menu/dom/logic/MenuElementStyle.js.map +1 -0
  51. package/cjs/components/title/title.d.ts +12 -0
  52. package/cjs/components/title/title.js +66 -0
  53. package/cjs/components/title/title.js.map +1 -0
  54. package/cjs/{tooltip → components/tooltip}/BaseTooltip.d.ts +3 -3
  55. package/cjs/components/tooltip/BaseTooltip.js.map +1 -0
  56. package/cjs/components/tooltip/Tooltip.js.map +1 -0
  57. package/{es → cjs/components}/tooltip/TooltipHandler.d.ts +4 -4
  58. package/cjs/{tooltip → components/tooltip}/TooltipHandler.js +1 -1
  59. package/cjs/components/tooltip/TooltipHandler.js.map +1 -0
  60. package/cjs/{tooltip → components/tooltip}/logic/BubbleTooltipElement.d.ts +4 -4
  61. package/cjs/{tooltip → components/tooltip}/logic/BubbleTooltipElement.js +1 -1
  62. package/cjs/components/tooltip/logic/BubbleTooltipElement.js.map +1 -0
  63. package/cjs/components/tooltip/logic/BubbleTooltipElementStyle.js.map +1 -0
  64. package/cjs/components/util/orient.d.ts +3 -0
  65. package/cjs/components/util/orient.js +14 -0
  66. package/cjs/components/util/orient.js.map +1 -0
  67. package/cjs/components/util/register.d.ts +3 -0
  68. package/cjs/components/util/register.js +15 -0
  69. package/cjs/components/util/register.js.map +1 -0
  70. package/cjs/components/util/tick-data/config.d.ts +1 -0
  71. package/cjs/components/util/tick-data/config.js +6 -0
  72. package/cjs/components/util/tick-data/config.js.map +1 -0
  73. package/cjs/components/util/tick-data/continuous.d.ts +2 -0
  74. package/cjs/components/util/tick-data/continuous.js +39 -0
  75. package/cjs/components/util/tick-data/continuous.js.map +1 -0
  76. package/cjs/components/util/tick-data/discrete/linear.d.ts +2 -0
  77. package/cjs/components/util/tick-data/discrete/linear.js +66 -0
  78. package/cjs/components/util/tick-data/discrete/linear.js.map +1 -0
  79. package/cjs/components/util/tick-data/discrete/polar-angle.d.ts +2 -0
  80. package/cjs/components/util/tick-data/discrete/polar-angle.js +46 -0
  81. package/cjs/components/util/tick-data/discrete/polar-angle.js.map +1 -0
  82. package/cjs/components/util/tick-data/index.d.ts +2 -0
  83. package/cjs/components/util/tick-data/index.js +17 -0
  84. package/cjs/components/util/tick-data/index.js.map +1 -0
  85. package/cjs/components/util/tick-data/util.d.ts +21 -0
  86. package/cjs/components/util/tick-data/util.js +115 -0
  87. package/cjs/components/util/tick-data/util.js.map +1 -0
  88. package/cjs/components/util/transform.d.ts +5 -0
  89. package/cjs/components/util/transform.js +45 -0
  90. package/cjs/components/util/transform.js.map +1 -0
  91. package/cjs/core/BaseTable.d.ts +19 -6
  92. package/cjs/core/BaseTable.js +103 -44
  93. package/cjs/core/BaseTable.js.map +1 -1
  94. package/cjs/core/TABLE_EVENT_TYPE.d.ts +3 -0
  95. package/cjs/core/TABLE_EVENT_TYPE.js +4 -1
  96. package/cjs/core/TABLE_EVENT_TYPE.js.map +1 -1
  97. package/cjs/core/style.js +1 -1
  98. package/cjs/core/style.js.map +1 -1
  99. package/cjs/core/tableHelper.js +1 -2
  100. package/cjs/data/CachedDataSource.js +2 -1
  101. package/cjs/data/DataSource.js +2 -2
  102. package/cjs/data/DataSource.js.map +1 -1
  103. package/cjs/dataset/dataset.d.ts +12 -19
  104. package/cjs/dataset/dataset.js +168 -196
  105. package/cjs/dataset/dataset.js.map +1 -1
  106. package/cjs/dataset/statistics-helper.d.ts +68 -0
  107. package/cjs/dataset/statistics-helper.js +173 -0
  108. package/cjs/dataset/statistics-helper.js.map +1 -0
  109. package/cjs/dataset/util/zero-align.d.ts +10 -0
  110. package/cjs/dataset/util/zero-align.js +119 -0
  111. package/cjs/dataset/util/zero-align.js.map +1 -0
  112. package/cjs/event/EventHandler.js.map +1 -1
  113. package/cjs/event/EventTarget.d.ts +5 -5
  114. package/cjs/event/EventTarget.js +2 -2
  115. package/cjs/event/EventTarget.js.map +1 -1
  116. package/cjs/event/VChartEventProxy.d.ts +1 -0
  117. package/cjs/event/VChartEventProxy.js +1 -0
  118. package/cjs/event/VChartEventProxy.js.map +1 -0
  119. package/cjs/event/event.js +8 -5
  120. package/cjs/event/event.js.map +1 -1
  121. package/cjs/event/listener/table-group.js +8 -6
  122. package/cjs/event/listener/table-group.js.map +1 -1
  123. package/cjs/event/pivot-chart/axis-click.d.ts +2 -0
  124. package/cjs/event/pivot-chart/axis-click.js +42 -0
  125. package/cjs/event/pivot-chart/axis-click.js.map +1 -0
  126. package/cjs/event/sparkline-event.js.map +1 -1
  127. package/cjs/event/util.js +0 -1
  128. package/cjs/header-helper/header-helper.js +1 -1
  129. package/cjs/header-helper/header-helper.js.map +1 -1
  130. package/cjs/header-helper/style/MultilineTextHeaderStyle.js +2 -2
  131. package/cjs/header-helper/style/MultilineTextHeaderStyle.js.map +1 -1
  132. package/cjs/header-helper/style/Style.d.ts +0 -1
  133. package/cjs/header-helper/style/Style.js +25 -28
  134. package/cjs/header-helper/style/Style.js.map +1 -1
  135. package/cjs/index.d.ts +4 -3
  136. package/cjs/index.js +11 -2
  137. package/cjs/index.js.map +1 -1
  138. package/cjs/layout/index.js +2 -1
  139. package/cjs/layout/pivot-chart/get-axis-config.d.ts +2 -0
  140. package/cjs/layout/pivot-chart/get-axis-config.js +118 -0
  141. package/cjs/layout/pivot-chart/get-axis-config.js.map +1 -0
  142. package/cjs/layout/pivot-chart/get-chart-spec.d.ts +4 -0
  143. package/cjs/layout/pivot-chart/get-chart-spec.js +118 -0
  144. package/cjs/layout/pivot-chart/get-chart-spec.js.map +1 -0
  145. package/cjs/layout/pivot-header-layout.d.ts +13 -5
  146. package/cjs/layout/pivot-header-layout.js +68 -12
  147. package/cjs/layout/pivot-header-layout.js.map +1 -1
  148. package/cjs/layout/pivot-layout.d.ts +55 -8
  149. package/cjs/layout/pivot-layout.js +419 -89
  150. package/cjs/layout/pivot-layout.js.map +1 -1
  151. package/cjs/layout/simple-header-layout.d.ts +10 -0
  152. package/cjs/layout/simple-header-layout.js +40 -0
  153. package/cjs/layout/simple-header-layout.js.map +1 -1
  154. package/cjs/render/layout/container.js +13 -0
  155. package/cjs/render/layout/container.js.map +1 -1
  156. package/cjs/scenegraph/component/table-component.js +3 -3
  157. package/cjs/scenegraph/component/table-component.js.map +1 -1
  158. package/cjs/scenegraph/graphic/chart.d.ts +3 -0
  159. package/cjs/scenegraph/graphic/chart.js +21 -6
  160. package/cjs/scenegraph/graphic/chart.js.map +1 -1
  161. package/cjs/scenegraph/graphic/contributions/chart-render.js +15 -3
  162. package/cjs/scenegraph/graphic/contributions/chart-render.js.map +1 -1
  163. package/cjs/scenegraph/graphic/text.js +5 -5
  164. package/cjs/scenegraph/graphic/text.js.map +1 -1
  165. package/cjs/scenegraph/group-creater/cell-helper.d.ts +1 -1
  166. package/cjs/scenegraph/group-creater/cell-helper.js +21 -12
  167. package/cjs/scenegraph/group-creater/cell-helper.js.map +1 -1
  168. package/cjs/scenegraph/group-creater/cell-type/chart-cell.d.ts +2 -1
  169. package/cjs/scenegraph/group-creater/cell-type/chart-cell.js +6 -5
  170. package/cjs/scenegraph/group-creater/cell-type/chart-cell.js.map +1 -1
  171. package/cjs/scenegraph/group-creater/cell-type/image-cell.d.ts +1 -1
  172. package/cjs/scenegraph/group-creater/cell-type/image-cell.js +1 -2
  173. package/cjs/scenegraph/group-creater/cell-type/image-cell.js.map +1 -1
  174. package/cjs/scenegraph/group-creater/cell-type/spark-line-cell.d.ts +2 -1
  175. package/cjs/scenegraph/group-creater/cell-type/spark-line-cell.js +2 -3
  176. package/cjs/scenegraph/group-creater/cell-type/spark-line-cell.js.map +1 -1
  177. package/cjs/scenegraph/group-creater/cell-type/text-cell.d.ts +1 -2
  178. package/cjs/scenegraph/group-creater/cell-type/text-cell.js +6 -18
  179. package/cjs/scenegraph/group-creater/cell-type/text-cell.js.map +1 -1
  180. package/cjs/scenegraph/group-creater/cell-type/video-cell.d.ts +1 -1
  181. package/cjs/scenegraph/group-creater/cell-type/video-cell.js +1 -2
  182. package/cjs/scenegraph/group-creater/cell-type/video-cell.js.map +1 -1
  183. package/cjs/scenegraph/group-creater/column-helper.js +9 -30
  184. package/cjs/scenegraph/group-creater/column-helper.js.map +1 -1
  185. package/cjs/scenegraph/group-creater/column.js.map +1 -1
  186. package/cjs/scenegraph/group-creater/progress/create-group-for-first-screen.d.ts +3 -0
  187. package/cjs/scenegraph/group-creater/progress/create-group-for-first-screen.js +71 -0
  188. package/cjs/scenegraph/group-creater/progress/create-group-for-first-screen.js.map +1 -0
  189. package/cjs/scenegraph/group-creater/progress/proxy.d.ts +31 -12
  190. package/cjs/scenegraph/group-creater/progress/proxy.js +117 -128
  191. package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
  192. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.d.ts +2 -0
  193. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.js +112 -0
  194. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.js.map +1 -0
  195. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.d.ts +2 -0
  196. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +109 -0
  197. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -0
  198. package/cjs/scenegraph/group-creater/progress/update-position/update-auto-row.d.ts +2 -0
  199. package/cjs/scenegraph/group-creater/progress/update-position/update-auto-row.js +24 -0
  200. package/cjs/scenegraph/group-creater/progress/update-position/update-auto-row.js.map +1 -0
  201. package/cjs/scenegraph/layout/compute-col-width.d.ts +9 -1
  202. package/cjs/scenegraph/layout/compute-col-width.js +33 -23
  203. package/cjs/scenegraph/layout/compute-col-width.js.map +1 -1
  204. package/cjs/scenegraph/layout/compute-row-height.d.ts +3 -0
  205. package/cjs/scenegraph/layout/compute-row-height.js +173 -0
  206. package/cjs/scenegraph/layout/compute-row-height.js.map +1 -0
  207. package/cjs/scenegraph/layout/move-cell.js +1 -1
  208. package/cjs/scenegraph/layout/move-cell.js.map +1 -1
  209. package/cjs/scenegraph/layout/update-cell.js +3 -2
  210. package/cjs/scenegraph/layout/update-cell.js.map +1 -1
  211. package/cjs/scenegraph/layout/update-height.js +4 -3
  212. package/cjs/scenegraph/layout/update-height.js.map +1 -1
  213. package/cjs/scenegraph/layout/update-row.js +1 -1
  214. package/cjs/scenegraph/layout/update-row.js.map +1 -1
  215. package/cjs/scenegraph/layout/update-width.js +4 -3
  216. package/cjs/scenegraph/layout/update-width.js.map +1 -1
  217. package/cjs/scenegraph/refresh-node/update-chart.d.ts +3 -0
  218. package/cjs/scenegraph/refresh-node/update-chart.js +48 -5
  219. package/cjs/scenegraph/refresh-node/update-chart.js.map +1 -1
  220. package/cjs/scenegraph/scenegraph.d.ts +13 -5
  221. package/cjs/scenegraph/scenegraph.js +163 -56
  222. package/cjs/scenegraph/scenegraph.js.map +1 -1
  223. package/cjs/scenegraph/stick-text/index.d.ts +1 -0
  224. package/cjs/scenegraph/stick-text/index.js +23 -7
  225. package/cjs/scenegraph/stick-text/index.js.map +1 -1
  226. package/cjs/scenegraph/style/frame-border.js +1 -5
  227. package/cjs/scenegraph/style/frame-border.js.map +1 -1
  228. package/cjs/scenegraph/utils/text-icon-layout.d.ts +2 -1
  229. package/cjs/scenegraph/utils/text-icon-layout.js +6 -5
  230. package/cjs/scenegraph/utils/text-icon-layout.js.map +1 -1
  231. package/cjs/state/hover/col.js +4 -4
  232. package/cjs/state/hover/col.js.map +1 -1
  233. package/cjs/state/state.js +1 -1
  234. package/cjs/state/state.js.map +1 -1
  235. package/cjs/themes/DEFAULT.js +1 -2
  236. package/cjs/tools/LimitPromiseQueue.js +2 -1
  237. package/cjs/tools/NumberMap.d.ts +1 -0
  238. package/cjs/tools/NumberMap.js +3 -0
  239. package/cjs/tools/NumberMap.js.map +1 -1
  240. package/cjs/tools/calc.d.ts +3 -0
  241. package/cjs/tools/calc.js +11 -3
  242. package/cjs/tools/calc.js.map +1 -1
  243. package/cjs/tools/diff-cell.js +2 -2
  244. package/cjs/tools/dom.js +1 -1
  245. package/cjs/tools/env.js +1 -1
  246. package/cjs/ts-types/base-table.d.ts +41 -12
  247. package/cjs/ts-types/base-table.js.map +1 -1
  248. package/cjs/ts-types/column/style.d.ts +0 -1
  249. package/cjs/ts-types/column/style.js.map +1 -1
  250. package/cjs/ts-types/component/axis.d.ts +12 -0
  251. package/cjs/ts-types/component/axis.js +6 -0
  252. package/cjs/ts-types/component/axis.js.map +1 -0
  253. package/cjs/ts-types/component/legend.d.ts +5 -0
  254. package/cjs/ts-types/component/legend.js +6 -0
  255. package/cjs/ts-types/component/legend.js.map +1 -0
  256. package/cjs/ts-types/component/title.d.ts +47 -0
  257. package/cjs/ts-types/component/title.js +6 -0
  258. package/cjs/ts-types/component/title.js.map +1 -0
  259. package/cjs/ts-types/component/util.d.ts +1 -0
  260. package/cjs/ts-types/component/util.js +6 -0
  261. package/cjs/ts-types/component/util.js.map +1 -0
  262. package/cjs/ts-types/events.d.ts +100 -83
  263. package/cjs/ts-types/events.js.map +1 -1
  264. package/cjs/ts-types/list-table/layout-map/api.d.ts +4 -0
  265. package/cjs/ts-types/list-table/layout-map/api.js.map +1 -1
  266. package/cjs/ts-types/new-data-set.d.ts +18 -5
  267. package/cjs/ts-types/new-data-set.js +2 -2
  268. package/cjs/ts-types/new-data-set.js.map +1 -1
  269. package/cjs/ts-types/pivot-table/PIVOT_TABLE_EVENT_TYPE.d.ts +4 -0
  270. package/cjs/ts-types/pivot-table/PIVOT_TABLE_EVENT_TYPE.js +3 -1
  271. package/cjs/ts-types/pivot-table/PIVOT_TABLE_EVENT_TYPE.js.map +1 -1
  272. package/cjs/ts-types/pivot-table/corner.d.ts +3 -3
  273. package/cjs/ts-types/pivot-table/corner.js.map +1 -1
  274. package/cjs/ts-types/pivot-table/indicator/index.d.ts +1 -0
  275. package/cjs/ts-types/pivot-table/indicator/index.js.map +1 -1
  276. package/cjs/ts-types/pivot-table/title.d.ts +1 -1
  277. package/cjs/ts-types/pivot-table/title.js.map +1 -1
  278. package/cjs/ts-types/table-engine.d.ts +27 -3
  279. package/cjs/ts-types/table-engine.js.map +1 -1
  280. package/dist/vtable.js +29113 -17684
  281. package/dist/vtable.min.js +4 -2
  282. package/es/ListTable.d.ts +2 -1
  283. package/es/ListTable.js +17 -13
  284. package/es/ListTable.js.map +1 -1
  285. package/es/PivotChart.d.ts +68 -0
  286. package/es/PivotChart.js +437 -0
  287. package/es/PivotChart.js.map +1 -0
  288. package/es/PivotTable.d.ts +2 -1
  289. package/es/PivotTable.js +19 -14
  290. package/es/PivotTable.js.map +1 -1
  291. package/es/body-helper/style/MultilineTextStyle.js +2 -2
  292. package/es/body-helper/style/MultilineTextStyle.js.map +1 -1
  293. package/es/body-helper/style/ProgressBarStyle.js +15 -15
  294. package/es/body-helper/style/ProgressBarStyle.js.map +1 -1
  295. package/es/body-helper/style/Style.d.ts +0 -1
  296. package/es/body-helper/style/Style.js +25 -28
  297. package/es/body-helper/style/Style.js.map +1 -1
  298. package/es/components/axis/axis.d.ts +45 -0
  299. package/es/components/axis/axis.js +155 -0
  300. package/es/components/axis/axis.js.map +1 -0
  301. package/es/components/axis/band-scale.d.ts +18 -0
  302. package/es/components/axis/band-scale.js +46 -0
  303. package/es/components/axis/band-scale.js.map +1 -0
  304. package/es/components/axis/get-axis-attributes.d.ts +136 -0
  305. package/es/components/axis/get-axis-attributes.js +166 -0
  306. package/es/components/axis/get-axis-attributes.js.map +1 -0
  307. package/es/components/axis/label-overlap.d.ts +3 -0
  308. package/es/components/axis/label-overlap.js +39 -0
  309. package/es/components/axis/label-overlap.js.map +1 -0
  310. package/es/components/axis/linear-scale.d.ts +45 -0
  311. package/es/components/axis/linear-scale.js +104 -0
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  313. package/es/components/legend/get-legend-attributes.d.ts +5 -0
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type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport type { Group } from '../graphic/group';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\n\n/**\n * @description: 更新单个单元格宽度/高度\n * @return {*}\n */\nexport function updateCellLayout(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n width: number,\n height: number,\n detaX: number,\n detaY: number,\n isHeader: boolean,\n autoColWidth: boolean,\n autoRowHeight: boolean\n) {\n let cellGroup;\n let distWidth;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // TO BE FIXED 这里使用横向和纵向来判断单元格merge情况,目前没有横纵都merge的情况,\n // 如果有这里的逻辑要修改\n if (mergeInfo && mergeInfo.end.col - mergeInfo.start.col) {\n // 更新横向merge cell width\n const mergeCell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n const mergeCellWidth = mergeCell.attribute.width;\n mergeCell.setAttribute('width', mergeCellWidth + detaX);\n\n cellGroup = mergeCell;\n distWidth = mergeCell.attribute.width;\n } else if (mergeInfo && mergeInfo.start.row === row) {\n // 更新纵向merge cell width,只更新一次\n cell.setAttribute('width', width + detaX);\n\n cellGroup = cell;\n distWidth = width + detaX;\n } else if (!mergeInfo) {\n cell.setAttribute('width', width + detaX);\n cellGroup = cell;\n distWidth = width + detaX;\n }\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return;\n }\n\n // 更新单元格布局\n\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cell.attribute.width,\n // cell.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cell.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cell.insertBefore(newBarCell, oldBarCell);\n cell.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cell.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cell,\n cell.parent,\n cell.attribute.x,\n cell.attribute.y,\n col,\n row,\n cell.attribute.width,\n cell.attribute.height,\n padding,\n scene.table\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n } else {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n updateCellContentWidth(\n cell,\n distWidth,\n detaX,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline,\n scene\n );\n\n // 处理自定义渲染\n const customContainer = cellGroup.getChildByName('custom-container') as Group;\n if (customContainer) {\n customContainer.clear();\n cellGroup.removeChild(customContainer);\n\n let customRender;\n let customLayout;\n const cellType = scene.table.getCellType(cellGroup.col, cellGroup.row);\n if (cellType !== 'body') {\n const define = scene.table.getHeaderDefine(cellGroup.col, cellGroup.row);\n customRender = define?.headerCustomRender;\n customLayout = define?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(cellGroup.col, cellGroup.row);\n customRender = define?.customRender || scene.table.customRender;\n customLayout = define?.customLayout;\n }\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n cellGroup.col,\n cellGroup.row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n false,\n false,\n scene.table\n );\n cellGroup.appendChild(customResult.elementsGroup);\n }\n }\n}\n"]}
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type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport type { Group } from '../graphic/group';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\n\n/**\n * @description: 更新单个单元格宽度/高度\n * @return {*}\n */\nexport function updateCellLayout(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n width: number,\n height: number,\n detaX: number,\n detaY: number,\n isHeader: boolean,\n autoColWidth: boolean,\n autoRowHeight: boolean\n) {\n let cellGroup;\n let distWidth;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // TO BE FIXED 这里使用横向和纵向来判断单元格merge情况,目前没有横纵都merge的情况,\n // 如果有这里的逻辑要修改\n if (mergeInfo && mergeInfo.end.col - mergeInfo.start.col) {\n // 更新横向merge cell width\n const mergeCell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n const mergeCellWidth = mergeCell.attribute.width;\n mergeCell.setAttribute('width', mergeCellWidth + detaX);\n\n cellGroup = mergeCell;\n distWidth = mergeCell.attribute.width;\n } else if (mergeInfo && mergeInfo.start.row === row) {\n // 更新纵向merge cell width,只更新一次\n cell.setAttribute('width', width + detaX);\n\n cellGroup = cell;\n distWidth = width + detaX;\n } else if (!mergeInfo) {\n cell.setAttribute('width', width + detaX);\n cellGroup = cell;\n distWidth = width + detaX;\n }\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return;\n }\n\n // 更新单元格布局\n\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cell.attribute.width,\n // cell.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cell.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cell.insertBefore(newBarCell, oldBarCell);\n cell.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cell.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cell,\n cell.parent,\n cell.attribute.x,\n cell.attribute.y,\n col,\n row,\n cell.attribute.width,\n cell.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n } else {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n updateCellContentWidth(\n cell,\n distWidth,\n detaX,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline,\n scene\n );\n\n // 处理自定义渲染\n const customContainer = cellGroup.getChildByName('custom-container') as Group;\n if (customContainer) {\n customContainer.clear();\n cellGroup.removeChild(customContainer);\n\n let customRender;\n let customLayout;\n const cellType = scene.table.getCellType(cellGroup.col, cellGroup.row);\n if (cellType !== 'body') {\n const define = scene.table.getHeaderDefine(cellGroup.col, cellGroup.row);\n customRender = define?.headerCustomRender;\n customLayout = define?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(cellGroup.col, cellGroup.row);\n customRender = define?.customRender || scene.table.customRender;\n customLayout = define?.customLayout;\n }\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n cellGroup.col,\n cellGroup.row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n false,\n false,\n scene.table\n );\n cellGroup.appendChild(customResult.elementsGroup);\n }\n }\n}\n"]}
@@ -14,6 +14,8 @@ import { dealWithCustom } from "../component/custom";
14
14
 
15
15
  import { updateImageCellContentWhileResize } from "../group-creater/cell-type/image-cell";
16
16
 
17
+ import { getStyleTheme } from "../../core/tableHelper";
18
+
17
19
  export function updateRowHeight(scene, row, detaY) {
18
20
  for (let col = 0; col < scene.table.colCount; col++) {
19
21
  const cell = scene.getCell(col, row), mergeInfo = getCellMergeInfo(scene.table, col, row);
@@ -67,10 +69,10 @@ export function updateCellHeight(scene, cell, col, row, distHeight, detaY, isHea
67
69
  } else if ("sparkline" === type) {
68
70
  cell.removeAllChild();
69
71
  const headerStyle = scene.table._getCellStyle(col, row), padding = getQuadProps(getProp("padding", headerStyle, col, row, scene.table));
70
- createSparkLineCellGroup(cell, cell.parent, cell.attribute.x, cell.attribute.y, col, row, cell.attribute.width, cell.attribute.height, padding, scene.table);
72
+ createSparkLineCellGroup(cell, cell.parent, cell.attribute.x, cell.attribute.y, col, row, cell.attribute.width, cell.attribute.height, padding, scene.table, getStyleTheme(headerStyle, scene.table, col, row, getProp).theme);
71
73
  } else if ("image" === type || "video" === type) updateImageCellContentWhileResize(cell, col, row, scene.table); else {
72
74
  const style = scene.table._getCellStyle(col, row);
73
- updateCellContentHeight(cell, distHeight, detaY, scene.table.internalProps.autoRowHeight, getQuadProps(style.padding), style.textAlign, style.textBaseline);
75
+ updateCellContentHeight(cell, distHeight, detaY, "autoHeight" === scene.table.heightMode, getQuadProps(style.padding), style.textAlign, style.textBaseline);
74
76
  const customContainer = cell.getChildByName("custom-container");
75
77
  if (customContainer) {
76
78
  let customRender, customLayout;
@@ -1 +1 @@
1
- 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type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport type { Group } from '../graphic/group';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentHeight } from '../utils/text-icon-layout';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\n\nexport function updateRowHeight(scene: Scenegraph, row: number, detaY: number) {\n for (let col = 0; col < scene.table.colCount; col++) {\n const cell = scene.getCell(col, row);\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.col !== col) {\n continue;\n }\n const height = cell.attribute.height;\n // cell.setAttribute('height', height);\n // (cell.firstChild as Rect).setAttribute('height', cell.attribute.height);\n updateCellHeightForRow(scene, cell, col, row, height, detaY, scene.table.isHeader(col, row));\n\n scene.updateCellContentWhileResize(col, row);\n }\n\n let rowStart = 0;\n let rowEnd = 0;\n // 更新header 高度\n if (row < scene.table.columnHeaderLevelCount) {\n scene.colHeaderGroup.setAttribute('height', scene.colHeaderGroup.attribute.height + detaY);\n scene.rowHeaderGroup.setAttribute('y', scene.colHeaderGroup.attribute.y + detaY);\n scene.bodyGroup.setAttribute('y', scene.bodyGroup.attribute.y + detaY);\n\n rowStart = row + 1;\n rowEnd = scene.table.columnHeaderLevelCount - 1;\n } else {\n rowStart = row + 1;\n // rowEnd = scene.table.rowCount - 1;\n rowEnd = scene.bodyRowEnd;\n }\n\n // 更新以下行位置\n for (let rowIndex = rowStart; rowIndex <= rowEnd; rowIndex++) {\n // if (rowIndex === 2) debugger;\n for (let colIndex = 0; colIndex < scene.table.colCount; colIndex++) {\n const cellGroup = scene.getCell(colIndex, rowIndex);\n const mergeInfo = getCellMergeInfo(scene.table, colIndex, rowIndex);\n if (mergeInfo && (mergeInfo.start.col !== colIndex || mergeInfo.start.row !== rowIndex)) {\n continue;\n }\n\n cellGroup.setAttribute('y', cellGroup.attribute.y + detaY);\n }\n }\n\n // 更新table行高存储\n scene.table.setRowHeight(row, scene.table.getRowHeight(row) + detaY, true);\n}\n\n/**\n * @description: 更新单个单元格高度\n * @return {*}\n */\nexport function updateCellHeightForRow(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n height: number,\n detaY: number,\n isHeader: boolean\n // autoRowHeight: boolean\n) {\n let cellGroup;\n let distHeight;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // TO BE FIXED 这里使用横向和纵向来判断单元格merge情况,目前没有横纵都merge的情况,\n // 如果有这里的逻辑要修改\n if (mergeInfo && mergeInfo.end.col - mergeInfo.start.col && mergeInfo.start.col === col) {\n // 更新横向merge cell height,只更新一次\n const mergeCell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n const mergeCellheight = mergeCell.attribute.height;\n mergeCell.setAttribute('height', mergeCellheight + detaY);\n\n cellGroup = mergeCell;\n distHeight = mergeCell.attribute.height;\n } else if (mergeInfo) {\n // 更新纵向merge cell width\n cell.setAttribute('height', height + detaY);\n\n cellGroup = cell;\n distHeight = height + detaY;\n } else if (!mergeInfo) {\n cell.setAttribute('height', height + detaY);\n cellGroup = cell;\n distHeight = height + detaY;\n // cell.setTheme({\n // rect: {\n // height: cell.attribute.height,\n // },\n // });\n }\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return;\n }\n\n updateCellHeight(scene, cellGroup, col, row, distHeight, detaY, isHeader);\n}\n\nexport function updateCellHeightForColumn(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n height: number,\n detaY: number,\n isHeader: boolean\n) {\n let cellGroup;\n // let distHeight;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n cell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n if (row === mergeInfo.start.row) {\n // 初始化高度\n (cell as any)._tempHeight = height;\n return;\n } else if (row === mergeInfo.end.row) {\n cell.setAttribute('height', (cell as any)._tempHeight + height);\n cellGroup = cell;\n height = cell.attribute.height;\n // updateCellHeight(scene, cellGroup, col, row, cell.attribute.height, 0, isHeader);\n } else {\n // 累加高度\n (cell as any)._tempHeight += height;\n return;\n }\n } else if (mergeInfo) {\n cell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n cell.setAttribute('height', height);\n cellGroup = cell;\n\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('height', cell.attribute.height);\n } else {\n cell.setAttribute('height', height);\n cellGroup = cell;\n }\n updateCellHeight(scene, cellGroup, col, row, height, 0, isHeader);\n}\n\nexport function updateCellHeight(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n distHeight: number,\n detaY: number,\n isHeader: boolean\n) {\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cell.attribute.width,\n // cell.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cell.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cell.insertBefore(newBarCell, oldBarCell);\n cell.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cell.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cell,\n cell.parent,\n cell.attribute.x,\n cell.attribute.y,\n col,\n row,\n cell.attribute.width,\n cell.attribute.height,\n padding,\n scene.table\n );\n } else if (type === 'image' || type === 'video') {\n updateImageCellContentWhileResize(cell, col, row, scene.table);\n } else {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n updateCellContentHeight(\n cell,\n distHeight,\n detaY,\n scene.table.internalProps.autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline\n );\n\n // 处理自定义渲染\n const customContainer = cell.getChildByName('custom-container') as Group;\n if (customContainer) {\n customContainer.clear();\n cell.removeChild(customContainer);\n\n let customRender;\n let customLayout;\n const cellType = scene.table.getCellType(col, row);\n if (cellType !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = define?.headerCustomRender;\n customLayout = define?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = define?.customRender || scene.table.customRender;\n customLayout = define?.customLayout;\n }\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n cell.attribute.width,\n cell.attribute.height,\n false,\n false,\n scene.table\n );\n if (cell.childrenCount > 0) {\n cell.insertBefore(customResult.elementsGroup, cell.firstChild);\n } else {\n cell.appendChild(customResult.elementsGroup);\n }\n }\n }\n}\n"]}
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type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport type { Group } from '../graphic/group';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentHeight } from '../utils/text-icon-layout';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { dealWithCustom } from '../component/custom';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { getStyleTheme } from '../../core/tableHelper';\n\nexport function updateRowHeight(scene: Scenegraph, row: number, detaY: number) {\n for (let col = 0; col < scene.table.colCount; col++) {\n const cell = scene.getCell(col, row);\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.col !== col) {\n continue;\n }\n const height = cell.attribute.height;\n // cell.setAttribute('height', height);\n // (cell.firstChild as Rect).setAttribute('height', cell.attribute.height);\n updateCellHeightForRow(scene, cell, col, row, height, detaY, scene.table.isHeader(col, row));\n\n scene.updateCellContentWhileResize(col, row);\n }\n\n let rowStart = 0;\n let rowEnd = 0;\n // 更新header 高度\n if (row < scene.table.columnHeaderLevelCount) {\n scene.colHeaderGroup.setAttribute('height', scene.colHeaderGroup.attribute.height + detaY);\n scene.rowHeaderGroup.setAttribute('y', scene.colHeaderGroup.attribute.y + detaY);\n scene.bodyGroup.setAttribute('y', scene.bodyGroup.attribute.y + detaY);\n\n rowStart = row + 1;\n rowEnd = scene.table.columnHeaderLevelCount - 1;\n } else {\n rowStart = row + 1;\n // rowEnd = scene.table.rowCount - 1;\n rowEnd = scene.bodyRowEnd;\n }\n\n // 更新以下行位置\n for (let rowIndex = rowStart; rowIndex <= rowEnd; rowIndex++) {\n // if (rowIndex === 2) debugger;\n for (let colIndex = 0; colIndex < scene.table.colCount; colIndex++) {\n const cellGroup = scene.getCell(colIndex, rowIndex);\n const mergeInfo = getCellMergeInfo(scene.table, colIndex, rowIndex);\n if (mergeInfo && (mergeInfo.start.col !== colIndex || mergeInfo.start.row !== rowIndex)) {\n continue;\n }\n\n cellGroup.setAttribute('y', cellGroup.attribute.y + detaY);\n }\n }\n\n // 更新table行高存储\n scene.table.setRowHeight(row, scene.table.getRowHeight(row) + detaY, true);\n}\n\n/**\n * @description: 更新单个单元格高度\n * @return {*}\n */\nexport function updateCellHeightForRow(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n height: number,\n detaY: number,\n isHeader: boolean\n // autoRowHeight: boolean\n) {\n let cellGroup;\n let distHeight;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // TO BE FIXED 这里使用横向和纵向来判断单元格merge情况,目前没有横纵都merge的情况,\n // 如果有这里的逻辑要修改\n if (mergeInfo && mergeInfo.end.col - mergeInfo.start.col && mergeInfo.start.col === col) {\n // 更新横向merge cell height,只更新一次\n const mergeCell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n const mergeCellheight = mergeCell.attribute.height;\n mergeCell.setAttribute('height', mergeCellheight + detaY);\n\n cellGroup = mergeCell;\n distHeight = mergeCell.attribute.height;\n } else if (mergeInfo) {\n // 更新纵向merge cell width\n cell.setAttribute('height', height + detaY);\n\n cellGroup = cell;\n distHeight = height + detaY;\n } else if (!mergeInfo) {\n cell.setAttribute('height', height + detaY);\n cellGroup = cell;\n distHeight = height + detaY;\n // cell.setTheme({\n // rect: {\n // height: cell.attribute.height,\n // },\n // });\n }\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return;\n }\n\n updateCellHeight(scene, cellGroup, col, row, distHeight, detaY, isHeader);\n}\n\nexport function updateCellHeightForColumn(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n height: number,\n detaY: number,\n isHeader: boolean\n) {\n let cellGroup;\n // let distHeight;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n cell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n if (row === mergeInfo.start.row) {\n // 初始化高度\n (cell as any)._tempHeight = height;\n return;\n } else if (row === mergeInfo.end.row) {\n cell.setAttribute('height', (cell as any)._tempHeight + height);\n cellGroup = cell;\n height = cell.attribute.height;\n // updateCellHeight(scene, cellGroup, col, row, cell.attribute.height, 0, isHeader);\n } else {\n // 累加高度\n (cell as any)._tempHeight += height;\n return;\n }\n } else if (mergeInfo) {\n cell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n cell.setAttribute('height', height);\n cellGroup = cell;\n\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('height', cell.attribute.height);\n } else {\n cell.setAttribute('height', height);\n cellGroup = cell;\n }\n updateCellHeight(scene, cellGroup, col, row, height, 0, isHeader);\n}\n\nexport function updateCellHeight(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n distHeight: number,\n detaY: number,\n isHeader: boolean\n) {\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cell.attribute.width,\n // cell.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cell.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cell.insertBefore(newBarCell, oldBarCell);\n cell.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cell.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cell,\n cell.parent,\n cell.attribute.x,\n cell.attribute.y,\n col,\n row,\n cell.attribute.width,\n cell.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n updateImageCellContentWhileResize(cell, col, row, scene.table);\n } else {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n updateCellContentHeight(\n cell,\n distHeight,\n detaY,\n // scene.table.internalProps.autoRowHeight,\n scene.table.heightMode === 'autoHeight',\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline\n );\n\n // 处理自定义渲染\n const customContainer = cell.getChildByName('custom-container') as Group;\n if (customContainer) {\n customContainer.clear();\n cell.removeChild(customContainer);\n\n let customRender;\n let customLayout;\n const cellType = scene.table.getCellType(col, row);\n if (cellType !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = define?.headerCustomRender;\n customLayout = define?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = define?.customRender || scene.table.customRender;\n customLayout = define?.customLayout;\n }\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n cell.attribute.width,\n cell.attribute.height,\n false,\n false,\n scene.table\n );\n if (cell.childrenCount > 0) {\n cell.insertBefore(customResult.elementsGroup, cell.firstChild);\n } else {\n cell.appendChild(customResult.elementsGroup);\n }\n }\n }\n}\n"]}
@@ -62,7 +62,7 @@ function resetRowNumberAndY(scene) {
62
62
  for (let col = 0; col < scene.table.colCount; col++) {
63
63
  const headerColGroup = scene.getColGroup(col, !0), colGroup = scene.getColGroup(col, !1);
64
64
  let rowIndex = null === (_a = headerColGroup.firstChild) || void 0 === _a ? void 0 : _a.row, y = 0;
65
- rowIndex = null === (_b = colGroup.firstChild) || void 0 === _b ? void 0 : _b.row,
65
+ rowIndex = null === (_b = colGroup.firstChild) || void 0 === _b ? void 0 : _b.row;
66
66
  y = 0, colGroup.forEachChildren((cellGroup => {
67
67
  cellGroup.row = rowIndex, rowIndex++, "cell" === cellGroup.role && (cellGroup.setAttribute("y", y),
68
68
  y += cellGroup.attribute.height);
@@ -1 +1 @@
1
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b);\n const addRows = deduplication(addCells.map(cell => cell.row)).sort((a, b) => a - b);\n\n // remove cells\n removeRows.forEach(row => {\n removeRow(row, scene);\n });\n\n if (removeRows.length) {\n resetRowNumber(scene);\n }\n\n // add cells\n addRows.forEach(row => {\n addRow(row, scene);\n });\n\n // reset attribute y and row number in CellGroup\n resetRowNumberAndY(scene);\n}\n\nfunction removeRow(row: number, scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n // const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n\n // // remove cellGroup in headerColGroup\n // let headerCellGroup;\n // headerColGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.row === row) {\n // headerCellGroup = cellGroup;\n // return true;\n // }\n // return false;\n // });\n // if (headerCellGroup) {\n // headerColGroup.removeChild(headerCellGroup);\n // }\n\n // remove cellGroup in colGroup\n let cellGroup;\n colGroup.forEachChildren((cell: Group) => {\n if (cell.row === row) {\n cellGroup = cell;\n return true;\n }\n return false;\n });\n if (cellGroup) {\n colGroup.removeChild(cellGroup);\n }\n }\n}\n\nfunction addRow(row: number, scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n // create cellGroup\n const cellGroup = updateCell(col, row, scene.table, true);\n\n if (!cellGroup) {\n // TODO: deal with data promise situation\n continue;\n }\n\n // insert cellGroup in colGroup\n const colGroup = scene.getColGroup(col);\n if (colGroup.firstChild && row < (colGroup.firstChild as Group).row) {\n colGroup.insertBefore(cellGroup, colGroup.firstChild);\n } else if (colGroup.lastChild && row > (colGroup.lastChild as Group).row) {\n colGroup.appendChild(cellGroup);\n } else {\n let cellBefore;\n colGroup.forEachChildren((cellGroup: Group) => {\n if (cellGroup.row === row) {\n cellBefore = cellGroup;\n return true;\n }\n return false;\n });\n if (cellBefore !== cellGroup) {\n colGroup.insertBefore(cellGroup, cellBefore);\n }\n }\n\n // reset row number\n let rowIndex = (colGroup.firstChild as Group)?.row;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.row = rowIndex;\n rowIndex++;\n });\n }\n}\n\n// array deduplication\nfunction deduplication(array: number[]) {\n const result = [];\n for (let i = 0; i < array.length; i++) {\n if (result.indexOf(array[i]) === -1) {\n result.push(array[i]);\n }\n }\n return result;\n}\n\nfunction resetRowNumber(scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n // reset row number\n let rowIndex = (headerColGroup.firstChild as Group)?.row;\n headerColGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.row = rowIndex;\n rowIndex++;\n });\n rowIndex = (colGroup.firstChild as Group)?.row;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.row = rowIndex;\n rowIndex++;\n });\n }\n}\n\nfunction resetRowNumberAndY(scene: Scenegraph) {\n let newTotalHeight = 0;\n for (let col = 0; col < scene.table.colCount; col++) {\n const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n // reset row number\n let rowIndex = (headerColGroup.firstChild as Group)?.row;\n let y = 0;\n // headerColGroup.forEachChildren((cellGroup: Group) => {\n // cellGroup.row = rowIndex;\n // rowIndex++;\n // if (cellGroup.role !== 'cell') {\n // return;\n // }\n // cellGroup.setAttribute('y', y);\n // y+= cellGroup.attribute.height;\n // });\n rowIndex = (colGroup.firstChild as Group)?.row;\n y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.row = rowIndex;\n rowIndex++;\n if (cellGroup.role !== 'cell') {\n return;\n }\n cellGroup.setAttribute('y', y);\n y += cellGroup.attribute.height;\n });\n newTotalHeight = y;\n }\n\n // update table size\n scene.updateContainerHeight(scene.table.frozenRowCount, newTotalHeight - scene.bodyGroup.attribute.height);\n}\n"]}
1
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b);\n const addRows = deduplication(addCells.map(cell => cell.row)).sort((a, b) => a - b);\n\n // remove cells\n removeRows.forEach(row => {\n removeRow(row, scene);\n });\n\n if (removeRows.length) {\n resetRowNumber(scene);\n }\n\n // add cells\n addRows.forEach(row => {\n addRow(row, scene);\n });\n\n // reset attribute y and row number in CellGroup\n resetRowNumberAndY(scene);\n}\n\nfunction removeRow(row: number, scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n // const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n\n // // remove cellGroup in headerColGroup\n // let headerCellGroup;\n // headerColGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.row === row) {\n // headerCellGroup = cellGroup;\n // return true;\n // }\n // return false;\n // });\n // if (headerCellGroup) {\n // headerColGroup.removeChild(headerCellGroup);\n // }\n\n // remove cellGroup in colGroup\n let cellGroup;\n colGroup.forEachChildren((cell: Group) => {\n if (cell.row === row) {\n cellGroup = cell;\n return true;\n }\n return false;\n });\n if (cellGroup) {\n colGroup.removeChild(cellGroup);\n }\n }\n}\n\nfunction addRow(row: number, scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n // create cellGroup\n const cellGroup = updateCell(col, row, scene.table, true);\n\n if (!cellGroup) {\n // TODO: deal with data promise situation\n continue;\n }\n\n // insert cellGroup in colGroup\n const colGroup = scene.getColGroup(col);\n if (colGroup.firstChild && row < (colGroup.firstChild as Group).row) {\n colGroup.insertBefore(cellGroup, colGroup.firstChild);\n } else if (colGroup.lastChild && row > (colGroup.lastChild as Group).row) {\n colGroup.appendChild(cellGroup);\n } else {\n let cellBefore;\n colGroup.forEachChildren((cellGroup: Group) => {\n if (cellGroup.row === row) {\n cellBefore = cellGroup;\n return true;\n }\n return false;\n });\n if (cellBefore !== cellGroup) {\n colGroup.insertBefore(cellGroup, cellBefore);\n }\n }\n\n // reset row number\n let rowIndex = (colGroup.firstChild as Group)?.row;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.row = rowIndex;\n rowIndex++;\n });\n }\n}\n\n// array deduplication\nfunction deduplication(array: number[]) {\n const result = [];\n for (let i = 0; i < array.length; i++) {\n if (result.indexOf(array[i]) === -1) {\n result.push(array[i]);\n }\n }\n return result;\n}\n\nfunction resetRowNumber(scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n // reset row number\n let rowIndex = (headerColGroup.firstChild as Group)?.row;\n headerColGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.row = rowIndex;\n rowIndex++;\n });\n rowIndex = (colGroup.firstChild as Group)?.row;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.row = rowIndex;\n rowIndex++;\n });\n }\n}\n\nfunction resetRowNumberAndY(scene: Scenegraph) {\n let newTotalHeight = 0;\n for (let col = 0; col < scene.table.colCount; col++) {\n const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n // reset row number\n let rowIndex = (headerColGroup.firstChild as Group)?.row;\n let y = 0;\n // headerColGroup.forEachChildren((cellGroup: Group) => {\n // cellGroup.row = rowIndex;\n // rowIndex++;\n // if (cellGroup.role !== 'cell') {\n // return;\n // }\n // cellGroup.setAttribute('y', y);\n // y+= cellGroup.attribute.height;\n // });\n rowIndex = (colGroup.firstChild as Group)?.row;\n const rowStart = rowIndex;\n y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.row = rowIndex;\n rowIndex++;\n if (cellGroup.role !== 'cell') {\n return;\n }\n cellGroup.setAttribute('y', y);\n y += cellGroup.attribute.height;\n });\n newTotalHeight = y;\n\n // const rowCount = rowIndex - rowStart;\n // if (col === 0 && scene.proxy.rowEnd - scene.proxy.rowStart + 1 !== rowCount) {\n // scene.proxy.rowEnd = scene.proxy.rowStart + rowCount - 1;\n // scene.proxy.referenceRow = scene.proxy.rowStart + Math.floor((scene.proxy.rowEnd - scene.proxy.rowStart) / 2);\n // }\n }\n\n // update table size\n scene.updateContainerHeight(scene.table.frozenRowCount, newTotalHeight - scene.bodyGroup.attribute.height);\n}\n"]}
@@ -1,3 +1,5 @@
1
+ import { getStyleTheme } from "../../core/tableHelper";
2
+
1
3
  import { updateImageCellContentWhileResize } from "../group-creater/cell-type/image-cell";
2
4
 
3
5
  import { createProgressBarCell } from "../group-creater/cell-type/progress-bar-cell";
@@ -15,7 +17,7 @@ import { updateCellContentWidth } from "../utils/text-icon-layout";
15
17
  import { updateCellHeightForRow } from "./update-height";
16
18
 
17
19
  export function updateColWidth(scene, col, detaX) {
18
- const {autoRowHeight: autoRowHeight} = scene.table.internalProps;
20
+ const autoRowHeight = "autoHeight" === scene.table.heightMode;
19
21
  let needRerangeRow = !1;
20
22
  const colOrCornerHeaderColumn = scene.getColGroup(col, !0), oldColOrCornerHeaderColumnWidth = null == colOrCornerHeaderColumn ? void 0 : colOrCornerHeaderColumn.attribute.width;
21
23
  if (null == colOrCornerHeaderColumn || colOrCornerHeaderColumn.setAttribute("width", oldColOrCornerHeaderColumnWidth + detaX),
@@ -87,7 +89,7 @@ function updateCellWidth(scene, cell, col, row, width, detaX, isHeader, autoRowH
87
89
  } else if ("sparkline" === type) {
88
90
  cellGroup.removeAllChild();
89
91
  const headerStyle = scene.table._getCellStyle(col, row), padding = getQuadProps(getProp("padding", headerStyle, col, row, scene.table));
90
- createSparkLineCellGroup(cellGroup, cellGroup.parent, cellGroup.attribute.x, cellGroup.attribute.y, col, row, cellGroup.attribute.width, cellGroup.attribute.height, padding, scene.table);
92
+ createSparkLineCellGroup(cellGroup, cellGroup.parent, cellGroup.attribute.x, cellGroup.attribute.y, col, row, cellGroup.attribute.width, cellGroup.attribute.height, padding, scene.table, getStyleTheme(headerStyle, scene.table, col, row, getProp).theme);
91
93
  } else if ("image" === type || "video" === type) updateImageCellContentWhileResize(cellGroup, col, row, scene.table); else {
92
94
  const style = scene.table._getCellStyle(col, row);
93
95
  isHeightChange = updateCellContentWidth(cellGroup, distWidth, detaX, autoRowHeight, getQuadProps(style.padding), style.textAlign, style.textBaseline, scene);
@@ -1 +1 @@
1
- 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type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport type { Group } from '../graphic/group';\nimport type { Icon } from '../graphic/icon';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\nimport { updateCellHeightForRow } from './update-height';\n// import { updateAutoRowHeight } from './auto-height';\n\n/**\n * @description: 更新指定列列宽,在拖拽调整列宽中使用\n * @param {Scenegraph} scene\n * @param {number} col\n * @param {number} detaX\n * @return {*}\n */\nexport function updateColWidth(scene: Scenegraph, col: number, detaX: number) {\n // getColWidth会进行Math.round,所以先从colWidthsMap获取:\n // 如果是数值,直接使用;如果不是,则通过getColWidth获取像素值\n // const widthCache = (scene.table as any).colWidthsMap.get(col);\n // let width = 0;\n // if (typeof widthCache === 'number') {\n // width = widthCache;\n // } else {\n // width = scene.table.getColWidth(col);\n // }\n\n const { autoRowHeight } = scene.table.internalProps;\n let needRerangeRow = false;\n const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const oldColOrCornerHeaderColumnWidth = colOrCornerHeaderColumn?.attribute.width;\n colOrCornerHeaderColumn?.setAttribute('width', oldColOrCornerHeaderColumnWidth + detaX);\n // 更新单元格宽度\n colOrCornerHeaderColumn?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n col,\n // index,\n cell.row,\n oldColOrCornerHeaderColumnWidth,\n detaX,\n // true\n index < scene.table.columnHeaderLevelCount,\n autoRowHeight\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n for (let col = 0; col < scene.table.colCount; col++) {\n const colGroup = scene.getColGroup(col, true);\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n if (cellGroup.role !== 'cell') {\n return;\n }\n cellGroup.setAttribute('y', y);\n y += cellGroup.attribute.height;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(0, newTotalHeight - scene.colHeaderGroup.attribute.height);\n }\n\n needRerangeRow = false;\n const rowHeaderOrBodyColumn = scene.getColGroup(col) as Group;\n const oldRowHeaderOrBodyColumn = rowHeaderOrBodyColumn.attribute.width;\n rowHeaderOrBodyColumn?.setAttribute('width', oldRowHeaderOrBodyColumn + detaX);\n rowHeaderOrBodyColumn?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n // col + (!isRowHeader ? scene.table.frozenColCount : 0),\n cell.col,\n // index + scene.table.frozenRowCount,\n cell.row,\n oldRowHeaderOrBodyColumn,\n detaX,\n // isRowHeader\n col < scene.table.rowHeaderLevelCount,\n autoRowHeight\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n for (let col = 0; col < scene.table.colCount; col++) {\n const colGroup = scene.getColGroup(col, false);\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n if (cellGroup.role !== 'cell') {\n return;\n }\n cellGroup.setAttribute('y', y);\n y += cellGroup.attribute.height;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(scene.table.frozenRowCount, newTotalHeight - scene.bodyGroup.attribute.height);\n }\n\n // 更新剩余列位置\n if (col < scene.frozenColCount) {\n scene.cornerHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.rowHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n } else {\n scene.colHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.bodyGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n scene.table.setColWidth(col, rowHeaderOrBodyColumn.attribute.width, true);\n}\n\n/**\n * @description: 更新单个单元格宽度\n * @return {*}\n */\nfunction updateCellWidth(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n width: number, // old width, not dist\n detaX: number,\n isHeader: boolean,\n // autoColWidth: boolean,\n autoRowHeight: boolean\n): boolean {\n let cellGroup;\n let distWidth;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // TO BE FIXED 这里使用横向和纵向来判断单元格merge情况,目前没有横纵都merge的情况,\n // 如果有这里的逻辑要修改\n if (mergeInfo && mergeInfo.end.col - mergeInfo.start.col) {\n // 更新横向merge cell width\n const mergeCell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n const mergeCellWidth = mergeCell.attribute.width;\n mergeCell.setAttribute('width', mergeCellWidth + detaX);\n\n cellGroup = mergeCell;\n distWidth = mergeCell.attribute.width;\n col = cellGroup.col;\n row = cellGroup.row;\n } else if (mergeInfo && mergeInfo.start.row === row) {\n // 更新纵向merge cell width,只更新一次\n cell.setAttribute('width', width + detaX);\n\n cellGroup = cell;\n distWidth = width + detaX;\n col = cellGroup.col;\n row = cellGroup.row;\n } else if (!mergeInfo) {\n cell.setAttribute('width', width + detaX);\n cellGroup = cell;\n distWidth = width + detaX;\n }\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return false;\n }\n\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n let isHeightChange = false;\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cellGroup.attribute.width,\n // cellGroup.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cellGroup.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cellGroup.insertBefore(newBarCell, oldBarCell);\n cellGroup.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cellGroup.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cellGroup,\n cellGroup.parent,\n cellGroup.attribute.x,\n cellGroup.attribute.y,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n updateImageCellContentWhileResize(cellGroup, col, row, scene.table);\n } else {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n isHeightChange = updateCellContentWidth(\n cellGroup,\n distWidth,\n detaX,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline,\n scene\n );\n }\n\n return isHeightChange;\n}\n\n/**\n * @description: 重置指定行行高\n * @param {Scenegraph} scene\n * @param {number} row\n * @return {*}\n */\nfunction resetRowHeight(scene: Scenegraph, row: number) {\n let maxHeight = 0;\n // 获取高度\n for (let col = 0; col < scene.table.colCount; col++) {\n const cell = scene.highPerformanceGetCell(col, row);\n let cellHeight = getCleanCellHeight(cell, scene);\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n cellHeight = cellHeight / (mergeInfo.end.row - mergeInfo.start.row + 1);\n }\n maxHeight = Math.max(maxHeight, cellHeight);\n }\n\n // 更新高度\n for (let col = 0; col < scene.table.colCount; col++) {\n let distHeight = maxHeight;\n const cell = scene.highPerformanceGetCell(col, row);\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let rowIndex = mergeInfo.start.row; rowIndex <= mergeInfo.end.row; rowIndex++) {\n if (rowIndex !== row) {\n distHeight += scene.table.getRowHeight(rowIndex);\n }\n }\n }\n updateCellHeightForRow(scene, cell, col, row, distHeight, 0, scene.table.isHeader(col, row));\n }\n\n // 更新table行高存储\n scene.table.setRowHeight(row, maxHeight, true);\n}\n\nfunction getCleanCellHeight(cell: Group, scene: Scenegraph) {\n let maxHeight = 0;\n cell.forEachChildren((child: Icon) => {\n if (\n child.role === 'icon-left' ||\n child.role === 'icon-right' ||\n child.name === 'text' ||\n child.name === 'content'\n ) {\n maxHeight = Math.max(maxHeight, child.AABBBounds.height());\n }\n });\n\n const padding = getQuadProps(scene.table._getCellStyle(cell.col, cell.row).padding as number);\n return maxHeight + padding[0] + padding[2];\n}\n"]}
1
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":["import type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport type { Group } from '../graphic/group';\nimport type { Icon } from '../graphic/icon';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { createProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport { createSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentWidth } from '../utils/text-icon-layout';\nimport { updateCellHeightForRow } from './update-height';\n// import { updateAutoRowHeight } from './auto-height';\n\n/**\n * @description: 更新指定列列宽,在拖拽调整列宽中使用\n * @param {Scenegraph} scene\n * @param {number} col\n * @param {number} detaX\n * @return {*}\n */\nexport function updateColWidth(scene: Scenegraph, col: number, detaX: number) {\n // getColWidth会进行Math.round,所以先从colWidthsMap获取:\n // 如果是数值,直接使用;如果不是,则通过getColWidth获取像素值\n // const widthCache = (scene.table as any).colWidthsMap.get(col);\n // let width = 0;\n // if (typeof widthCache === 'number') {\n // width = widthCache;\n // } else {\n // width = scene.table.getColWidth(col);\n // }\n\n // const { autoRowHeight } = scene.table.internalProps;\n const autoRowHeight = scene.table.heightMode === 'autoHeight';\n let needRerangeRow = false;\n const colOrCornerHeaderColumn = scene.getColGroup(col, true) as Group;\n const oldColOrCornerHeaderColumnWidth = colOrCornerHeaderColumn?.attribute.width;\n colOrCornerHeaderColumn?.setAttribute('width', oldColOrCornerHeaderColumnWidth + detaX);\n // 更新单元格宽度\n colOrCornerHeaderColumn?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n col,\n // index,\n cell.row,\n oldColOrCornerHeaderColumnWidth,\n detaX,\n // true\n index < scene.table.columnHeaderLevelCount,\n autoRowHeight\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n for (let col = 0; col < scene.table.colCount; col++) {\n const colGroup = scene.getColGroup(col, true);\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n if (cellGroup.role !== 'cell') {\n return;\n }\n cellGroup.setAttribute('y', y);\n y += cellGroup.attribute.height;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(0, newTotalHeight - scene.colHeaderGroup.attribute.height);\n }\n\n needRerangeRow = false;\n const rowHeaderOrBodyColumn = scene.getColGroup(col) as Group;\n const oldRowHeaderOrBodyColumn = rowHeaderOrBodyColumn.attribute.width;\n rowHeaderOrBodyColumn?.setAttribute('width', oldRowHeaderOrBodyColumn + detaX);\n rowHeaderOrBodyColumn?.forEachChildren((cell: Group, index: number) => {\n const isHeightChange = updateCellWidth(\n scene,\n cell,\n // col + (!isRowHeader ? scene.table.frozenColCount : 0),\n cell.col,\n // index + scene.table.frozenRowCount,\n cell.row,\n oldRowHeaderOrBodyColumn,\n detaX,\n // isRowHeader\n col < scene.table.rowHeaderLevelCount,\n autoRowHeight\n );\n if (isHeightChange) {\n const mergeInfo = getCellMergeInfo(scene.table, cell.col, cell.row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n resetRowHeight(scene, row);\n }\n } else {\n resetRowHeight(scene, cell.row);\n }\n needRerangeRow = true;\n }\n });\n\n if (needRerangeRow) {\n let newTotalHeight = 0;\n for (let col = 0; col < scene.table.colCount; col++) {\n const colGroup = scene.getColGroup(col, false);\n let y = 0;\n colGroup.forEachChildren((cellGroup: Group) => {\n if (cellGroup.role !== 'cell') {\n return;\n }\n cellGroup.setAttribute('y', y);\n y += cellGroup.attribute.height;\n });\n newTotalHeight = y;\n }\n scene.updateContainerHeight(scene.table.frozenRowCount, newTotalHeight - scene.bodyGroup.attribute.height);\n }\n\n // 更新剩余列位置\n if (col < scene.frozenColCount) {\n scene.cornerHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.rowHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n } else {\n scene.colHeaderGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n scene.bodyGroup.forEachChildrenSkipChild((column: Group, index) => {\n if (column.col > col) {\n column.setAttribute('x', column.attribute.x + detaX);\n }\n });\n }\n\n scene.table.setColWidth(col, rowHeaderOrBodyColumn.attribute.width, true);\n}\n\n/**\n * @description: 更新单个单元格宽度\n * @return {*}\n */\nfunction updateCellWidth(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n width: number, // old width, not dist\n detaX: number,\n isHeader: boolean,\n // autoColWidth: boolean,\n autoRowHeight: boolean\n): boolean {\n let cellGroup;\n let distWidth;\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n // TO BE FIXED 这里使用横向和纵向来判断单元格merge情况,目前没有横纵都merge的情况,\n // 如果有这里的逻辑要修改\n if (mergeInfo && mergeInfo.end.col - mergeInfo.start.col) {\n // 更新横向merge cell width\n const mergeCell = scene.getCell(mergeInfo.start.col, mergeInfo.start.row);\n const mergeCellWidth = mergeCell.attribute.width;\n mergeCell.setAttribute('width', mergeCellWidth + detaX);\n\n cellGroup = mergeCell;\n distWidth = mergeCell.attribute.width;\n col = cellGroup.col;\n row = cellGroup.row;\n } else if (mergeInfo && mergeInfo.start.row === row) {\n // 更新纵向merge cell width,只更新一次\n cell.setAttribute('width', width + detaX);\n\n cellGroup = cell;\n distWidth = width + detaX;\n col = cellGroup.col;\n row = cellGroup.row;\n } else if (!mergeInfo) {\n cell.setAttribute('width', width + detaX);\n cellGroup = cell;\n distWidth = width + detaX;\n }\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return false;\n }\n\n // 更新单元格布局\n const type = scene.table.isHeader(col, row)\n ? scene.table._getHeaderLayoutMap(col, row).headerType\n : scene.table.getBodyColumnType(col, row);\n let isHeightChange = false;\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cellGroup.attribute.width,\n // cellGroup.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table\n );\n\n const oldBarCell = cellGroup.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cellGroup.insertBefore(newBarCell, oldBarCell);\n cellGroup.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cellGroup.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n createSparkLineCellGroup(\n cellGroup,\n cellGroup.parent,\n cellGroup.attribute.x,\n cellGroup.attribute.y,\n col,\n row,\n cellGroup.attribute.width,\n cellGroup.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme\n );\n } else if (type === 'image' || type === 'video') {\n // // 只更新背景边框\n // const rect = cell.firstChild as Rect;\n // rect.setAttribute('width', cell.attribute.width);\n updateImageCellContentWhileResize(cellGroup, col, row, scene.table);\n } else {\n // 处理文字\n const style = scene.table._getCellStyle(col, row);\n isHeightChange = updateCellContentWidth(\n cellGroup,\n distWidth,\n detaX,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline,\n scene\n );\n }\n\n return isHeightChange;\n}\n\n/**\n * @description: 重置指定行行高\n * @param {Scenegraph} scene\n * @param {number} row\n * @return {*}\n */\nfunction resetRowHeight(scene: Scenegraph, row: number) {\n let maxHeight = 0;\n // 获取高度\n for (let col = 0; col < scene.table.colCount; col++) {\n const cell = scene.highPerformanceGetCell(col, row);\n let cellHeight = getCleanCellHeight(cell, scene);\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n cellHeight = cellHeight / (mergeInfo.end.row - mergeInfo.start.row + 1);\n }\n maxHeight = Math.max(maxHeight, cellHeight);\n }\n\n // 更新高度\n for (let col = 0; col < scene.table.colCount; col++) {\n let distHeight = maxHeight;\n const cell = scene.highPerformanceGetCell(col, row);\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.end.row - mergeInfo.start.row) {\n for (let rowIndex = mergeInfo.start.row; rowIndex <= mergeInfo.end.row; rowIndex++) {\n if (rowIndex !== row) {\n distHeight += scene.table.getRowHeight(rowIndex);\n }\n }\n }\n updateCellHeightForRow(scene, cell, col, row, distHeight, 0, scene.table.isHeader(col, row));\n }\n\n // 更新table行高存储\n scene.table.setRowHeight(row, maxHeight, true);\n}\n\nfunction getCleanCellHeight(cell: Group, scene: Scenegraph) {\n let maxHeight = 0;\n cell.forEachChildren((child: Icon) => {\n if (\n child.role === 'icon-left' ||\n child.role === 'icon-right' ||\n child.name === 'text' ||\n child.name === 'content'\n ) {\n maxHeight = Math.max(maxHeight, child.AABBBounds.height());\n }\n });\n\n const padding = getQuadProps(scene.table._getCellStyle(cell.col, cell.row).padding as number);\n return maxHeight + padding[0] + padding[2];\n}\n"]}
@@ -1,2 +1,5 @@
1
1
  import type { Scenegraph } from '../scenegraph';
2
2
  export declare function updateChartSize(scenegraph: Scenegraph, col: number): void;
3
+ export declare function clearChartCacheImage(scenegraph: Scenegraph): void;
4
+ export declare function updateChartData(scenegraph: Scenegraph): void;
5
+ export declare function updateChartState(scenegraph: Scenegraph, datum: any): void;
@@ -1,8 +1,6 @@
1
1
  export function updateChartSize(scenegraph, col) {
2
- var _a;
3
- for (let c = col; c < scenegraph.table.colCount; c++) {
4
- const columnGroup = scenegraph.getColGroup(c);
5
- (null === (_a = columnGroup.attribute) || void 0 === _a ? void 0 : _a.chartInstance) && columnGroup.getChildren().forEach((cellNode => {
2
+ for (let c = col; c <= scenegraph.proxy.colEnd; c++) {
3
+ scenegraph.getColGroup(c).getChildren().forEach((cellNode => {
6
4
  const width = scenegraph.table.getColWidth(cellNode.col), height = scenegraph.table.getRowHeight(cellNode.row);
7
5
  cellNode.children.forEach((node => {
8
6
  "chart" === node.type && (node.cacheCanvas = null, node.setAttribute("width", Math.ceil(width - node.attribute.cellPadding[3] - node.attribute.cellPadding[1])),
@@ -17,4 +15,47 @@ export function updateChartSize(scenegraph, col) {
17
15
  }));
18
16
  }
19
17
  }
18
+
19
+ export function clearChartCacheImage(scenegraph) {
20
+ for (let c = scenegraph.proxy.colStart; c <= scenegraph.proxy.colEnd; c++) {
21
+ scenegraph.getColGroup(c).getChildren().forEach((cellNode => {
22
+ cellNode.children.forEach((node => {
23
+ "chart" === node.type && (node.cacheCanvas = null, node.addUpdateBoundTag());
24
+ }));
25
+ }));
26
+ }
27
+ }
28
+
29
+ export function updateChartData(scenegraph) {
30
+ for (let c = scenegraph.proxy.colStart; c <= scenegraph.proxy.colEnd; c++) {
31
+ scenegraph.getColGroup(c).getChildren().forEach((cellNode => {
32
+ const col = cellNode.col, row = cellNode.row;
33
+ cellNode.children.forEach((node => {
34
+ "chart" === node.type && (node.updateData(scenegraph.table.getCellValue(col, row)),
35
+ node.addUpdateBoundTag());
36
+ }));
37
+ }));
38
+ }
39
+ }
40
+
41
+ export function updateChartState(scenegraph, datum) {
42
+ const table = scenegraph.table;
43
+ if (table.isPivotChart()) {
44
+ const preSelectItemsCount = table._selectedDataItemsInChart.length;
45
+ if ((null === datum || 0 === (null == datum ? void 0 : datum.length) || 0 === Object.keys(datum).length) && 0 === preSelectItemsCount) return;
46
+ if (table._selectedDataItemsInChart = [], Array.isArray(datum)) datum.forEach((dataItem => {
47
+ if (dataItem && 0 !== dataItem.key && Object.keys(dataItem).length > 0) {
48
+ const selectedState = {};
49
+ for (const itemKey in dataItem) itemKey.startsWith("VGRAMMAR_") || itemKey.startsWith("__VCHART") || (selectedState[itemKey] = dataItem[itemKey]);
50
+ table._selectedDataItemsInChart.push(selectedState);
51
+ }
52
+ })); else if (datum && 0 !== datum.key && Object.keys(datum).length > 0) {
53
+ const selectedState = {};
54
+ for (const itemKey in datum) itemKey.startsWith("VGRAMMAR_") || itemKey.startsWith("__VCHART") || (selectedState[itemKey] = datum[itemKey]);
55
+ table._selectedDataItemsInChart.push(selectedState);
56
+ }
57
+ if (0 === table._selectedDataItemsInChart.length && 0 === preSelectItemsCount) return;
58
+ table.internalProps.layoutMap.updateDataStateToChartInstance(), clearChartCacheImage(scenegraph);
59
+ }
60
+ }
20
61
  //# sourceMappingURL=update-chart.js.map
@@ -1 +1 @@
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1
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c <= scenegraph.proxy.colEnd; c++) {\n const columnGroup = scenegraph.getColGroup(c);\n // const chartInstance = (columnGroup.attribute as any)?.chartInstance;\n // if (chartInstance) {\n columnGroup.getChildren().forEach((cellNode: Group) => {\n const width = scenegraph.table.getColWidth(cellNode.col);\n const height = scenegraph.table.getRowHeight(cellNode.row);\n\n cellNode.children.forEach((node: Chart) => {\n if ((node as any).type === 'chart') {\n // 调试问题使用\n // if (columnGroup.col === 2) {\n // columnGroup.AABBBounds.width();\n // node.AABBBounds.width();\n // console.log(\n // 'set viewbox y1',\n // Math.ceil(cellNode.globalAABBBounds.y1 + node.attribute.cellPadding[0] + scenegraph.table.scrollTop),\n // node.globalAABBBounds.height()\n // );\n\n // console.log(\n // 'updateChartSize',\n // columnGroup,\n // columnGroup.globalAABBBounds.y1,\n // cellNode.globalAABBBounds.y1,\n // node.globalAABBBounds.y1\n // );\n // }\n\n node.cacheCanvas = null;\n node.setAttribute('width', Math.ceil(width - node.attribute.cellPadding[3] - node.attribute.cellPadding[1]));\n node.setAttribute(\n 'height',\n Math.ceil(height - node.attribute.cellPadding[0] - node.attribute.cellPadding[2])\n );\n\n node.setAttribute('viewBox', {\n x1: Math.ceil(cellNode.globalAABBBounds.x1 + node.attribute.cellPadding[3] + scenegraph.table.scrollLeft),\n x2: Math.ceil(\n cellNode.globalAABBBounds.x1 + width - node.attribute.cellPadding[1] + scenegraph.table.scrollLeft\n ),\n y1: Math.ceil(cellNode.globalAABBBounds.y1 + node.attribute.cellPadding[0] + scenegraph.table.scrollTop),\n y2: Math.ceil(\n cellNode.globalAABBBounds.y1 + height - node.attribute.cellPadding[2] + scenegraph.table.scrollTop\n )\n });\n }\n });\n });\n // }\n }\n}\n\n/** 清理所有chart节点的 图表缓存图片 */\nexport function clearChartCacheImage(scenegraph: Scenegraph) {\n // 将调整列宽的后面的面也都一起需要调整viewbox。 TODO:columnResizeType支持后需要根据变化的列去调整,范围可能变多或者变少\n for (let c = scenegraph.proxy.colStart; c <= scenegraph.proxy.colEnd; c++) {\n const columnGroup = scenegraph.getColGroup(c);\n columnGroup.getChildren().forEach((cellNode: Group) => {\n cellNode.children.forEach((node: Chart) => {\n if ((node as any).type === 'chart') {\n node.cacheCanvas = null;\n node.addUpdateBoundTag();\n }\n });\n });\n }\n}\n\n/** 更新所有的图表chart节点上缓存attribute中的data数据 */\nexport function updateChartData(scenegraph: Scenegraph) {\n // 将调整列宽的后面的面也都一起需要调整viewbox。 TODO:columnResizeType支持后需要根据变化的列去调整,范围可能变多或者变少\n for (let c = scenegraph.proxy.colStart; c <= scenegraph.proxy.colEnd; c++) {\n const columnGroup = scenegraph.getColGroup(c);\n columnGroup.getChildren().forEach((cellNode: Group) => {\n const col = cellNode.col;\n const row = cellNode.row;\n cellNode.children.forEach((node: Chart) => {\n if ((node as any).type === 'chart') {\n node.updateData(scenegraph.table.getCellValue(col, row));\n node.addUpdateBoundTag();\n }\n });\n });\n }\n}\n/** 组织图表数据状态_selectedDataItemsInChart 更新选中的图表图元状态 */\nexport function updateChartState(scenegraph: Scenegraph, datum: any) {\n const table = scenegraph.table;\n if (table.isPivotChart()) {\n const preSelectItemsCount = (table as PivotChart)._selectedDataItemsInChart.length;\n if ((datum === null || datum?.length === 0 || Object.keys(datum).length === 0) && preSelectItemsCount === 0) {\n //避免无效的更新\n return;\n }\n (table as PivotChart)._selectedDataItemsInChart = [];\n if (Array.isArray(datum)) {\n datum.forEach((dataItem: any) => {\n if (dataItem && dataItem.key !== 0 && Object.keys(dataItem).length > 0) {\n //本以为没有点击到图元上 datum为空 发现是{key:0}或者{}\n const selectedState = {};\n for (const itemKey in dataItem) {\n if (!itemKey.startsWith('VGRAMMAR_') && !itemKey.startsWith('__VCHART')) {\n selectedState[itemKey] = dataItem[itemKey];\n }\n }\n (table as PivotChart)._selectedDataItemsInChart.push(selectedState);\n }\n });\n } else if (datum && datum.key !== 0 && Object.keys(datum).length > 0) {\n //本以为没有点击到图元上 datum为空 发现是{key:0}或者{}\n const selectedState = {};\n for (const itemKey in datum) {\n if (!itemKey.startsWith('VGRAMMAR_') && !itemKey.startsWith('__VCHART')) {\n selectedState[itemKey] = datum[itemKey];\n }\n }\n (table as PivotChart)._selectedDataItemsInChart.push(selectedState);\n }\n //避免无效的更新\n if ((table as PivotChart)._selectedDataItemsInChart.length === 0 && preSelectItemsCount === 0) {\n return;\n }\n\n (table.internalProps.layoutMap as PivotLayoutMap).updateDataStateToChartInstance();\n // 清楚chart缓存图片\n clearChartCacheImage(scenegraph);\n }\n}\n"]}
@@ -18,6 +18,11 @@ export declare class Scenegraph {
18
18
  cornerHeaderGroup: Group;
19
19
  rowHeaderGroup: Group;
20
20
  bodyGroup: Group;
21
+ rightFrozenGroup: Group;
22
+ bottomFrozenGroup: Group;
23
+ rightTopCellGroup: Group;
24
+ leftBottomCellGroup: Group;
25
+ rightBottomCellGroup: Group;
21
26
  componentGroup: Group;
22
27
  selectedRangeComponents: Map<string, {
23
28
  rect: IRect;
@@ -36,6 +41,8 @@ export declare class Scenegraph {
36
41
  hasFrozen: boolean;
37
42
  frozenColCount: number;
38
43
  frozenRowCount: number;
44
+ rightFrozenColCount: number;
45
+ bottomFrozenRowCount: number;
39
46
  clear: boolean;
40
47
  mergeMap: MergeMap;
41
48
  constructor(table: BaseTableAPI);
@@ -49,14 +56,11 @@ export declare class Scenegraph {
49
56
  clearCells(): void;
50
57
  createComponent(): void;
51
58
  createSceneGraph(): void;
52
- createHeaderSceneGraph(): void;
53
- createBodySceneGraph(): void;
54
- createBodySceneGraphForFirstScreen(): void;
55
59
  renderSceneGraph(): void;
56
60
  getCellOld(col: number, row: number): Group;
57
61
  getColGroupOld(col: number, isHeader?: boolean): Group;
58
62
  getCell(col: number, row: number, getShadow?: boolean): Group;
59
- highPerformanceGetCell(col: number, row: number): Group;
63
+ highPerformanceGetCell(col: number, row: number, getShadow?: boolean): Group;
60
64
  getColGroup(col: number, isCornerOrColHeader?: boolean): Group;
61
65
  getCellSize(col: number, row: number): {
62
66
  width: number;
@@ -81,8 +85,10 @@ export declare class Scenegraph {
81
85
  setIconNormalStyle(icon: Icon, col: number, row: number): void;
82
86
  updateColWidth(col: number, detaX: number): void;
83
87
  updateChartSize(col: number): void;
88
+ updateChartState(datum: any): void;
84
89
  updateAutoColWidth(col: number): void;
85
90
  recalculateColWidths(): void;
91
+ recalculateRowHeights(): void;
86
92
  resize(): void;
87
93
  updateTableSize(): void;
88
94
  updateRowHeight(row: number, detaY: number): void;
@@ -93,8 +99,10 @@ export declare class Scenegraph {
93
99
  setX(x: number): void;
94
100
  setY(y: number): void;
95
101
  setBodyAndRowHeaderY(y: number): void;
102
+ setBodyAndColHeaderX(x: number): void;
96
103
  afterScenegraphCreated(): void;
97
104
  dealWidthMode(): void;
105
+ dealHeightMode(): void;
98
106
  dealFrozen(): void;
99
107
  resetFrozen(): void;
100
108
  updateCellLayoutWidthCertainWidth(columnGroup: Group, detaRow: number, col: number): boolean;
@@ -115,7 +123,7 @@ export declare class Scenegraph {
115
123
  sortCell(): void;
116
124
  getCellOverflowText(col: number, row: number): string | null;
117
125
  updateDrill(visible: boolean, x: number, y: number, drillDown: boolean, drillUp: boolean): void;
118
- updateCellContent(col: number, row: number): void;
126
+ updateCellContent(col: number, row: number): Group;
119
127
  setPixelRatio(pixelRatio: number): void;
120
128
  updateHierarchyIcon(col: number, row: number): void;
121
129
  updateRow(removeCells: CellAddress[], addCells: CellAddress[]): void;