@visactor/vtable 0.9.3-alpha.0 → 0.9.3-alpha.2

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 (88) hide show
  1. package/README.md +15 -15
  2. package/cjs/PivotChart.js +20 -10
  3. package/cjs/PivotChart.js.map +1 -1
  4. package/cjs/core/BaseTable.js +1 -1
  5. package/cjs/core/BaseTable.js.map +1 -1
  6. package/cjs/dataset/dataset.d.ts +1 -0
  7. package/cjs/dataset/dataset.js +11 -3
  8. package/cjs/dataset/dataset.js.map +1 -1
  9. package/cjs/dataset/statistics-helper.d.ts +1 -2
  10. package/cjs/dataset/statistics-helper.js.map +1 -1
  11. package/cjs/index.d.ts +1 -1
  12. package/cjs/index.js +1 -1
  13. package/cjs/index.js.map +1 -1
  14. package/cjs/layout/chart-helper/get-axis-config.js +18 -8
  15. package/cjs/layout/chart-helper/get-axis-config.js.map +1 -1
  16. package/cjs/layout/chart-helper/get-chart-spec.js +8 -2
  17. package/cjs/layout/chart-helper/get-chart-spec.js.map +1 -1
  18. package/cjs/layout/pivot-layout.d.ts +1 -0
  19. package/cjs/layout/pivot-layout.js +12 -5
  20. package/cjs/layout/pivot-layout.js.map +1 -1
  21. package/cjs/scenegraph/graphic/contributions/chart-render.js +2 -2
  22. package/cjs/scenegraph/graphic/contributions/chart-render.js.map +1 -1
  23. package/cjs/scenegraph/group-creater/column-helper.js +1 -1
  24. package/cjs/scenegraph/group-creater/column-helper.js.map +1 -1
  25. package/cjs/scenegraph/group-creater/progress/proxy.d.ts +1 -1
  26. package/cjs/scenegraph/group-creater/progress/proxy.js +18 -22
  27. package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
  28. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.d.ts +1 -0
  29. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.js +60 -26
  30. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.js.map +1 -1
  31. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.d.ts +1 -0
  32. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +90 -36
  33. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -1
  34. package/cjs/scenegraph/layout/update-width.js +2 -1
  35. package/cjs/scenegraph/layout/update-width.js.map +1 -1
  36. package/cjs/scenegraph/scenegraph.js +3 -2
  37. package/cjs/scenegraph/scenegraph.js.map +1 -1
  38. package/cjs/scenegraph/utils/text-icon-layout.js +1 -1
  39. package/cjs/scenegraph/utils/text-icon-layout.js.map +1 -1
  40. package/cjs/state/hover/is-cell-hover.js +4 -3
  41. package/cjs/state/hover/is-cell-hover.js.map +1 -1
  42. package/cjs/ts-types/new-data-set.d.ts +3 -3
  43. package/cjs/ts-types/new-data-set.js.map +1 -1
  44. package/dist/vtable.js +392 -141
  45. package/dist/vtable.min.js +3 -3
  46. package/es/PivotChart.js +20 -10
  47. package/es/PivotChart.js.map +1 -1
  48. package/es/core/BaseTable.js +1 -1
  49. package/es/core/BaseTable.js.map +1 -1
  50. package/es/dataset/dataset.d.ts +1 -0
  51. package/es/dataset/dataset.js +11 -3
  52. package/es/dataset/dataset.js.map +1 -1
  53. package/es/dataset/statistics-helper.d.ts +1 -2
  54. package/es/dataset/statistics-helper.js.map +1 -1
  55. package/es/index.d.ts +1 -1
  56. package/es/index.js +1 -1
  57. package/es/index.js.map +1 -1
  58. package/es/layout/chart-helper/get-axis-config.js +19 -9
  59. package/es/layout/chart-helper/get-axis-config.js.map +1 -1
  60. package/es/layout/chart-helper/get-chart-spec.js +9 -3
  61. package/es/layout/chart-helper/get-chart-spec.js.map +1 -1
  62. package/es/layout/pivot-layout.d.ts +1 -0
  63. package/es/layout/pivot-layout.js +12 -5
  64. package/es/layout/pivot-layout.js.map +1 -1
  65. package/es/scenegraph/graphic/contributions/chart-render.js +2 -2
  66. package/es/scenegraph/graphic/contributions/chart-render.js.map +1 -1
  67. package/es/scenegraph/group-creater/column-helper.js +1 -1
  68. package/es/scenegraph/group-creater/column-helper.js.map +1 -1
  69. package/es/scenegraph/group-creater/progress/proxy.d.ts +1 -1
  70. package/es/scenegraph/group-creater/progress/proxy.js +17 -23
  71. package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
  72. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-x.d.ts +1 -0
  73. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-x.js +59 -23
  74. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-x.js.map +1 -1
  75. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.d.ts +1 -0
  76. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +90 -33
  77. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -1
  78. package/es/scenegraph/layout/update-width.js +2 -1
  79. package/es/scenegraph/layout/update-width.js.map +1 -1
  80. package/es/scenegraph/scenegraph.js +3 -2
  81. package/es/scenegraph/scenegraph.js.map +1 -1
  82. package/es/scenegraph/utils/text-icon-layout.js +1 -1
  83. package/es/scenegraph/utils/text-icon-layout.js.map +1 -1
  84. package/es/state/hover/is-cell-hover.js +4 -3
  85. package/es/state/hover/is-cell-hover.js.map +1 -1
  86. package/es/ts-types/new-data-set.d.ts +3 -3
  87. package/es/ts-types/new-data-set.js.map +1 -1
  88. package/package.json +3 -3
@@ -1 +1 @@
1
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eslint-disable no-undef */\nimport type { IThemeSpec } from '@visactor/vrender';\nimport type {\n CellType,\n FullExtendStyle,\n ICustomLayout,\n ICustomRender,\n MappingRule,\n TextColumnDefine\n} from '../../ts-types';\nimport { Group } from '../graphic/group';\nimport { getProp, getRawProp } from '../utils/get-prop';\nimport type { MergeMap } from '../scenegraph';\nimport type { PivotHeaderLayoutMap } from '../../layout/pivot-header-layout';\nimport { createCell } from './cell-helper';\nimport type { BaseTableAPI, PivotTableProtected } from '../../ts-types/base-table';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport { isPromise } from '../../tools/helper';\nimport { dealPromiseData } from '../utils/deal-promise-data';\n/**\n * 创建复合列 同一列支持创建不同类型单元格\n * @param columnGroup 列Group\n * @param col\n * @param colWidth 配置列宽\n * @param rowStart\n * @param rowEnd\n * @param mergeMap merge单元格信息\n * @param defaultRowHeight\n * @param table\n * @param cellType\n * @param rowLimit\n * @param customRender\n * @param customLayout\n * @returns\n */\nexport function createComplexColumn(\n columnGroup: Group,\n col: number,\n colWidth: number,\n rowStart: number,\n rowEnd: number,\n mergeMap: MergeMap,\n defaultRowHeight: number | number[],\n table: BaseTableAPI,\n cellType: CellType,\n rowLimit?: number\n) {\n let maxWidth = 0;\n let padding;\n let textAlign;\n let textBaseline;\n /** useColumnTheme 判断是否可以使用columnTheme */\n\n let bgColorFunc: Function;\n // 判断是否有mapping 遍历dataset中mappingRules\n if ((table.internalProps as PivotTableProtected)?.dataConfig?.mappingRules && cellType === 'body') {\n (table.internalProps as PivotTableProtected)?.dataConfig?.mappingRules?.forEach(\n (mappingRule: MappingRule, i: number) => {\n if (mappingRule.bgColor) {\n bgColorFunc = mappingRule.bgColor.mapping;\n }\n }\n );\n }\n // insert cell into column group top\n let y = 0;\n if (columnGroup.colHeight) {\n // insert cell into column group bottom\n y = columnGroup.colHeight;\n }\n\n for (let j = rowStart; j <= rowEnd; j++) {\n const row = j;\n const define = cellType !== 'body' ? table.getHeaderDefine(col, row) : table.getBodyColumnDefine(col, row);\n const mayHaveIcon = cellType !== 'body' ? true : !!define?.icon || !!define?.tree;\n const headerStyle = table._getCellStyle(col, row);\n const cellTheme = getStyleTheme(headerStyle, table, col, row, getProp).theme;\n cellTheme.group.width = colWidth;\n cellTheme.group.height = Array.isArray(defaultRowHeight) ? defaultRowHeight[row] : defaultRowHeight;\n if (cellTheme._vtable.padding) {\n padding = cellTheme._vtable.padding;\n }\n if (cellTheme.text.textAlign) {\n textAlign = cellTheme.text.textAlign;\n }\n if (cellTheme.text.textBaseline) {\n textBaseline = cellTheme.text.textBaseline;\n }\n // margin = getProp('margin', headerStyle, col, 0, table)\n\n let cellWidth = colWidth;\n // let cellHeight = table.internalProps.autoRowHeight ? 0 : table.getRowHeight(row);\n let cellHeight = table.getRowHeight(row);\n const type =\n (table.isHeader(col, row) ? table._getHeaderLayoutMap(col, row).headerType : table.getBodyColumnType(col, row)) ||\n 'text';\n // 处理单元格合并\n let mergeResult;\n let range;\n let isMerge;\n if (cellType !== 'body' || (define as TextColumnDefine)?.mergeCell) {\n // 只有表头或者column配置合并单元格后再进行信息获取\n range = table.getCellRange(col, row);\n isMerge = range.start.col !== range.end.col || range.start.row !== range.end.row;\n // 所有Merge单元格,只保留左上角一个真实的单元格,其他使用空Group占位\n if (isMerge) {\n cellWidth = 0;\n cellHeight = 0;\n mergeResult = mergeMap.get(`${range.start.col},${range.start.row};${range.end.col},${range.end.row}`);\n if (!mergeResult) {\n for (let col = range.start.col; col <= range.end.col; col++) {\n cellWidth += table.getColWidth(col);\n }\n\n // let cellHeight = 0;\n for (let i = range.start.row; i <= range.end.row; i++) {\n cellHeight += table.getRowHeight(i);\n }\n\n mergeMap.set(`${range.start.col},${range.start.row};${range.end.col},${range.end.row}`, {\n x: 0,\n y,\n cellWidth,\n cellHeight\n });\n }\n }\n }\n\n // let cellWidth = 0;\n // let cellHeight = 0;\n if (mergeResult) {\n const height = mergeResult.cellHeight / (range.end.row - range.start.row + 1);\n // 已有Merge单元格,使用空Group占位\n const cellGroup = new Group({\n x: 0,\n y,\n width: 0,\n height,\n visible: false,\n pickable: false\n });\n cellGroup.role = 'shadow-cell';\n cellGroup.col = col;\n cellGroup.row = row;\n cellGroup.mergeCol = range.start.col;\n cellGroup.mergeRow = range.start.row;\n columnGroup.addChild(cellGroup);\n columnGroup.updateColumnRowNumber(row);\n columnGroup.updateColumnHeight(height);\n range = table.getCellRange(col, row);\n y += height;\n maxWidth = Math.max(maxWidth, mergeResult.cellWidth);\n } else {\n // deal with promise data\n const value = table.getCellValue(col, row);\n if (isPromise(value)) {\n dealPromiseData(\n value,\n table,\n createCell.bind(\n null,\n type,\n define,\n table,\n col,\n row,\n colWidth,\n bgColorFunc,\n cellWidth,\n cellHeight,\n columnGroup,\n y,\n padding,\n textAlign,\n textBaseline,\n mayHaveIcon,\n isMerge,\n range,\n cellTheme\n )\n );\n columnGroup.updateColumnRowNumber(row);\n // const height = table.getRowHeight(row);\n const height = isMerge\n ? table.getRowHeight(row) / (range.end.row - range.start.row + 1)\n : table.getRowHeight(row);\n columnGroup.updateColumnHeight(height);\n y += height;\n } else {\n const cellGroup = createCell(\n type,\n define,\n table,\n col,\n row,\n colWidth,\n bgColorFunc,\n cellWidth,\n cellHeight,\n columnGroup,\n y,\n padding,\n textAlign,\n textBaseline,\n mayHaveIcon,\n isMerge,\n range,\n cellTheme\n );\n columnGroup.updateColumnRowNumber(row);\n // const height = cellGroup.attribute.height;\n const height = isMerge\n ? cellGroup.attribute.height / (range.end.row - range.start.row + 1)\n : cellGroup.attribute.height;\n columnGroup.updateColumnHeight(height);\n y += height;\n }\n }\n if (rowLimit && row > rowLimit) {\n break;\n }\n }\n\n columnGroup.setAttribute('width', colWidth);\n return {\n width: colWidth,\n height: y\n };\n}\n\n/**\n * 获取列分组主题\n * @param col 列索引\n * @param colWidth 列宽\n * @param table 表格实例\n * @returns 列分组主题\n */\nexport function getColumnGroupTheme(\n col: number,\n colWidth: number,\n table: BaseTableAPI\n): { theme: IThemeSpec & { _vtable: any }; hasFunctionPros: boolean } {\n const style = table._getCellStyle(col, table.columnHeaderLevelCount); // to be fixed\n const { theme: columnTheme, hasFunctionPros } = getStyleTheme(\n style,\n table,\n col,\n table.columnHeaderLevelCount,\n getRawProp\n );\n\n // get column header style\n columnTheme.group.width = colWidth;\n columnTheme.group.height = 0;\n return { theme: columnTheme, hasFunctionPros };\n}\n"]}
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eslint-disable no-undef */\nimport type { IThemeSpec } from '@visactor/vrender';\nimport type {\n CellType,\n FullExtendStyle,\n ICustomLayout,\n ICustomRender,\n MappingRule,\n TextColumnDefine\n} from '../../ts-types';\nimport { Group } from '../graphic/group';\nimport { getProp, getRawProp } from '../utils/get-prop';\nimport type { MergeMap } from '../scenegraph';\nimport type { PivotHeaderLayoutMap } from '../../layout/pivot-header-layout';\nimport { createCell } from './cell-helper';\nimport type { BaseTableAPI, PivotTableProtected } from '../../ts-types/base-table';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport { isPromise } from '../../tools/helper';\nimport { dealPromiseData } from '../utils/deal-promise-data';\n/**\n * 创建复合列 同一列支持创建不同类型单元格\n * @param columnGroup 列Group\n * @param col\n * @param colWidth 配置列宽\n * @param rowStart\n * @param rowEnd\n * @param mergeMap merge单元格信息\n * @param defaultRowHeight\n * @param table\n * @param cellType\n * @param rowLimit\n * @param customRender\n * @param customLayout\n * @returns\n */\nexport function createComplexColumn(\n columnGroup: Group,\n col: number,\n colWidth: number,\n rowStart: number,\n rowEnd: number,\n mergeMap: MergeMap,\n defaultRowHeight: number | number[],\n table: BaseTableAPI,\n cellType: CellType,\n rowLimit?: number\n) {\n let maxWidth = 0;\n let padding;\n let textAlign;\n let textBaseline;\n /** useColumnTheme 判断是否可以使用columnTheme */\n\n let bgColorFunc: Function;\n // 判断是否有mapping 遍历dataset中mappingRules\n if ((table.internalProps as PivotTableProtected)?.dataConfig?.mappingRules && cellType === 'body') {\n (table.internalProps as PivotTableProtected)?.dataConfig?.mappingRules?.forEach(\n (mappingRule: MappingRule, i: number) => {\n if (mappingRule.bgColor) {\n bgColorFunc = mappingRule.bgColor.mapping;\n }\n }\n );\n }\n // insert cell into column group top\n let y = 0;\n if (columnGroup.colHeight) {\n // insert cell into column group bottom\n y = columnGroup.colHeight;\n }\n\n for (let j = rowStart; j <= rowEnd; j++) {\n const row = j;\n const define = cellType !== 'body' ? table.getHeaderDefine(col, row) : table.getBodyColumnDefine(col, row);\n const mayHaveIcon = cellType !== 'body' ? true : !!define?.icon || !!define?.tree;\n const headerStyle = table._getCellStyle(col, row);\n const cellTheme = getStyleTheme(headerStyle, table, col, row, getProp).theme;\n cellTheme.group.width = colWidth;\n cellTheme.group.height = Array.isArray(defaultRowHeight) ? defaultRowHeight[row] : defaultRowHeight;\n if (cellTheme._vtable.padding) {\n padding = cellTheme._vtable.padding;\n }\n if (cellTheme.text.textAlign) {\n textAlign = cellTheme.text.textAlign;\n }\n if (cellTheme.text.textBaseline) {\n textBaseline = cellTheme.text.textBaseline;\n }\n\n // enable clip body\n if (cellType !== 'body' && !cellTheme.group.fill) {\n cellTheme.group.fill = '#fff';\n }\n // margin = getProp('margin', headerStyle, col, 0, table)\n\n let cellWidth = colWidth;\n // let cellHeight = table.internalProps.autoRowHeight ? 0 : table.getRowHeight(row);\n let cellHeight = table.getRowHeight(row);\n const type =\n (table.isHeader(col, row) ? table._getHeaderLayoutMap(col, row).headerType : table.getBodyColumnType(col, row)) ||\n 'text';\n // 处理单元格合并\n let mergeResult;\n let range;\n let isMerge;\n if (cellType !== 'body' || (define as TextColumnDefine)?.mergeCell) {\n // 只有表头或者column配置合并单元格后再进行信息获取\n range = table.getCellRange(col, row);\n isMerge = range.start.col !== range.end.col || range.start.row !== range.end.row;\n // 所有Merge单元格,只保留左上角一个真实的单元格,其他使用空Group占位\n if (isMerge) {\n cellWidth = 0;\n cellHeight = 0;\n mergeResult = mergeMap.get(`${range.start.col},${range.start.row};${range.end.col},${range.end.row}`);\n if (!mergeResult) {\n for (let col = range.start.col; col <= range.end.col; col++) {\n cellWidth += table.getColWidth(col);\n }\n\n // let cellHeight = 0;\n for (let i = range.start.row; i <= range.end.row; i++) {\n cellHeight += table.getRowHeight(i);\n }\n\n mergeMap.set(`${range.start.col},${range.start.row};${range.end.col},${range.end.row}`, {\n x: 0,\n y,\n cellWidth,\n cellHeight\n });\n }\n }\n }\n\n // let cellWidth = 0;\n // let cellHeight = 0;\n if (mergeResult) {\n const height = mergeResult.cellHeight / (range.end.row - range.start.row + 1);\n // 已有Merge单元格,使用空Group占位\n const cellGroup = new Group({\n x: 0,\n y,\n width: 0,\n height,\n visible: false,\n pickable: false\n });\n cellGroup.role = 'shadow-cell';\n cellGroup.col = col;\n cellGroup.row = row;\n cellGroup.mergeCol = range.start.col;\n cellGroup.mergeRow = range.start.row;\n columnGroup.addChild(cellGroup);\n columnGroup.updateColumnRowNumber(row);\n columnGroup.updateColumnHeight(height);\n range = table.getCellRange(col, row);\n y += height;\n maxWidth = Math.max(maxWidth, mergeResult.cellWidth);\n } else {\n // deal with promise data\n const value = table.getCellValue(col, row);\n if (isPromise(value)) {\n dealPromiseData(\n value,\n table,\n createCell.bind(\n null,\n type,\n define,\n table,\n col,\n row,\n colWidth,\n bgColorFunc,\n cellWidth,\n cellHeight,\n columnGroup,\n y,\n padding,\n textAlign,\n textBaseline,\n mayHaveIcon,\n isMerge,\n range,\n cellTheme\n )\n );\n columnGroup.updateColumnRowNumber(row);\n // const height = table.getRowHeight(row);\n const height = isMerge\n ? table.getRowHeight(row) / (range.end.row - range.start.row + 1)\n : table.getRowHeight(row);\n columnGroup.updateColumnHeight(height);\n y += height;\n } else {\n const cellGroup = createCell(\n type,\n define,\n table,\n col,\n row,\n colWidth,\n bgColorFunc,\n cellWidth,\n cellHeight,\n columnGroup,\n y,\n padding,\n textAlign,\n textBaseline,\n mayHaveIcon,\n isMerge,\n range,\n cellTheme\n );\n columnGroup.updateColumnRowNumber(row);\n // const height = cellGroup.attribute.height;\n const height = isMerge\n ? cellGroup.attribute.height / (range.end.row - range.start.row + 1)\n : cellGroup.attribute.height;\n columnGroup.updateColumnHeight(height);\n y += height;\n }\n }\n if (rowLimit && row > rowLimit) {\n break;\n }\n }\n\n columnGroup.setAttribute('width', colWidth);\n return {\n width: colWidth,\n height: y\n };\n}\n\n/**\n * 获取列分组主题\n * @param col 列索引\n * @param colWidth 列宽\n * @param table 表格实例\n * @returns 列分组主题\n */\nexport function getColumnGroupTheme(\n col: number,\n colWidth: number,\n table: BaseTableAPI\n): { theme: IThemeSpec & { _vtable: any }; hasFunctionPros: boolean } {\n const style = table._getCellStyle(col, table.columnHeaderLevelCount); // to be fixed\n const { theme: columnTheme, hasFunctionPros } = getStyleTheme(\n style,\n table,\n col,\n table.columnHeaderLevelCount,\n getRawProp\n );\n\n // get column header style\n columnTheme.group.width = colWidth;\n columnTheme.group.height = 0;\n return { theme: columnTheme, hasFunctionPros };\n}\n"]}
@@ -58,5 +58,5 @@ export declare class SceneProxy {
58
58
  updateCellGroupPosition(cellGroup: Group, newRow: number, y: number): void;
59
59
  updateCellGroupContent(cellGroup: Group): Group;
60
60
  sortCell(): Promise<void>;
61
- highPerformanceGetCell(col: number, row: number, rowStart?: number, rowEnd?: number, getShadow?: boolean): Group;
61
+ highPerformanceGetCell(col: number, row: number, getShadow?: boolean): Group;
62
62
  }
@@ -137,7 +137,15 @@ class SceneProxy {
137
137
  }
138
138
  createColGroup(onceCount) {
139
139
  const endCol = Math.min(this.totalCol, this.currentCol + onceCount);
140
- (0, compute_col_width_1.computeColsWidth)(this.table, this.currentCol + 1, endCol);
140
+ if ((0, compute_col_width_1.computeColsWidth)(this.table, this.currentCol + 1, endCol),
141
+ this.table.columnHeaderLevelCount) {
142
+ const lastColumnGroup = this.table.scenegraph.colHeaderGroup.lastChild instanceof group_1.Group ? this.table.scenegraph.colHeaderGroup.lastChild : this.table.scenegraph.colHeaderGroup.lastChild._prev, xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width, yOrigin = lastColumnGroup.attribute.y;
143
+ (0, column_1.createColGroup)(this.table.scenegraph.colHeaderGroup, xOrigin, yOrigin, this.currentCol + 1, endCol, 0, this.table.columnHeaderLevelCount - 1, "columnHeader", this.table);
144
+ }
145
+ if (this.table.bottomFrozenRowCount) {
146
+ const lastColumnGroup = this.table.scenegraph.bottomFrozenGroup.lastChild instanceof group_1.Group ? this.table.scenegraph.bottomFrozenGroup.lastChild : this.table.scenegraph.bottomFrozenGroup.lastChild._prev, xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width, yOrigin = lastColumnGroup.attribute.y;
147
+ (0, column_1.createColGroup)(this.table.scenegraph.bottomFrozenGroup, xOrigin, yOrigin, this.currentCol + 1, endCol, this.table.rowCount - this.table.bottomFrozenRowCount, this.table.rowCount - 1, "columnHeader", this.table);
148
+ }
141
149
  const lastColumnGroup = this.table.scenegraph.bodyGroup.lastChild instanceof group_1.Group ? this.table.scenegraph.bodyGroup.lastChild : this.table.scenegraph.bodyGroup.lastChild._prev, xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width, yOrigin = lastColumnGroup.attribute.y;
142
150
  (0, column_1.createColGroup)(this.table.scenegraph.bodyGroup, xOrigin, yOrigin, this.currentCol + 1, endCol, this.rowStart, this.rowEnd, "body", this.table),
143
151
  this.currentCol = endCol, this.colEnd = endCol, this.colUpdatePos = this.colEnd,
@@ -174,12 +182,9 @@ class SceneProxy {
174
182
  }
175
183
  updateCellGroups(count) {
176
184
  const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);
177
- "autoHeight" === this.table.heightMode && (0, compute_row_height_1.computeRowsHeight)(this.table, this.rowUpdatePos, distRow);
178
- for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) for (let row = this.rowUpdatePos; row <= distRow; row++) {
179
- const cellGroup = this.highPerformanceGetCell(col, row);
180
- this.updateCellGroupContent(cellGroup);
181
- }
182
- "autoHeight" === this.table.heightMode && (0, update_auto_row_1.updateAutoRow)(this.bodyLeftCol, this.bodyRightCol, this.rowUpdatePos, distRow, this.table, this.rowUpdateDirection),
185
+ "autoHeight" === this.table.heightMode && (0, compute_row_height_1.computeRowsHeight)(this.table, this.rowUpdatePos, distRow),
186
+ (0, dynamic_set_y_1.updateRowContent)(this.rowUpdatePos, distRow, this), "autoHeight" === this.table.heightMode && (0,
187
+ update_auto_row_1.updateAutoRow)(this.bodyLeftCol, this.bodyRightCol, this.rowUpdatePos, distRow, this.table, this.rowUpdateDirection),
183
188
  this.rowUpdatePos = distRow + 1;
184
189
  }
185
190
  updateColCellGroupsAsync() {
@@ -189,17 +194,8 @@ class SceneProxy {
189
194
  }
190
195
  updateColGroups(count) {
191
196
  const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);
192
- for (let col = this.colUpdatePos; col <= distCol; col++) {
193
- const colGroup = this.table.scenegraph.getColGroup(col);
194
- if (colGroup) {
195
- let cellGroup = colGroup.firstChild;
196
- for (;cellGroup; ) {
197
- cellGroup = this.updateCellGroupContent(cellGroup)._next;
198
- }
199
- colGroup.needUpdate = !1;
200
- }
201
- }
202
- this.colUpdatePos = distCol + 1;
197
+ (0, compute_col_width_1.computeColsWidth)(this.table, this.colUpdatePos, distCol),
198
+ (0, dynamic_set_x_1.updateColContent)(this.colUpdatePos, distCol, this), this.colUpdatePos = distCol + 1;
203
199
  }
204
200
  updateCellGroupPosition(cellGroup, newRow, y) {
205
201
  cellGroup.row = newRow, cellGroup.setAttribute("y", y), cellGroup.needUpdate = !0,
@@ -234,14 +230,14 @@ class SceneProxy {
234
230
  "autoHeight" !== this.table.heightMode && (yield this.progress());
235
231
  }));
236
232
  }
237
- highPerformanceGetCell(col, row, rowStart = this.rowStart, rowEnd = this.rowEnd, getShadow) {
238
- if (row < rowStart || row > rowEnd) return empty_group_1.emptyGroup;
239
- if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) return empty_group_1.emptyGroup;
233
+ highPerformanceGetCell(col, row, getShadow) {
234
+ if (row >= this.table.columnHeaderLevelCount && row < this.table.rowCount - this.table.bottomFrozenRowCount && (row < this.rowStart || row > this.rowEnd)) return empty_group_1.emptyGroup;
235
+ if (col >= this.table.rowHeaderLevelCount && col < this.table.colCount - this.table.rightFrozenColCount && (col < this.colStart || col > this.colEnd)) return empty_group_1.emptyGroup;
240
236
  if (this.cellCache.get(col)) {
241
237
  const cacheCellGoup = this.cellCache.get(col);
242
238
  if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {
243
239
  let cellGroup = getCellByCache(cacheCellGoup, row);
244
- return cellGroup || (cellGroup = this.table.scenegraph.getCell(col, row, getShadow)),
240
+ return cellGroup && (getShadow || "shadow-cell" !== cellGroup.role) || (cellGroup = this.table.scenegraph.getCell(col, row, getShadow)),
245
241
  cellGroup.row && this.cellCache.set(col, cellGroup), cellGroup;
246
242
  }
247
243
  const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);
@@ -1 +1 @@
1
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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 { createGroupForFirstScreen } from './create-group-for-first-screen';\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 this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.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 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.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 rightFrozenGroup: Group,\n bottomFrozenGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n await createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\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 if (this.table.rowHeaderLevelCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.rowHeaderLevelCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellType = 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellType\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellType = 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellType\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellType = '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.heightMode === 'autoHeight') {\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.heightMode === 'autoHeight') {\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.heightMode === 'autoHeight') {\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.heightMode === 'autoHeight') {\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.heightMode === 'autoHeight') {\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.heightMode !== 'autoHeight') {\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"]}
1
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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 { createGroupForFirstScreen } from './create-group-for-first-screen';\nimport { dynamicSetX, updateColContent } from './update-position/dynamic-set-x';\nimport { dynamicSetY, updateRowContent } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\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 this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.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 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.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 rightFrozenGroup: Group,\n bottomFrozenGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n await createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\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 if (this.table.rowHeaderLevelCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.rowHeaderLevelCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellType = 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellType\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellType = 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellType\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellType = '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 if (this.table.columnHeaderLevelCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create colHeaderGroup\n createColGroup(\n this.table.scenegraph.colHeaderGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n 0, // rowStart\n this.table.columnHeaderLevelCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n if (this.table.bottomFrozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bottomFrozenGroup.lastChild instanceof Group\n ? this.table.scenegraph.bottomFrozenGroup.lastChild\n : this.table.scenegraph.bottomFrozenGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bottomFrozenGroup\n createColGroup(\n this.table.scenegraph.bottomFrozenGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.table.rowCount - this.table.bottomFrozenRowCount, // rowStart\n this.table.rowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n\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.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\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 computeColsWidth(this.table, this.colUpdatePos, distCol);\n updateColContent(this.colUpdatePos, distCol, this);\n this.colUpdatePos = distCol + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.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.heightMode === 'autoHeight') {\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.heightMode === 'autoHeight') {\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.heightMode === 'autoHeight') {\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.heightMode !== 'autoHeight') {\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\n if (\n row >= this.table.columnHeaderLevelCount && // not column header\n row < this.table.rowCount - this.table.bottomFrozenRowCount && // not bottom frozen\n (row < this.rowStart || row > this.rowEnd) // not in proxy row range\n ) {\n return emptyGroup;\n }\n\n if (\n col >= this.table.rowHeaderLevelCount && // not row header\n col < this.table.colCount - this.table.rightFrozenColCount && // not right frozen\n (col < this.colStart || col > this.colEnd) // not in proxy col range\n ) {\n return emptyGroup;\n }\n\n if (this.cellCache.get(col)) {\n const cacheCellGoup = this.cellCache.get(col);\n if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {\n // 由缓存单元格向前后查找要快于从头查找\n let cellGroup = getCellByCache(cacheCellGoup, row);\n if (!cellGroup || (!getShadow && cellGroup.role === 'shadow-cell')) {\n cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n }\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n cellGroup.row && this.cellCache.set(col, cellGroup);\n 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"]}
@@ -1,2 +1,3 @@
1
1
  import type { SceneProxy } from '../proxy';
2
2
  export declare function dynamicSetX(x: number, proxy: SceneProxy): Promise<void>;
3
+ export declare function updateColContent(syncLeftCol: number, syncRightCol: number, proxy: SceneProxy): void;
@@ -28,9 +28,9 @@ var __awaiter = this && this.__awaiter || function(thisArg, _arguments, P, gener
28
28
 
29
29
  Object.defineProperty(exports, "__esModule", {
30
30
  value: !0
31
- }), exports.dynamicSetX = void 0;
31
+ }), exports.updateColContent = exports.dynamicSetX = void 0;
32
32
 
33
- const compute_col_width_1 = require("../../../layout/compute-col-width");
33
+ const compute_col_width_1 = require("../../../layout/compute-col-width"), get_cell_merge_1 = require("../../../utils/get-cell-merge"), cell_helper_1 = require("../../cell-helper");
34
34
 
35
35
  function dynamicSetX(x, proxy) {
36
36
  return __awaiter(this, void 0, void 0, (function*() {
@@ -47,25 +47,15 @@ function dynamicSetX(x, proxy) {
47
47
  function moveColumn(count, direction, screenLeftCol, proxy) {
48
48
  return __awaiter(this, void 0, void 0, (function*() {
49
49
  "left" === direction && proxy.colEnd + count > proxy.bodyRightCol ? count = proxy.bodyRightCol - proxy.colEnd : "right" === direction && proxy.colStart - count < proxy.bodyLeftCol && (count = proxy.colStart - proxy.bodyLeftCol);
50
- const bodyGroup = proxy.table.scenegraph.bodyGroup;
50
+ proxy.table.scenegraph.bodyGroup;
51
51
  if (count < proxy.colEnd - proxy.colStart) {
52
52
  const startCol = "left" === direction ? proxy.colStart : proxy.colEnd - count + 1, endCol = "left" === direction ? proxy.colStart + count - 1 : proxy.colEnd, distStartCol = "left" === direction ? proxy.colEnd + 1 : proxy.colStart - count, distEndCol = "left" === direction ? proxy.colEnd + count : proxy.colStart - 1;
53
- (0, compute_col_width_1.computeColsWidth)(proxy.table, distStartCol, distEndCol);
54
- for (let col = startCol; col <= endCol; col++) if ("left" === direction) {
55
- const colGroup = bodyGroup.firstChild;
56
- updateColGroupPosition(colGroup, bodyGroup.lastChild.col + 1, bodyGroup.lastChild.attribute.x + bodyGroup.lastChild.attribute.width),
57
- bodyGroup.appendChild(colGroup);
58
- } else {
59
- const colGroup = bodyGroup.lastChild;
60
- updateColGroupPosition(colGroup, bodyGroup.firstChild.col - 1, bodyGroup.firstChild.attribute.x - proxy.table.getColWidth(bodyGroup.firstChild.col - 1)),
61
- bodyGroup.insertBefore(colGroup, bodyGroup.firstChild);
62
- }
53
+ (0, compute_col_width_1.computeColsWidth)(proxy.table, distStartCol, distEndCol),
54
+ updatePartColPosition(startCol, endCol, direction, proxy);
63
55
  const syncLeftCol = Math.max(proxy.bodyLeftCol, screenLeftCol - 1 * proxy.screenColCount), syncRightCol = Math.min(proxy.bodyRightCol, screenLeftCol + 2 * proxy.screenColCount);
64
- for (let col = syncLeftCol; col <= syncRightCol; col++) {
65
- updateColGroupContent(proxy.table.scenegraph.getColGroup(col), proxy);
66
- }
67
56
  proxy.colStart = "left" === direction ? proxy.colStart + count : proxy.colStart - count,
68
57
  proxy.colEnd = "left" === direction ? proxy.colEnd + count : proxy.colEnd - count,
58
+ checkFirstColMerge(distStartCol, proxy), updateColContent(syncLeftCol, syncRightCol, proxy),
69
59
  proxy.currentCol = "left" === direction ? proxy.currentCol + count : proxy.currentCol - count,
70
60
  proxy.totalCol = "left" === direction ? proxy.totalCol + count : proxy.totalCol - count,
71
61
  proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2),
@@ -76,16 +66,10 @@ function moveColumn(count, direction, screenLeftCol, proxy) {
76
66
  (0, compute_col_width_1.computeColsWidth)(proxy.table, distStartCol, distEndCol);
77
67
  const distStartColY = proxy.table.getColsWidth(proxy.bodyLeftCol, distStartCol - 1);
78
68
  console.log("distStartColY", proxy.bodyLeftCol, distStartCol - 1, distStartColY),
79
- bodyGroup.forEachChildren(((colGroup, index) => {
80
- "group" === colGroup.type && updateColGroupPosition(colGroup, "left" === direction ? colGroup.col + count : colGroup.col - count, 0 === index ? distStartColY : colGroup._prev.attribute.x + proxy.table.getColWidth(colGroup._prev.col));
81
- }));
69
+ updateAllColPosition(distStartColY, count, direction, proxy);
82
70
  const syncLeftCol = Math.max(proxy.bodyLeftCol, screenLeftCol - 1 * proxy.screenRowCount), syncRightCol = Math.min(proxy.bodyRightCol, screenLeftCol + 2 * proxy.screenRowCount);
83
- for (let col = syncLeftCol; col <= syncRightCol; col++) {
84
- updateColGroupContent(proxy.table.scenegraph.getColGroup(col), proxy);
85
- }
86
- const cellGroup = proxy.table.scenegraph.getCell(screenLeftCol, 0);
87
- cellGroup.AABBBounds.width(), console.log("leftCell", cellGroup.col, cellGroup.globalAABBBounds, cellGroup),
88
- proxy.colStart = distStartCol, proxy.colEnd = distEndCol, proxy.currentCol = "left" === direction ? proxy.currentCol + count : proxy.currentCol - count,
71
+ proxy.colStart = distStartCol, proxy.colEnd = distEndCol, checkFirstColMerge(distStartCol, proxy),
72
+ updateColContent(syncLeftCol, syncRightCol, proxy), proxy.currentCol = "left" === direction ? proxy.currentCol + count : proxy.currentCol - count,
89
73
  proxy.totalCol = "left" === direction ? proxy.totalCol + count : proxy.totalCol - count,
90
74
  proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2),
91
75
  proxy.colUpdatePos = proxy.colStart, proxy.colUpdateDirection = distEndCol > proxy.bodyRightCol - (proxy.colEnd - proxy.colStart + 1) ? "right" : "left",
@@ -108,5 +92,55 @@ function updateColGroupContent(colGroup, proxy) {
108
92
  colGroup.needUpdate = !1;
109
93
  }
110
94
 
111
- exports.dynamicSetX = dynamicSetX;
95
+ function updatePartColPosition(startCol, endCol, direction, proxy) {
96
+ for (let col = startCol; col <= endCol; col++) proxy.table.scenegraph.bodyGroup.childrenCount > 0 && updateColPosition(proxy.table.scenegraph.bodyGroup, direction, proxy),
97
+ proxy.table.scenegraph.colHeaderGroup.childrenCount > 0 && updateColPosition(proxy.table.scenegraph.bodyGroup, direction, proxy),
98
+ proxy.table.scenegraph.bottomFrozenGroup.childrenCount > 0 && updateColPosition(proxy.table.scenegraph.bodyGroup, direction, proxy);
99
+ }
100
+
101
+ function updateColPosition(containerGroup, direction, proxy) {
102
+ if ("left" === direction) {
103
+ const colGroup = containerGroup.firstChild;
104
+ updateColGroupPosition(colGroup, containerGroup.lastChild.col + 1, containerGroup.lastChild.attribute.x + containerGroup.lastChild.attribute.width),
105
+ containerGroup.appendChild(colGroup);
106
+ } else {
107
+ const colGroup = containerGroup.lastChild;
108
+ updateColGroupPosition(colGroup, containerGroup.firstChild.col - 1, containerGroup.firstChild.attribute.x - proxy.table.getColWidth(containerGroup.firstChild.col - 1)),
109
+ containerGroup.insertBefore(colGroup, containerGroup.firstChild);
110
+ }
111
+ }
112
+
113
+ function updateColContent(syncLeftCol, syncRightCol, proxy) {
114
+ for (let col = syncLeftCol; col <= syncRightCol; col++) {
115
+ updateColGroupContent(proxy.table.scenegraph.getColGroup(col), proxy);
116
+ updateColGroupContent(proxy.table.scenegraph.getColGroup(col, !0), proxy);
117
+ updateColGroupContent(proxy.table.scenegraph.getColGroupInBottom(col), proxy);
118
+ }
119
+ }
120
+
121
+ function updateAllColPosition(distStartColY, count, direction, proxy) {
122
+ proxy.table.scenegraph.colHeaderGroup.forEachChildren(((colGroup, index) => {
123
+ "group" === colGroup.type && updateColGroupPosition(colGroup, "left" === direction ? colGroup.col + count : colGroup.col - count, 0 === index ? distStartColY : colGroup._prev.attribute.x + proxy.table.getColWidth(colGroup._prev.col));
124
+ })), proxy.table.scenegraph.bottomFrozenGroup.forEachChildren(((colGroup, index) => {
125
+ "group" === colGroup.type && updateColGroupPosition(colGroup, "left" === direction ? colGroup.col + count : colGroup.col - count, 0 === index ? distStartColY : colGroup._prev.attribute.x + proxy.table.getColWidth(colGroup._prev.col));
126
+ })), proxy.table.scenegraph.bodyGroup.forEachChildren(((colGroup, index) => {
127
+ "group" === colGroup.type && updateColGroupPosition(colGroup, "left" === direction ? colGroup.col + count : colGroup.col - count, 0 === index ? distStartColY : colGroup._prev.attribute.x + proxy.table.getColWidth(colGroup._prev.col));
128
+ }));
129
+ }
130
+
131
+ function checkFirstColMerge(col, proxy) {
132
+ for (let row = 0; row < proxy.table.rowCount; row++) {
133
+ if (row >= proxy.table.columnHeaderLevelCount && row < proxy.rowStart || row > proxy.rowEnd && row < proxy.table.rowCount - proxy.table.bottomFrozenRowCount) continue;
134
+ const range = (0, get_cell_merge_1.getCellMergeInfo)(proxy.table, col, row);
135
+ if (range && range.start.row !== row) {
136
+ const oldCellGroup = proxy.highPerformanceGetCell(col, row, !0), newCellGroup = (0,
137
+ cell_helper_1.updateCell)(range.start.col, range.start.row, proxy.table, !0);
138
+ newCellGroup.col = col, newCellGroup.row = row, newCellGroup.setAttribute("x", proxy.table.getColsWidth(proxy.table.rowHeaderLevelCount, range.start.col - 1)),
139
+ oldCellGroup.parent.insertAfter(newCellGroup, oldCellGroup), oldCellGroup.parent.removeChild(oldCellGroup),
140
+ oldCellGroup.needUpdate = !1, newCellGroup.needUpdate = !1, proxy.cellCache.get(col) && proxy.cellCache.set(col, newCellGroup);
141
+ }
142
+ }
143
+ }
144
+
145
+ exports.dynamicSetX = dynamicSetX, exports.updateColContent = updateColContent;
112
146
  //# sourceMappingURL=dynamic-set-x.js.map
@@ -1 +1 @@
1
- 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type { BaseTableAPI } from '../../../../ts-types/base-table';\nimport type { Group } from '../../../graphic/group';\nimport { computeColsWidth } from '../../../layout/compute-col-width';\nimport type { SceneProxy } from '../proxy';\n\nexport async function dynamicSetX(x: number, proxy: SceneProxy) {\n const screenLeft = (proxy.table as BaseTableAPI).getTargetColAt(\n x + proxy.table.scenegraph.rowHeaderGroup.attribute.width\n );\n if (!screenLeft) {\n return;\n }\n\n proxy.screenLeftCol = screenLeft.col;\n const deltaCol = proxy.screenLeftCol - proxy.referenceCol;\n\n if (deltaCol > 0) {\n // 向右滚动,左部column group移到右部\n proxy.table.scenegraph.setBodyAndColHeaderX(-x);\n await moveColumn(deltaCol, 'left', proxy.screenLeftCol, proxy);\n } else if (deltaCol < 0) {\n // 向左滚动,右部cell group移到左部\n proxy.table.scenegraph.setBodyAndColHeaderX(-x);\n await moveColumn(-deltaCol, 'right', proxy.screenLeftCol, proxy);\n } else {\n // 不改变row,更新body group范围\n proxy.table.scenegraph.setBodyAndColHeaderX(-x);\n }\n\n proxy.table.scenegraph.updateNextFrame();\n}\n\nasync function moveColumn(count: number, direction: 'left' | 'right', screenLeftCol: number, proxy: SceneProxy) {\n // 限制count范围\n if (direction === 'left' && proxy.colEnd + count > proxy.bodyRightCol) {\n count = proxy.bodyRightCol - proxy.colEnd;\n } else if (direction === 'right' && proxy.colStart - count < proxy.bodyLeftCol) {\n count = proxy.colStart - proxy.bodyLeftCol;\n }\n\n const bodyGroup = proxy.table.scenegraph.bodyGroup;\n\n // 两种更新模式\n // 1. count < colEnd - colStart:从顶/底部移动count数量的单元格到底/顶部\n // 2. count >= colEnd - colStart:整体移动到目标位置\n if (count < proxy.colEnd - proxy.colStart) {\n // 计算更新区域\n const startCol = direction === 'left' ? proxy.colStart : proxy.colEnd - count + 1;\n const endCol = direction === 'left' ? proxy.colStart + count - 1 : proxy.colEnd;\n const distStartCol = direction === 'left' ? proxy.colEnd + 1 : proxy.colStart - count;\n const distEndCol = direction === 'left' ? proxy.colEnd + count : proxy.colStart - 1;\n // update column width\n computeColsWidth(proxy.table, distStartCol, distEndCol);\n\n // console.log('move', startCol, endCol, direction);\n for (let col = startCol; col <= endCol; col++) {\n if (direction === 'left') {\n const colGroup = bodyGroup.firstChild as Group;\n updateColGroupPosition(\n colGroup,\n (bodyGroup.lastChild as Group).col + 1,\n (bodyGroup.lastChild as Group).attribute.x + (bodyGroup.lastChild as Group).attribute.width\n );\n bodyGroup.appendChild(colGroup);\n } else {\n const colGroup = bodyGroup.lastChild as Group;\n updateColGroupPosition(\n colGroup,\n (bodyGroup.firstChild as Group).col - 1,\n (bodyGroup.firstChild as Group).attribute.x - proxy.table.getColWidth((bodyGroup.firstChild as Group).col - 1)\n );\n bodyGroup.insertBefore(colGroup, bodyGroup.firstChild);\n }\n }\n\n // 更新同步范围\n const syncLeftCol = Math.max(proxy.bodyLeftCol, screenLeftCol - proxy.screenColCount * 1);\n const syncRightCol = Math.min(proxy.bodyRightCol, screenLeftCol + proxy.screenColCount * 2);\n for (let col = syncLeftCol; col <= syncRightCol; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n updateColGroupContent(colGroup, proxy);\n }\n\n proxy.colStart = direction === 'left' ? proxy.colStart + count : proxy.colStart - count;\n proxy.colEnd = direction === 'left' ? proxy.colEnd + count : proxy.colEnd - count;\n proxy.currentCol = direction === 'left' ? proxy.currentCol + count : proxy.currentCol - count;\n proxy.totalCol = direction === 'left' ? proxy.totalCol + count : proxy.totalCol - count;\n proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2);\n proxy.colUpdatePos = distStartCol;\n proxy.colUpdateDirection = direction;\n // console.log('col move end proxy', proxy.colStart, proxy.colEnd);\n // console.log(\n // 'col move end cell col',\n // (proxy.table as any).scenegraph.bodyGroup.firstChild.col,\n // (proxy.table as any).scenegraph.bodyGroup.lastChild.col\n // );\n // console.log('sync', proxy.referenceCol, proxy.colStart, proxy.colEnd);\n\n proxy.table.scenegraph.stage.render();\n\n // 开始异步任务\n await proxy.progress();\n } else {\n const distStartCol = direction === 'left' ? proxy.colStart + count : proxy.colStart - count;\n const distEndCol = direction === 'left' ? proxy.colEnd + count : proxy.colEnd - count;\n\n // update column width\n computeColsWidth(proxy.table, distStartCol, distEndCol);\n const distStartColY = proxy.table.getColsWidth(proxy.bodyLeftCol, distStartCol - 1);\n console.log('distStartColY', proxy.bodyLeftCol, distStartCol - 1, distStartColY);\n\n bodyGroup.forEachChildren((colGroup: Group, index) => {\n if (colGroup.type === 'group') {\n updateColGroupPosition(\n colGroup,\n direction === 'left' ? colGroup.col + count : colGroup.col - count,\n // (bodyGroup.lastChild as Group).attribute.x + (bodyGroup.lastChild as Group).attribute.width\n index === 0 // row === proxy.rowStart\n ? distStartColY\n : (colGroup._prev as Group).attribute.x + proxy.table.getColWidth((colGroup._prev as Group).col)\n );\n }\n });\n\n // 更新同步范围\n const syncLeftCol = Math.max(proxy.bodyLeftCol, screenLeftCol - proxy.screenRowCount * 1);\n const syncRightCol = Math.min(proxy.bodyRightCol, screenLeftCol + proxy.screenRowCount * 2);\n // console.log('更新同步范围col', syncLeftCol, syncRightCol);\n for (let col = syncLeftCol; col <= syncRightCol; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n updateColGroupContent(colGroup, proxy);\n }\n\n // for test\n const cellGroup = proxy.table.scenegraph.getCell(screenLeftCol, 0);\n cellGroup.AABBBounds.width();\n console.log('leftCell', cellGroup.col, cellGroup.globalAABBBounds, cellGroup);\n\n proxy.colStart = distStartCol;\n proxy.colEnd = distEndCol;\n proxy.currentCol = direction === 'left' ? proxy.currentCol + count : proxy.currentCol - count;\n proxy.totalCol = direction === 'left' ? proxy.totalCol + count : proxy.totalCol - count;\n proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2);\n proxy.colUpdatePos = proxy.colStart;\n proxy.colUpdateDirection = distEndCol > proxy.bodyRightCol - (proxy.colEnd - proxy.colStart + 1) ? 'right' : 'left';\n // console.log('sync', proxy.referenceCol, proxy.colStart, proxy.colEnd);\n // console.log('move total end proxy col', proxy.colStart, proxy.colEnd);\n // console.log(\n // 'move total end cell col',\n // (proxy.table as any).scenegraph.bodyGroup.firstChild.row,\n // (proxy.table as any).scenegraph.bodyGroup.lastChild.row\n // );\n // proxy.table.scenegraph.stage.render();\n\n await proxy.progress();\n }\n}\n\nfunction updateColGroupPosition(colGroup: Group, newCol: number, x: number) {\n // 更新位置&col\n colGroup.col = newCol;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.col = newCol;\n cellGroup.needUpdate = true;\n });\n colGroup.setAttribute('x', x);\n colGroup.needUpdate = true;\n}\n\nfunction updateColGroupContent(colGroup: Group, proxy: SceneProxy) {\n // colGroup.forEachChildren((cellGroup: Group) => {\n // proxy.updateCellGroupContent(cellGroup);\n // });\n // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // const cellGroup = proxy.highPerformanceGetCell(colGroup.col, row);\n // proxy.updateCellGroupContent(cellGroup);\n // }\n let cellGroup = colGroup.firstChild;\n while (cellGroup) {\n const newCellGroup = proxy.updateCellGroupContent(cellGroup as Group);\n cellGroup = newCellGroup._next;\n }\n colGroup.needUpdate = false;\n}\n"]}
1
+ 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type { BaseTableAPI } from '../../../../ts-types/base-table';\nimport type { Group } from '../../../graphic/group';\nimport { computeColsWidth } from '../../../layout/compute-col-width';\nimport { getCellMergeInfo } from '../../../utils/get-cell-merge';\nimport { updateCell } from '../../cell-helper';\nimport type { SceneProxy } from '../proxy';\n\nexport async function dynamicSetX(x: number, proxy: SceneProxy) {\n const screenLeft = (proxy.table as BaseTableAPI).getTargetColAt(\n x + proxy.table.scenegraph.rowHeaderGroup.attribute.width\n );\n if (!screenLeft) {\n return;\n }\n\n proxy.screenLeftCol = screenLeft.col;\n const deltaCol = proxy.screenLeftCol - proxy.referenceCol;\n\n if (deltaCol > 0) {\n // 向右滚动,左部column group移到右部\n proxy.table.scenegraph.setBodyAndColHeaderX(-x);\n await moveColumn(deltaCol, 'left', proxy.screenLeftCol, proxy);\n } else if (deltaCol < 0) {\n // 向左滚动,右部cell group移到左部\n proxy.table.scenegraph.setBodyAndColHeaderX(-x);\n await moveColumn(-deltaCol, 'right', proxy.screenLeftCol, proxy);\n } else {\n // 不改变row,更新body group范围\n proxy.table.scenegraph.setBodyAndColHeaderX(-x);\n }\n\n proxy.table.scenegraph.updateNextFrame();\n}\n\nasync function moveColumn(count: number, direction: 'left' | 'right', screenLeftCol: number, proxy: SceneProxy) {\n // 限制count范围\n if (direction === 'left' && proxy.colEnd + count > proxy.bodyRightCol) {\n count = proxy.bodyRightCol - proxy.colEnd;\n } else if (direction === 'right' && proxy.colStart - count < proxy.bodyLeftCol) {\n count = proxy.colStart - proxy.bodyLeftCol;\n }\n\n const bodyGroup = proxy.table.scenegraph.bodyGroup;\n\n // 两种更新模式\n // 1. count < colEnd - colStart:从顶/底部移动count数量的单元格到底/顶部\n // 2. count >= colEnd - colStart:整体移动到目标位置\n if (count < proxy.colEnd - proxy.colStart) {\n // 计算更新区域\n const startCol = direction === 'left' ? proxy.colStart : proxy.colEnd - count + 1;\n const endCol = direction === 'left' ? proxy.colStart + count - 1 : proxy.colEnd;\n const distStartCol = direction === 'left' ? proxy.colEnd + 1 : proxy.colStart - count;\n const distEndCol = direction === 'left' ? proxy.colEnd + count : proxy.colStart - 1;\n // update column width\n computeColsWidth(proxy.table, distStartCol, distEndCol);\n\n // console.log('move', startCol, endCol, direction);\n // for (let col = startCol; col <= endCol; col++) {\n // if (direction === 'left') {\n // const colGroup = bodyGroup.firstChild as Group;\n // updateColGroupPosition(\n // colGroup,\n // (bodyGroup.lastChild as Group).col + 1,\n // (bodyGroup.lastChild as Group).attribute.x + (bodyGroup.lastChild as Group).attribute.width\n // );\n // bodyGroup.appendChild(colGroup);\n // } else {\n // const colGroup = bodyGroup.lastChild as Group;\n // updateColGroupPosition(\n // colGroup,\n // (bodyGroup.firstChild as Group).col - 1,\n // (bodyGroup.firstChild as Group).attribute.x - proxy.table.getColWidth((bodyGroup.firstChild as Group).col - 1)\n // );\n // bodyGroup.insertBefore(colGroup, bodyGroup.firstChild);\n // }\n // }\n updatePartColPosition(startCol, endCol, direction, proxy);\n\n // 更新同步范围\n const syncLeftCol = Math.max(proxy.bodyLeftCol, screenLeftCol - proxy.screenColCount * 1);\n const syncRightCol = Math.min(proxy.bodyRightCol, screenLeftCol + proxy.screenColCount * 2);\n // for (let col = syncLeftCol; col <= syncRightCol; col++) {\n // const colGroup = proxy.table.scenegraph.getColGroup(col);\n // updateColGroupContent(colGroup, proxy);\n // }\n\n proxy.colStart = direction === 'left' ? proxy.colStart + count : proxy.colStart - count;\n proxy.colEnd = direction === 'left' ? proxy.colEnd + count : proxy.colEnd - count;\n checkFirstColMerge(distStartCol, proxy);\n updateColContent(syncLeftCol, syncRightCol, proxy);\n\n proxy.currentCol = direction === 'left' ? proxy.currentCol + count : proxy.currentCol - count;\n proxy.totalCol = direction === 'left' ? proxy.totalCol + count : proxy.totalCol - count;\n proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2);\n proxy.colUpdatePos = distStartCol;\n proxy.colUpdateDirection = direction;\n // console.log('col move end proxy', proxy.colStart, proxy.colEnd);\n // console.log(\n // 'col move end cell col',\n // (proxy.table as any).scenegraph.bodyGroup.firstChild.col,\n // (proxy.table as any).scenegraph.bodyGroup.lastChild.col\n // );\n // console.log('sync', proxy.referenceCol, proxy.colStart, proxy.colEnd);\n\n proxy.table.scenegraph.stage.render();\n\n // 开始异步任务\n await proxy.progress();\n } else {\n const distStartCol = direction === 'left' ? proxy.colStart + count : proxy.colStart - count;\n const distEndCol = direction === 'left' ? proxy.colEnd + count : proxy.colEnd - count;\n\n // update column width\n computeColsWidth(proxy.table, distStartCol, distEndCol);\n const distStartColY = proxy.table.getColsWidth(proxy.bodyLeftCol, distStartCol - 1);\n console.log('distStartColY', proxy.bodyLeftCol, distStartCol - 1, distStartColY);\n\n // bodyGroup.forEachChildren((colGroup: Group, index) => {\n // if (colGroup.type === 'group') {\n // updateColGroupPosition(\n // colGroup,\n // direction === 'left' ? colGroup.col + count : colGroup.col - count,\n // // (bodyGroup.lastChild as Group).attribute.x + (bodyGroup.lastChild as Group).attribute.width\n // index === 0 // row === proxy.rowStart\n // ? distStartColY\n // : (colGroup._prev as Group).attribute.x + proxy.table.getColWidth((colGroup._prev as Group).col)\n // );\n // }\n // });\n\n // 更新同步范围\n updateAllColPosition(distStartColY, count, direction, proxy);\n const syncLeftCol = Math.max(proxy.bodyLeftCol, screenLeftCol - proxy.screenRowCount * 1);\n const syncRightCol = Math.min(proxy.bodyRightCol, screenLeftCol + proxy.screenRowCount * 2);\n // console.log('更新同步范围col', syncLeftCol, syncRightCol);\n // for (let col = syncLeftCol; col <= syncRightCol; col++) {\n // const colGroup = proxy.table.scenegraph.getColGroup(col);\n // updateColGroupContent(colGroup, proxy);\n // }\n\n proxy.colStart = distStartCol;\n proxy.colEnd = distEndCol;\n checkFirstColMerge(distStartCol, proxy);\n updateColContent(syncLeftCol, syncRightCol, proxy);\n\n proxy.currentCol = direction === 'left' ? proxy.currentCol + count : proxy.currentCol - count;\n proxy.totalCol = direction === 'left' ? proxy.totalCol + count : proxy.totalCol - count;\n proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2);\n proxy.colUpdatePos = proxy.colStart;\n proxy.colUpdateDirection = distEndCol > proxy.bodyRightCol - (proxy.colEnd - proxy.colStart + 1) ? 'right' : 'left';\n // console.log('sync', proxy.referenceCol, proxy.colStart, proxy.colEnd);\n // console.log('move total end proxy col', proxy.colStart, proxy.colEnd);\n // console.log(\n // 'move total end cell col',\n // (proxy.table as any).scenegraph.bodyGroup.firstChild.row,\n // (proxy.table as any).scenegraph.bodyGroup.lastChild.row\n // );\n // proxy.table.scenegraph.stage.render();\n\n await proxy.progress();\n }\n}\n\nfunction updateColGroupPosition(colGroup: Group, newCol: number, x: number) {\n // 更新位置&col\n colGroup.col = newCol;\n colGroup.forEachChildren((cellGroup: Group) => {\n cellGroup.col = newCol;\n cellGroup.needUpdate = true;\n });\n colGroup.setAttribute('x', x);\n colGroup.needUpdate = true;\n}\n\nfunction updateColGroupContent(colGroup: Group, proxy: SceneProxy) {\n // colGroup.forEachChildren((cellGroup: Group) => {\n // proxy.updateCellGroupContent(cellGroup);\n // });\n // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // const cellGroup = proxy.highPerformanceGetCell(colGroup.col, row);\n // proxy.updateCellGroupContent(cellGroup);\n // }\n let cellGroup = colGroup.firstChild;\n while (cellGroup) {\n const newCellGroup = proxy.updateCellGroupContent(cellGroup as Group);\n cellGroup = newCellGroup._next;\n }\n colGroup.needUpdate = false;\n}\n\nfunction updatePartColPosition(startCol: number, endCol: number, direction: 'left' | 'right', proxy: SceneProxy) {\n for (let col = startCol; col <= endCol; col++) {\n if (proxy.table.scenegraph.bodyGroup.childrenCount > 0) {\n updateColPosition(proxy.table.scenegraph.bodyGroup, direction, proxy);\n }\n if (proxy.table.scenegraph.colHeaderGroup.childrenCount > 0) {\n updateColPosition(proxy.table.scenegraph.bodyGroup, direction, proxy);\n }\n if (proxy.table.scenegraph.bottomFrozenGroup.childrenCount > 0) {\n updateColPosition(proxy.table.scenegraph.bodyGroup, direction, proxy);\n }\n }\n}\n\nfunction updateColPosition(containerGroup: Group, direction: 'left' | 'right', proxy: SceneProxy) {\n if (direction === 'left') {\n const colGroup = containerGroup.firstChild as Group;\n updateColGroupPosition(\n colGroup,\n (containerGroup.lastChild as Group).col + 1,\n (containerGroup.lastChild as Group).attribute.x + (containerGroup.lastChild as Group).attribute.width\n );\n containerGroup.appendChild(colGroup);\n } else {\n const colGroup = containerGroup.lastChild as Group;\n updateColGroupPosition(\n colGroup,\n (containerGroup.firstChild as Group).col - 1,\n (containerGroup.firstChild as Group).attribute.x -\n proxy.table.getColWidth((containerGroup.firstChild as Group).col - 1)\n );\n containerGroup.insertBefore(colGroup, containerGroup.firstChild);\n }\n}\n\nexport function updateColContent(syncLeftCol: number, syncRightCol: number, proxy: SceneProxy) {\n for (let col = syncLeftCol; col <= syncRightCol; col++) {\n const colGroup = proxy.table.scenegraph.getColGroup(col);\n updateColGroupContent(colGroup, proxy);\n\n const colHeaderColGroup = proxy.table.scenegraph.getColGroup(col, true);\n updateColGroupContent(colHeaderColGroup, proxy);\n\n const bottomColGroup = proxy.table.scenegraph.getColGroupInBottom(col);\n updateColGroupContent(bottomColGroup, proxy);\n }\n}\n\nfunction updateAllColPosition(distStartColY: number, count: number, direction: 'left' | 'right', proxy: SceneProxy) {\n proxy.table.scenegraph.colHeaderGroup.forEachChildren((colGroup: Group, index: number) => {\n if (colGroup.type === 'group') {\n updateColGroupPosition(\n colGroup,\n direction === 'left' ? colGroup.col + count : colGroup.col - count,\n // (bodyGroup.lastChild as Group).attribute.x + (bodyGroup.lastChild as Group).attribute.width\n index === 0 // row === proxy.rowStart\n ? distStartColY\n : (colGroup._prev as Group).attribute.x + proxy.table.getColWidth((colGroup._prev as Group).col)\n );\n }\n });\n proxy.table.scenegraph.bottomFrozenGroup.forEachChildren((colGroup: Group, index: number) => {\n if (colGroup.type === 'group') {\n updateColGroupPosition(\n colGroup,\n direction === 'left' ? colGroup.col + count : colGroup.col - count,\n // (bodyGroup.lastChild as Group).attribute.x + (bodyGroup.lastChild as Group).attribute.width\n index === 0 // row === proxy.rowStart\n ? distStartColY\n : (colGroup._prev as Group).attribute.x + proxy.table.getColWidth((colGroup._prev as Group).col)\n );\n }\n });\n proxy.table.scenegraph.bodyGroup.forEachChildren((colGroup: Group, index: number) => {\n if (colGroup.type === 'group') {\n updateColGroupPosition(\n colGroup,\n direction === 'left' ? colGroup.col + count : colGroup.col - count,\n // (bodyGroup.lastChild as Group).attribute.x + (bodyGroup.lastChild as Group).attribute.width\n index === 0 // row === proxy.rowStart\n ? distStartColY\n : (colGroup._prev as Group).attribute.x + proxy.table.getColWidth((colGroup._prev as Group).col)\n );\n }\n });\n}\n\nfunction checkFirstColMerge(col: number, proxy: SceneProxy) {\n for (let row = 0; row < proxy.table.rowCount; row++) {\n if (\n (row >= proxy.table.columnHeaderLevelCount && row < proxy.rowStart) ||\n (row > proxy.rowEnd && row < proxy.table.rowCount - proxy.table.bottomFrozenRowCount)\n ) {\n continue;\n }\n\n const range = getCellMergeInfo(proxy.table, col, row);\n if (range && range.start.row !== row) {\n // 在row的位置添加range.start.row单元格\n const oldCellGroup = proxy.highPerformanceGetCell(col, row, true);\n const newCellGroup = updateCell(range.start.col, range.start.row, proxy.table, true);\n\n newCellGroup.col = col;\n newCellGroup.row = row;\n newCellGroup.setAttribute('x', proxy.table.getColsWidth(proxy.table.rowHeaderLevelCount, range.start.col - 1));\n\n oldCellGroup.parent.insertAfter(newCellGroup, oldCellGroup);\n oldCellGroup.parent.removeChild(oldCellGroup);\n\n oldCellGroup.needUpdate = false;\n newCellGroup.needUpdate = false;\n\n // update cache\n if (proxy.cellCache.get(col)) {\n proxy.cellCache.set(col, newCellGroup);\n }\n }\n }\n}\n"]}
@@ -1,2 +1,3 @@
1
1
  import type { SceneProxy } from '../proxy';
2
2
  export declare function dynamicSetY(y: number, proxy: SceneProxy): Promise<void>;
3
+ export declare function updateRowContent(syncTopRow: number, syncBottomRow: number, proxy: SceneProxy): void;