@visactor/vtable 1.10.3 → 1.10.4

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 (149) hide show
  1. package/cjs/ListTable.d.ts +1 -1
  2. package/cjs/ListTable.js +1 -1
  3. package/cjs/ListTable.js.map +1 -1
  4. package/cjs/body-helper/body-helper.js +1 -1
  5. package/cjs/body-helper/style.js +2 -1
  6. package/cjs/components/legend/discrete-legend/discrete-legend.js +2 -2
  7. package/cjs/components/legend/discrete-legend/discrete-legend.js.map +1 -1
  8. package/cjs/components/menu/dom/logic/MenuElement.js +5 -3
  9. package/cjs/components/menu/dom/logic/MenuElement.js.map +1 -1
  10. package/cjs/core/BaseTable.js +1 -1
  11. package/cjs/core/BaseTable.js.map +1 -1
  12. package/cjs/core/FouseInput.js +1 -2
  13. package/cjs/core/record-helper.js +1 -1
  14. package/cjs/core/record-helper.js.map +1 -1
  15. package/cjs/core/utils/get-cell-position.js +1 -1
  16. package/cjs/core/utils/get-cell-position.js.map +1 -1
  17. package/cjs/data/DataSource.d.ts +2 -2
  18. package/cjs/data/DataSource.js +5 -2
  19. package/cjs/data/DataSource.js.map +1 -1
  20. package/cjs/dataset/dataset-pivot-table.js +2 -1
  21. package/cjs/dataset/statistics-helper.js +0 -1
  22. package/cjs/event/event.js +12 -5
  23. package/cjs/event/event.js.map +1 -1
  24. package/cjs/event/listener/container-dom.js +5 -5
  25. package/cjs/event/listener/container-dom.js.map +1 -1
  26. package/cjs/event/listener/table-group.js +2 -2
  27. package/cjs/event/listener/table-group.js.map +1 -1
  28. package/cjs/index.d.ts +1 -1
  29. package/cjs/index.js +1 -1
  30. package/cjs/index.js.map +1 -1
  31. package/cjs/layout/chart-helper/get-axis-config.js +3 -3
  32. package/cjs/layout/chart-helper/get-axis-config.js.map +1 -1
  33. package/cjs/layout/chart-helper/get-chart-spec.d.ts +1 -0
  34. package/cjs/layout/chart-helper/get-chart-spec.js +23 -8
  35. package/cjs/layout/chart-helper/get-chart-spec.js.map +1 -1
  36. package/cjs/layout/index.js +2 -1
  37. package/cjs/layout/pivot-header-layout.d.ts +1 -0
  38. package/cjs/layout/pivot-header-layout.js +3 -0
  39. package/cjs/layout/pivot-header-layout.js.map +1 -1
  40. package/cjs/layout/simple-header-layout.d.ts +1 -0
  41. package/cjs/layout/simple-header-layout.js +6 -2
  42. package/cjs/layout/simple-header-layout.js.map +1 -1
  43. package/cjs/layout/tree-helper.js +3 -1
  44. package/cjs/layout/tree-helper.js.map +1 -1
  45. package/cjs/plugins/custom-cell-style.js +1 -1
  46. package/cjs/plugins/icons.js +1 -1
  47. package/cjs/scenegraph/group-creater/cell-helper.js +3 -3
  48. package/cjs/scenegraph/group-creater/cell-helper.js.map +1 -1
  49. package/cjs/scenegraph/group-creater/cell-type/chart-cell.d.ts +1 -1
  50. package/cjs/scenegraph/group-creater/cell-type/chart-cell.js +24 -23
  51. package/cjs/scenegraph/group-creater/cell-type/chart-cell.js.map +1 -1
  52. package/cjs/scenegraph/group-creater/column-helper.d.ts +1 -2
  53. package/cjs/scenegraph/group-creater/column-helper.js +4 -3
  54. package/cjs/scenegraph/group-creater/column-helper.js.map +1 -1
  55. package/cjs/scenegraph/group-creater/column.js +1 -1
  56. package/cjs/scenegraph/group-creater/column.js.map +1 -1
  57. package/cjs/scenegraph/group-creater/progress/proxy.js +6 -6
  58. package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
  59. package/cjs/scenegraph/layout/update-height.js +3 -3
  60. package/cjs/scenegraph/layout/update-height.js.map +1 -1
  61. package/cjs/scenegraph/layout/update-row.js +5 -1
  62. package/cjs/scenegraph/layout/update-row.js.map +1 -1
  63. package/cjs/scenegraph/layout/update-width.js +5 -5
  64. package/cjs/scenegraph/layout/update-width.js.map +1 -1
  65. package/cjs/ts-types/list-table/define/chart-define.d.ts +1 -0
  66. package/cjs/ts-types/list-table/define/chart-define.js.map +1 -1
  67. package/cjs/ts-types/list-table/layout-map/api.d.ts +1 -0
  68. package/cjs/ts-types/list-table/layout-map/api.js.map +1 -1
  69. package/cjs/ts-types/pivot-table/indicator/chart-indicator.d.ts +1 -0
  70. package/cjs/ts-types/pivot-table/indicator/chart-indicator.js.map +1 -1
  71. package/cjs/ts-types/table-engine.d.ts +1 -0
  72. package/cjs/ts-types/table-engine.js.map +1 -1
  73. package/cjs/vrender.js.map +1 -1
  74. package/dist/vtable.js +144 -76
  75. package/dist/vtable.min.js +2 -2
  76. package/es/ListTable.d.ts +1 -1
  77. package/es/ListTable.js +1 -1
  78. package/es/ListTable.js.map +1 -1
  79. package/es/body-helper/body-helper.js +1 -1
  80. package/es/body-helper/style.js +2 -1
  81. package/es/components/legend/discrete-legend/discrete-legend.js +2 -2
  82. package/es/components/legend/discrete-legend/discrete-legend.js.map +1 -1
  83. package/es/components/menu/dom/logic/MenuElement.js +5 -3
  84. package/es/components/menu/dom/logic/MenuElement.js.map +1 -1
  85. package/es/core/BaseTable.js +1 -1
  86. package/es/core/BaseTable.js.map +1 -1
  87. package/es/core/FouseInput.js +1 -2
  88. package/es/core/record-helper.js +1 -1
  89. package/es/core/record-helper.js.map +1 -1
  90. package/es/core/utils/get-cell-position.js +1 -1
  91. package/es/core/utils/get-cell-position.js.map +1 -1
  92. package/es/data/DataSource.d.ts +2 -2
  93. package/es/data/DataSource.js +5 -2
  94. package/es/data/DataSource.js.map +1 -1
  95. package/es/dataset/dataset-pivot-table.js +2 -1
  96. package/es/dataset/statistics-helper.js +1 -2
  97. package/es/event/event.js +12 -5
  98. package/es/event/event.js.map +1 -1
  99. package/es/event/listener/container-dom.js +5 -5
  100. package/es/event/listener/container-dom.js.map +1 -1
  101. package/es/event/listener/table-group.js +2 -1
  102. package/es/event/listener/table-group.js.map +1 -1
  103. package/es/index.d.ts +1 -1
  104. package/es/index.js +1 -1
  105. package/es/index.js.map +1 -1
  106. package/es/layout/chart-helper/get-axis-config.js +3 -3
  107. package/es/layout/chart-helper/get-axis-config.js.map +1 -1
  108. package/es/layout/chart-helper/get-chart-spec.d.ts +1 -0
  109. package/es/layout/chart-helper/get-chart-spec.js +18 -4
  110. package/es/layout/chart-helper/get-chart-spec.js.map +1 -1
  111. package/es/layout/index.js +2 -1
  112. package/es/layout/pivot-header-layout.d.ts +1 -0
  113. package/es/layout/pivot-header-layout.js +4 -1
  114. package/es/layout/pivot-header-layout.js.map +1 -1
  115. package/es/layout/simple-header-layout.d.ts +1 -0
  116. package/es/layout/simple-header-layout.js +6 -2
  117. package/es/layout/simple-header-layout.js.map +1 -1
  118. package/es/layout/tree-helper.js +3 -1
  119. package/es/layout/tree-helper.js.map +1 -1
  120. package/es/plugins/custom-cell-style.js +1 -1
  121. package/es/plugins/icons.js +1 -1
  122. package/es/scenegraph/group-creater/cell-helper.js +3 -3
  123. package/es/scenegraph/group-creater/cell-helper.js.map +1 -1
  124. package/es/scenegraph/group-creater/cell-type/chart-cell.d.ts +1 -1
  125. package/es/scenegraph/group-creater/cell-type/chart-cell.js +24 -23
  126. package/es/scenegraph/group-creater/cell-type/chart-cell.js.map +1 -1
  127. package/es/scenegraph/group-creater/column-helper.d.ts +1 -2
  128. package/es/scenegraph/group-creater/column-helper.js +4 -3
  129. package/es/scenegraph/group-creater/column-helper.js.map +1 -1
  130. package/es/scenegraph/group-creater/column.js +1 -1
  131. package/es/scenegraph/group-creater/column.js.map +1 -1
  132. package/es/scenegraph/group-creater/progress/proxy.js +6 -3
  133. package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
  134. package/es/scenegraph/layout/update-height.js +3 -3
  135. package/es/scenegraph/layout/update-height.js.map +1 -1
  136. package/es/scenegraph/layout/update-row.js +4 -1
  137. package/es/scenegraph/layout/update-row.js.map +1 -1
  138. package/es/scenegraph/layout/update-width.js +5 -5
  139. package/es/scenegraph/layout/update-width.js.map +1 -1
  140. package/es/ts-types/list-table/define/chart-define.d.ts +1 -0
  141. package/es/ts-types/list-table/define/chart-define.js.map +1 -1
  142. package/es/ts-types/list-table/layout-map/api.d.ts +1 -0
  143. package/es/ts-types/list-table/layout-map/api.js.map +1 -1
  144. package/es/ts-types/pivot-table/indicator/chart-indicator.d.ts +1 -0
  145. package/es/ts-types/pivot-table/indicator/chart-indicator.js.map +1 -1
  146. package/es/ts-types/table-engine.d.ts +1 -0
  147. package/es/ts-types/table-engine.js.map +1 -1
  148. package/es/vrender.js.map +1 -1
  149. package/package.json +2 -2
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{ isNumber, isValid } from '@visactor/vutils';\nimport 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';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\nimport { updateAutoColumn } from './update-position/update-auto-column';\nimport { getDefaultHeight, getDefaultWidth } from './default-width-height';\nimport { handleTextStick } from '../../stick-text';\nimport type { ColumnInfo, RowInfo } from '../../../ts-types';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 200;\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 totalActualBodyRowCount: number; // 实际表格body部分的行数\n deltaY: number = 0;\n deltaHeight: number = 0;\n\n colLimit = 100;\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 totalActualBodyColCount: number; // 实际表格body部分的列数\n deltaX: number = 0;\n deltaWidth: number = 0;\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.isPivotChart()) {\n // this.rowLimit = 100;\n // this.colLimit = 100;\n this.rowLimit = Math.max(100, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n } else if (this.table.heightMode === 'autoHeight') {\n // this.rowLimit = 100;\n this.rowLimit = Math.max(100, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n } else if (this.table.widthMode === 'autoWidth') {\n // this.colLimit = 100;\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n } else {\n this.rowLimit = Math.max(200, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n }\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 get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\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.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n this.colEnd = this.totalCol; // temp for first screen, will replace in createGroupForFirstScreen()\n const defaultColWidth = this.table.defaultColWidth;\n // const defaultColWidth = getDefaultHeight(this.table);\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 = Math.max(\n 15, // min firstScreenColLimit\n this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.colUpdatePos = this.bodyRightCol;\n }\n\n setParamsForRow() {\n this.bodyTopRow = this.table.frozenRowCount;\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.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n this.rowEnd = this.totalRow; // temp for first screen, will replace in createGroupForFirstScreen()\n const defaultRowHeight = this.table.defaultRowHeight;\n // const defaultRowHeight = getDefaultWidth(this.table);\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 = Math.max(\n 30, // min firstScreenRowLimit\n this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n refreshRowCount() {\n this.bodyTopRow = this.table.frozenRowCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.rowStart + totalActualBodyRowCount - 1; // 目标渐进完成的row\n\n this.rowStart = this.bodyTopRow;\n this.rowEnd = this.totalRow; // temp for first screen, will replace in createGroupForFirstScreen()\n }\n\n refreshColCount() {\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n\n this.colStart = this.bodyLeftCol;\n this.colEnd = this.totalCol; // temp for first screen, will replace in createGroupForFirstScreen()\n }\n\n resize() {\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth));\n\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight));\n }\n\n 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 createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\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 if (this.isProgressing) {\n return;\n }\n this.isProgressing = true;\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n this.isProgressing = false;\n if (this.isRelease) {\n return;\n }\n // console.log('progress col', this.colUpdatePos, this.colEnd, this.currentCol, this.totalCol);\n // console.log('progress row', this.rowUpdatePos, this.rowEnd, this.currentRow, this.totalRow);\n // console.log('before: createRow', table.scenegraph.bodyGroup.lastChild.attribute);\n // if (this.isSkipProgress) {\n // await this.progress();\n // } else\n if (this.colUpdatePos <= this.colEnd) {\n // console.log('progress colUpdatePos', this.colUpdatePos);\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 handleTextStick(this.table);\n this.table.scenegraph.updateNextFrame();\n resolve();\n }, 16);\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, false);\n\n this.rowEnd = endRow;\n\n if (this.table.frozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.frozenColCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : '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 cellLocation\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 cellLocation = this.table.isPivotChart() ? 'rowHeader' : 'body'; // isHeader\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 cellLocation\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 if (!colGroup) {\n continue;\n }\n const cellLocation = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowUpdatePos = this.rowEnd;\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 this.colEnd = endCol;\n\n // update last merge cell size\n for (let row = 0; row < this.table.rowCount; row++) {\n const cellGroup = this.highPerformanceGetCell(this.currentCol, row);\n if (cellGroup.role === 'cell' && isNumber(cellGroup.mergeStartCol) && cellGroup.mergeStartCol > this.currentCol) {\n this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n }\n }\n\n // create column\n if (this.table.frozenRowCount) {\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.frozenRowCount - 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 // create colGroup\n let lastColumnGroup =\n this.table.scenegraph.bodyGroup.lastChild &&\n ((this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev) as Group);\n if (!lastColumnGroup) {\n lastColumnGroup =\n this.table.scenegraph.colHeaderGroup.lastChild &&\n ((this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev) as Group);\n }\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.colUpdatePos = 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, isEnd = false) {\n const yLimitTop =\n this.table.getRowsHeight(this.bodyTopRow, this.bodyTopRow + (this.rowEnd - this.rowStart + 1)) / 2;\n const yLimitBottom = this.table.getAllRowsHeight() - yLimitTop;\n\n const screenTop = this.table.getTargetRowAt(y + this.table.scenegraph.colHeaderGroup.attribute.height);\n if (screenTop) {\n this.screenTopRow = screenTop.row;\n }\n\n if (y < yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (y > yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (\n (!this.table.scenegraph.bodyGroup.firstChild || this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0) &&\n (!this.table.scenegraph.rowHeaderGroup.firstChild ||\n this.table.scenegraph.rowHeaderGroup.firstChild.childrenCount === 0)\n ) {\n this.updateDeltaY(y);\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollTop执行dynamicSetY会出错\n this.updateBody(y - this.deltaY);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y, screenTop, isEnd);\n }\n }\n\n async setX(x: number, isEnd = false) {\n const xLimitLeft =\n this.table.getColsWidth(this.bodyLeftCol, this.bodyLeftCol + (this.colEnd - this.colStart + 1)) / 2;\n const xLimitRight = this.table.getAllColsWidth() - xLimitLeft;\n\n const screenLeft = this.table.getTargetColAt(x + this.table.scenegraph.rowHeaderGroup.attribute.width);\n if (screenLeft) {\n this.screenLeftCol = screenLeft.col;\n }\n\n if (x < xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (x > xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (\n this.table.scenegraph.bodyGroup.firstChild && //注意判断关系 这里不是 || 而是 &&\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollLeft执行dynamicSetX会出错\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x, screenLeft, isEnd);\n }\n }\n\n async dynamicSetY(y: number, screenTop: RowInfo | null, isEnd = false) {\n dynamicSetY(y, screenTop, isEnd, this);\n }\n async dynamicSetX(x: number, screenLeft: ColumnInfo | null, isEnd = false) {\n dynamicSetX(x, screenLeft, isEnd, 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, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateBottomFrozenCellGroups() {\n const startRow = this.table.rowCount - this.table.bottomFrozenRowCount;\n const endRow = this.table.rowCount - 1;\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, startRow, endRow, false);\n }\n console.log('updateBottomFrozenCellGroups', startRow, endRow);\n updateRowContent(startRow, endRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateRightFrozenCellGroups() {\n const startCol = this.table.colCount - this.table.rightFrozenColCount;\n const endCol = this.table.colCount - 1;\n if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, startCol, endCol, false);\n }\n console.log('updateRightFrozenCellGroups', startCol, endCol);\n updateColContent(startCol, endCol, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoColumn(startCol, endCol, this.table, this.colUpdateDirection);\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.mergeStartCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeEndRow = undefined;\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 || cellGroup.role !== 'cell') {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCellVertical() {\n await sortVertical(this);\n }\n\n async sortCellHorizontal() {\n await sortHorizontal(this);\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.frozenRowCount && // 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.frozenColCount && // 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 if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n\n updateDeltaY(y: number, screenTopY?: number, screenTopRow?: number) {\n if (this.rowStart === this.bodyTopRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowStart, true);\n if (cellGroup.role === 'cell') {\n const deltaY = cellGroup.attribute.y;\n this.deltaY = -deltaY;\n }\n } else if (this.rowEnd === this.bodyBottomRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowEnd, true);\n if (cellGroup.role === 'cell') {\n // const deltaY =\n // cellGroup.attribute.y +\n // cellGroup.attribute.height -\n // (this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight()) -\n // y;\n const deltaY =\n cellGroup.attribute.y +\n cellGroup.attribute.height -\n (this.table.getAllRowsHeight() - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight());\n this.deltaY = -deltaY;\n }\n } else if (isValid(screenTopY) && isValid(screenTopRow)) {\n let cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, screenTopRow, true);\n if (cellGroup.role !== 'cell') {\n cellGroup = this.table.scenegraph.highPerformanceGetCell(0, screenTopRow, true);\n }\n const bodyY = y - this.deltaY;\n const distRowYOffset = screenTopY - bodyY; // dist cell 距离表格顶部的位置差\n const currentRowYOffset = cellGroup.attribute.y - bodyY + this.table.getFrozenRowsHeight(); // current cell 距离表格顶部的位置差\n // const deltaY = screenTopY - (cellGroup.attribute.y + );\n this.deltaY = distRowYOffset - currentRowYOffset;\n }\n }\n\n updateDeltaX(x: number, screenLeftX?: number, screenLeftCol?: number) {\n if (this.colStart === this.bodyLeftCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colStart);\n if (colGroup) {\n const deltaX = colGroup.attribute.x;\n this.deltaX = -deltaX;\n }\n } else if (this.colEnd === this.bodyRightCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colEnd);\n if (colGroup) {\n const deltaX =\n colGroup.attribute.x +\n colGroup.attribute.width -\n (this.table.getAllColsWidth() - this.table.getFrozenColsWidth() - this.table.getRightFrozenColsWidth());\n this.deltaX = -deltaX;\n }\n } else if (isValid(screenLeftX) && isValid(screenLeftCol)) {\n const colGroup =\n this.table.scenegraph.getColGroup(screenLeftCol) || this.table.scenegraph.getColGroup(screenLeftCol, true);\n // const deltaX = screenLeftX - (colGroup.attribute.x + this.table.getFrozenColsWidth() + this.deltaX);\n // this.deltaX = deltaX + this.deltaX;\n const bodyX = x - this.deltaX;\n const distColXOffset = screenLeftX - bodyX; // dist col 距离表格左侧的位置差\n const currentColXOffset = colGroup.attribute.x - bodyX + this.table.getFrozenColsWidth(); // current col 距离表格左侧的位置差\n this.deltaX = distColXOffset - currentColXOffset;\n }\n }\n\n release() {\n this.isRelease = true;\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 }\n const prev = cacheCellGroup._prev as Group;\n const next = cacheCellGroup._next as Group;\n // cacheCellGroup may have wrong order\n if (cacheCellGroup.row > row && prev && prev.row === cacheCellGroup.row - 1) {\n return getCellByCache(prev, row);\n }\n if (cacheCellGroup.row < row && next && next.row === cacheCellGroup.row + 1) {\n return getCellByCache(next, row);\n }\n return null;\n}\n"]}
1
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{ isNumber, isValid } from '@visactor/vutils';\nimport 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';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\nimport { updateAutoColumn } from './update-position/update-auto-column';\nimport { getDefaultHeight, getDefaultWidth } from './default-width-height';\nimport { handleTextStick } from '../../stick-text';\nimport type { ColumnInfo, RowInfo } from '../../../ts-types';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 200;\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 totalActualBodyRowCount: number; // 实际表格body部分的行数\n deltaY: number = 0;\n deltaHeight: number = 0;\n\n colLimit = 100;\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 totalActualBodyColCount: number; // 实际表格body部分的列数\n deltaX: number = 0;\n deltaWidth: number = 0;\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.isPivotChart()) {\n // this.rowLimit = 100;\n // this.colLimit = 100;\n this.rowLimit = Math.max(100, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n } else if (this.table.heightMode === 'autoHeight') {\n // this.rowLimit = 100;\n this.rowLimit = Math.max(100, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n } else if (this.table.widthMode === 'autoWidth') {\n // this.colLimit = 100;\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n } else {\n this.rowLimit = Math.max(200, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n }\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 get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\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.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n this.colEnd = this.totalCol; // temp for first screen, will replace in createGroupForFirstScreen()\n const defaultColWidth = this.table.defaultColWidth;\n // const defaultColWidth = getDefaultHeight(this.table);\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 = Math.max(\n 15, // min firstScreenColLimit\n this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.colUpdatePos = this.bodyRightCol;\n }\n\n setParamsForRow() {\n this.bodyTopRow = this.table.frozenRowCount;\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.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n this.rowEnd = this.totalRow; // temp for first screen, will replace in createGroupForFirstScreen()\n const defaultRowHeight = this.table.defaultRowHeight;\n // const defaultRowHeight = getDefaultWidth(this.table);\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 = Math.max(\n 30, // min firstScreenRowLimit\n this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n refreshRowCount() {\n this.bodyTopRow = this.table.frozenRowCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.rowStart + totalActualBodyRowCount - 1; // 目标渐进完成的row\n\n this.rowStart = this.bodyTopRow;\n this.rowEnd = this.totalRow; // temp for first screen, will replace in createGroupForFirstScreen()\n }\n\n refreshColCount() {\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n\n this.colStart = this.bodyLeftCol;\n this.colEnd = this.totalCol; // temp for first screen, will replace in createGroupForFirstScreen()\n }\n\n resize() {\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth));\n\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight));\n }\n\n 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 createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\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 if (this.isProgressing) {\n return;\n }\n this.isProgressing = true;\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n this.isProgressing = false;\n if (this.isRelease) {\n return;\n }\n // console.log('progress col', this.colUpdatePos, this.colEnd, this.currentCol, this.totalCol);\n // console.log('progress row', this.rowUpdatePos, this.rowEnd, this.currentRow, this.totalRow);\n // console.log('before: createRow', table.scenegraph.bodyGroup.lastChild.attribute);\n // if (this.isSkipProgress) {\n // await this.progress();\n // } else\n if (this.colUpdatePos <= this.colEnd) {\n // console.log('progress colUpdatePos', this.colUpdatePos);\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 handleTextStick(this.table);\n this.table.scenegraph.updateNextFrame();\n resolve();\n }, 16);\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, false);\n\n this.rowEnd = endRow;\n\n if (this.table.frozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.frozenColCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : '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 // cellLocation\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 cellLocation = this.table.isPivotChart() ? 'rowHeader' : 'body'; // isHeader\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 // cellLocation\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 if (!colGroup) {\n continue;\n }\n const cellLocation = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table\n // cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowUpdatePos = this.rowEnd;\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 this.colEnd = endCol;\n\n // update last merge cell size\n for (let row = 0; row < this.table.rowCount; row++) {\n const cellGroup = this.highPerformanceGetCell(this.currentCol, row);\n if (cellGroup.role === 'cell' && isNumber(cellGroup.mergeStartCol) && cellGroup.mergeStartCol > this.currentCol) {\n this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n }\n }\n\n // create column\n if (this.table.frozenRowCount) {\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.frozenRowCount - 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 // create colGroup\n let lastColumnGroup =\n this.table.scenegraph.bodyGroup.lastChild &&\n ((this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev) as Group);\n if (!lastColumnGroup) {\n lastColumnGroup =\n this.table.scenegraph.colHeaderGroup.lastChild &&\n ((this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev) as Group);\n }\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.colUpdatePos = 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, isEnd = false) {\n const yLimitTop =\n this.table.getRowsHeight(this.bodyTopRow, this.bodyTopRow + (this.rowEnd - this.rowStart + 1)) / 2;\n const yLimitBottom = this.table.getAllRowsHeight() - yLimitTop;\n\n const screenTop = this.table.getTargetRowAt(y + this.table.scenegraph.colHeaderGroup.attribute.height);\n if (screenTop) {\n this.screenTopRow = screenTop.row;\n }\n\n if (y < yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (y > yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (\n (!this.table.scenegraph.bodyGroup.firstChild || this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0) &&\n (!this.table.scenegraph.rowHeaderGroup.firstChild ||\n this.table.scenegraph.rowHeaderGroup.firstChild.childrenCount === 0)\n ) {\n this.updateDeltaY(y);\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollTop执行dynamicSetY会出错\n this.updateBody(y - this.deltaY);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y, screenTop, isEnd);\n }\n }\n\n async setX(x: number, isEnd = false) {\n const xLimitLeft =\n this.table.getColsWidth(this.bodyLeftCol, this.bodyLeftCol + (this.colEnd - this.colStart + 1)) / 2;\n const xLimitRight = this.table.getAllColsWidth() - xLimitLeft;\n\n const screenLeft = this.table.getTargetColAt(x + this.table.scenegraph.rowHeaderGroup.attribute.width);\n if (screenLeft) {\n this.screenLeftCol = screenLeft.col;\n }\n\n if (x < xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (x > xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (\n this.table.scenegraph.bodyGroup.firstChild && //注意判断关系 这里不是 || 而是 &&\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollLeft执行dynamicSetX会出错\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x, screenLeft, isEnd);\n }\n }\n\n async dynamicSetY(y: number, screenTop: RowInfo | null, isEnd = false) {\n dynamicSetY(y, screenTop, isEnd, this);\n }\n async dynamicSetX(x: number, screenLeft: ColumnInfo | null, isEnd = false) {\n dynamicSetX(x, screenLeft, isEnd, 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, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateBottomFrozenCellGroups() {\n const startRow = this.table.rowCount - this.table.bottomFrozenRowCount;\n const endRow = this.table.rowCount - 1;\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, startRow, endRow, false);\n }\n console.log('updateBottomFrozenCellGroups', startRow, endRow);\n updateRowContent(startRow, endRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateRightFrozenCellGroups() {\n const startCol = this.table.colCount - this.table.rightFrozenColCount;\n const endCol = this.table.colCount - 1;\n if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, startCol, endCol, false);\n }\n console.log('updateRightFrozenCellGroups', startCol, endCol);\n updateColContent(startCol, endCol, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoColumn(startCol, endCol, this.table, this.colUpdateDirection);\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.mergeStartCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeEndRow = undefined;\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 || cellGroup.role !== 'cell') {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCellVertical() {\n await sortVertical(this);\n }\n\n async sortCellHorizontal() {\n await sortHorizontal(this);\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.frozenRowCount && // 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.frozenColCount && // 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 if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n\n updateDeltaY(y: number, screenTopY?: number, screenTopRow?: number) {\n if (this.rowStart === this.bodyTopRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowStart, true);\n if (cellGroup.role === 'cell') {\n const deltaY = cellGroup.attribute.y;\n this.deltaY = -deltaY;\n }\n } else if (this.rowEnd === this.bodyBottomRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowEnd, true);\n if (cellGroup.role === 'cell') {\n // const deltaY =\n // cellGroup.attribute.y +\n // cellGroup.attribute.height -\n // (this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight()) -\n // y;\n const deltaY =\n cellGroup.attribute.y +\n cellGroup.attribute.height -\n (this.table.getAllRowsHeight() - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight());\n this.deltaY = -deltaY;\n }\n } else if (isValid(screenTopY) && isValid(screenTopRow)) {\n let cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, screenTopRow, true);\n if (cellGroup.role !== 'cell') {\n cellGroup = this.table.scenegraph.highPerformanceGetCell(0, screenTopRow, true);\n }\n const bodyY = y - this.deltaY;\n const distRowYOffset = screenTopY - bodyY; // dist cell 距离表格顶部的位置差\n const currentRowYOffset = cellGroup.attribute.y - bodyY + this.table.getFrozenRowsHeight(); // current cell 距离表格顶部的位置差\n // const deltaY = screenTopY - (cellGroup.attribute.y + );\n this.deltaY = distRowYOffset - currentRowYOffset;\n }\n }\n\n updateDeltaX(x: number, screenLeftX?: number, screenLeftCol?: number) {\n if (this.colStart === this.bodyLeftCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colStart);\n if (colGroup) {\n const deltaX = colGroup.attribute.x;\n this.deltaX = -deltaX;\n }\n } else if (this.colEnd === this.bodyRightCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colEnd);\n if (colGroup) {\n const deltaX =\n colGroup.attribute.x +\n colGroup.attribute.width -\n (this.table.getAllColsWidth() - this.table.getFrozenColsWidth() - this.table.getRightFrozenColsWidth());\n this.deltaX = -deltaX;\n }\n } else if (isValid(screenLeftX) && isValid(screenLeftCol)) {\n const colGroup =\n this.table.scenegraph.getColGroup(screenLeftCol) || this.table.scenegraph.getColGroup(screenLeftCol, true);\n // const deltaX = screenLeftX - (colGroup.attribute.x + this.table.getFrozenColsWidth() + this.deltaX);\n // this.deltaX = deltaX + this.deltaX;\n const bodyX = x - this.deltaX;\n const distColXOffset = screenLeftX - bodyX; // dist col 距离表格左侧的位置差\n const currentColXOffset = colGroup.attribute.x - bodyX + this.table.getFrozenColsWidth(); // current col 距离表格左侧的位置差\n this.deltaX = distColXOffset - currentColXOffset;\n }\n }\n\n release() {\n this.isRelease = true;\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 }\n const prev = cacheCellGroup._prev as Group;\n const next = cacheCellGroup._next as Group;\n // cacheCellGroup may have wrong order\n if (cacheCellGroup.row > row && prev && prev.row === cacheCellGroup.row - 1) {\n return getCellByCache(prev, row);\n }\n if (cacheCellGroup.row < row && next && next.row === cacheCellGroup.row + 1) {\n return getCellByCache(next, row);\n }\n return null;\n}\n"]}
@@ -34,10 +34,10 @@ function updateCellHeightForColumn(scene, cell, col, row, height, detaY, isHeade
34
34
  }
35
35
 
36
36
  function updateCellHeight(scene, cell, col, row, distHeight, detaY, isHeader) {
37
- var _a, _b, _c;
37
+ var _a, _b, _c, _d, _e;
38
38
  if (cell.attribute.height === distHeight && !cell.needUpdateHeight) return;
39
39
  cell.needUpdateHeight = !1, cell.setAttribute("height", distHeight);
40
- const isVtableMerge = null === (_a = scene.table.getCellRawRecord(col, row)) || void 0 === _a ? void 0 : _a.vtableMerge, isCustomMerge = !!scene.table.getCustomMerge(col, row), type = isVtableMerge || isCustomMerge ? "text" : scene.table.isHeader(col, row) ? scene.table._getHeaderLayoutMap(col, row).headerType : scene.table.getBodyColumnType(col, row);
40
+ const isVtableMerge = null === (_a = scene.table.getCellRawRecord(col, row)) || void 0 === _a ? void 0 : _a.vtableMerge, isCustomMerge = !!scene.table.getCustomMerge(col, row), type = isVtableMerge || isCustomMerge ? "text" : scene.table.isHeader(col, row) ? null !== (_b = scene.table._getHeaderLayoutMap(col, row).headerType) && void 0 !== _b ? _b : "text" : null !== (_c = scene.table.getBodyColumnType(col, row)) && void 0 !== _c ? _c : "text";
41
41
  if ("progressbar" === type) {
42
42
  const columnDefine = scene.table.getBodyColumnDefine(col, row), style = scene.table._getCellStyle(col, row), value = scene.table.getCellValue(col, row), dataValue = scene.table.getCellOriginValue(col, row), padding = (0,
43
43
  padding_1.getQuadProps)((0, get_prop_1.getProp)("padding", style, col, row, scene.table));
@@ -52,7 +52,7 @@ function updateCellHeight(scene, cell, col, row, distHeight, detaY, isHeader) {
52
52
  get_prop_1.getProp)("padding", headerStyle, col, row, scene.table));
53
53
  factory_1.Factory.getFunction("createSparkLineCellGroup")(cell, cell.parent, cell.attribute.x, cell.attribute.y, col, row, cell.attribute.width, cell.attribute.height, padding, scene.table, (0,
54
54
  tableHelper_1.getStyleTheme)(headerStyle, scene.table, col, row, get_prop_1.getProp).theme, !1);
55
- } else if ("image" === type || "video" === type) (0, image_cell_1.updateImageCellContentWhileResize)(cell, col, row, 0, detaY, scene.table); else if ("axis" === (null === (_b = cell.firstChild) || void 0 === _b ? void 0 : _b.name)) null === (_c = cell.firstChild) || void 0 === _c || _c.originAxis.resize(cell.attribute.width, cell.attribute.height); else {
55
+ } else if ("image" === type || "video" === type) (0, image_cell_1.updateImageCellContentWhileResize)(cell, col, row, 0, detaY, scene.table); else if ("axis" === (null === (_d = cell.firstChild) || void 0 === _d ? void 0 : _d.name)) null === (_e = cell.firstChild) || void 0 === _e || _e.originAxis.resize(cell.attribute.width, cell.attribute.height); else {
56
56
  let renderDefault = !0;
57
57
  const customContainer = cell.getChildByName(custom_1.CUSTOM_CONTAINER_NAME) || cell.getChildByName(custom_1.CUSTOM_MERGE_CONTAINER_NAME);
58
58
  if (customContainer) {
@@ -1 +1 @@
1
- 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type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport type { Group } from '../graphic/group';\nimport type { CreateProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport type { CreateSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentHeight } from '../utils/text-icon-layout';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { CUSTOM_CONTAINER_NAME, CUSTOM_MERGE_CONTAINER_NAME, dealWithCustom } from '../component/custom';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport { isMergeCellGroup } from '../utils/is-merge-cell-group';\nimport type { BaseTableAPI, HeaderData } from '../../ts-types/base-table';\nimport { resizeCellGroup, getCustomCellMergeCustom } from '../group-creater/cell-helper';\nimport type { IGraphic } from './../../vrender';\nimport { getCellMergeRange } from '../../tools/merge-range';\nimport type { ColumnDefine, ListTableConstructorOptions } from '../../ts-types';\nimport { Factory } from '../../core/factory';\n\nexport function updateRowHeight(scene: Scenegraph, row: number, detaY: number, skipTableHeightMap?: boolean) {\n // 更新table行高存储\n if (!skipTableHeightMap) {\n scene.table._setRowHeight(row, scene.table.getRowHeight(row) + detaY, true);\n }\n\n for (let col = 0; col < scene.table.colCount; col++) {\n const cell = scene.getCell(col, row);\n if (cell.role === 'empty') {\n continue;\n }\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.col !== col) {\n continue;\n }\n const height = cell.attribute.height;\n // cell.setAttribute('height', height);\n // (cell.firstChild as Rect).setAttribute('height', cell.attribute.height);\n updateCellHeightForRow(scene, cell, col, row, height + detaY, detaY, scene.table.isHeader(col, row));\n\n scene.updateCellContentWhileResize(col, row);\n }\n\n let rowStart = 0;\n let rowEnd = 0;\n // 更新header 高度\n if (row < scene.table.frozenRowCount) {\n // scene.colHeaderGroup.setAttribute('height', scene.colHeaderGroup.attribute.height + detaY);\n // scene.rowHeaderGroup.setAttribute('y', scene.rowHeaderGroup.attribute.y + detaY);\n // scene.bodyGroup.setAttribute('y', scene.bodyGroup.attribute.y + detaY);\n\n rowStart = row + 1;\n rowEnd = scene.table.frozenRowCount - 1;\n } else if (row >= scene.table.rowCount - scene.table.bottomFrozenRowCount) {\n rowStart = row + 1;\n rowEnd = scene.table.rowCount - 1;\n } else {\n rowStart = row + 1;\n // rowEnd = scene.table.rowCount - 1;\n rowEnd = Math.min(scene.proxy.rowEnd, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1); //- scene.table.bottomFrozenRowCount;\n }\n\n // 更新以下行位置\n for (let colIndex = 0; colIndex < scene.table.colCount; colIndex++) {\n for (let rowIndex = rowStart; rowIndex <= rowEnd; rowIndex++) {\n const cellGroup = scene.highPerformanceGetCell(colIndex, rowIndex);\n if (cellGroup.role === 'cell') {\n cellGroup.setAttribute('y', cellGroup.attribute.y + detaY);\n }\n }\n }\n}\n\n/**\n * @description: 更新单个单元格高度\n * @return {*}\n */\nexport function updateCellHeightForRow(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n height: number,\n detaY: number,\n isHeader: boolean\n // autoRowHeight: boolean\n) {\n // cell.setAttribute('height', height);\n const cellGroup = cell;\n const distHeight = height;\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return;\n }\n\n updateCellHeight(scene, cellGroup, col, row, distHeight, detaY, isHeader);\n}\n\nexport function updateCellHeightForColumn(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n height: number,\n detaY: number,\n isHeader: boolean\n) {\n // cell.setAttribute('height', height);\n const cellGroup = cell;\n updateCellHeight(scene, cellGroup, col, row, height, 0, isHeader);\n}\n\nexport function updateCellHeight(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n distHeight: number,\n detaY: number,\n isHeader: boolean\n) {\n if (cell.attribute.height === distHeight && !cell.needUpdateHeight) {\n return;\n }\n cell.needUpdateHeight = false;\n\n cell.setAttribute('height', distHeight);\n const isVtableMerge = scene.table.getCellRawRecord(col, row)?.vtableMerge;\n const isCustomMerge = !!scene.table.getCustomMerge(col, row);\n // 更新单元格布局\n const type =\n isVtableMerge || isCustomMerge\n ? 'text'\n : scene.table.isHeader(col, row)\n ? (scene.table._getHeaderLayoutMap(col, row) as HeaderData).headerType\n : scene.table.getBodyColumnType(col, row);\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n // deal with bar\n let range;\n if (columnDefine?.mergeCell) {\n range = scene.table.getCellRange(col, row);\n }\n\n const createProgressBarCell = Factory.getFunction('createProgressBarCell') as CreateProgressBarCell;\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cell.attribute.width,\n // cell.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table,\n range\n );\n\n const oldBarCell = cell.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cell.insertBefore(newBarCell, oldBarCell);\n cell.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n\n // deal with text\n updateMergeCellContentHeight(\n cell,\n distHeight,\n detaY,\n // scene.table.heightMode === 'autoHeight',\n scene.table.isAutoRowHeight(row),\n true,\n scene.table\n );\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cell.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n const createSparkLineCellGroup = Factory.getFunction('createSparkLineCellGroup') as CreateSparkLineCellGroup;\n createSparkLineCellGroup(\n cell,\n cell.parent,\n cell.attribute.x,\n cell.attribute.y,\n col,\n row,\n cell.attribute.width,\n cell.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme,\n false\n );\n } else if (type === 'image' || type === 'video') {\n updateImageCellContentWhileResize(cell, col, row, 0, detaY, scene.table);\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n let renderDefault = true;\n const customContainer =\n (cell.getChildByName(CUSTOM_CONTAINER_NAME) as Group) ||\n (cell.getChildByName(CUSTOM_MERGE_CONTAINER_NAME) as Group);\n if (customContainer) {\n // if (scene.table.reactCustomLayout) {\n // scene.table.reactCustomLayout.removeCustomCell(col, row);\n // }\n // customContainer.removeAllChild();\n let customElementsGroup;\n cell.removeChild(customContainer);\n\n const customMergeRange = getCustomCellMergeCustom(col, row, cell, scene.table);\n if (customMergeRange) {\n for (let mergeRow = customMergeRange.start.row; mergeRow <= customMergeRange.end.row; mergeRow++) {\n if (mergeRow === row) {\n continue;\n }\n const mergedCell = scene.getCell(col, mergeRow);\n const customContainer =\n (mergedCell.getChildByName(CUSTOM_CONTAINER_NAME) as Group) ||\n (mergedCell.getChildByName(CUSTOM_MERGE_CONTAINER_NAME) as Group);\n customContainer.removeAllChild();\n mergedCell.removeChild(customContainer);\n getCustomCellMergeCustom(col, mergeRow, mergedCell, scene.table);\n }\n } else {\n let customRender;\n let customLayout;\n const cellLocation = scene.table.getCellLocation(col, row);\n const { vtableMerge } = scene.table.getCellRawRecord(col, row) || {};\n\n if (vtableMerge && (scene.table.options as ListTableConstructorOptions).groupTitleCustomLayout) {\n customLayout = (scene.table.options as ListTableConstructorOptions).groupTitleCustomLayout;\n } else if (cellLocation !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = (define as ColumnDefine)?.headerCustomRender;\n customLayout = (define as ColumnDefine)?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = (define as ColumnDefine)?.customRender || scene.table.customRender;\n customLayout = (define as ColumnDefine)?.customLayout;\n }\n\n if ((customRender || customLayout) && isMergeCellGroup(cell)) {\n for (let mergeCol = cell.mergeStartCol; mergeCol <= cell.mergeEndCol; mergeCol++) {\n for (let mergeRow = cell.mergeStartRow; mergeRow <= cell.mergeEndRow; mergeRow++) {\n if (mergeRow !== row) {\n scene.updateCellContent(mergeCol, mergeRow);\n }\n }\n }\n }\n\n if (customLayout || customRender) {\n // const { autoRowHeight } = table.internalProps;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n let width = cell.attribute.width;\n let height = cell.attribute.height;\n if (isMergeCellGroup(cell)) {\n width = scene.table.getColsWidth(cell.mergeStartCol, cell.mergeEndCol);\n height = scene.table.getRowsHeight(cell.mergeStartRow, cell.mergeEndRow);\n }\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n width,\n height,\n false,\n // scene.table.heightMode === 'autoHeight',\n scene.table.isAutoRowHeight(row),\n padding,\n isMergeCellGroup(cell)\n ? {\n start: { col: cell.mergeStartCol, row: cell.mergeStartRow },\n end: { col: cell.mergeEndCol, row: cell.mergeEndRow }\n }\n : undefined,\n scene.table\n );\n customElementsGroup = customResult.elementsGroup;\n renderDefault = customResult.renderDefault;\n }\n\n if (cell.childrenCount > 0 && customElementsGroup) {\n cell.insertBefore(customElementsGroup, cell.firstChild);\n } else if (customElementsGroup) {\n cell.appendChild(customElementsGroup);\n }\n }\n }\n // if (renderDefault) {\n // // 处理文字\n // const style = scene.table._getCellStyle(col, row);\n // updateMergeCellContentHeight(\n // cell,\n // distHeight,\n // detaY,\n // // scene.table.internalProps.autoRowHeight,\n // scene.table.heightMode === 'autoHeight',\n // getQuadProps(style.padding as number),\n // style.textAlign,\n // style.textBaseline,\n // scene.table\n // );\n // }\n updateMergeCellContentHeight(\n cell,\n distHeight,\n detaY,\n // scene.table.heightMode === 'autoHeight',\n scene.table.isAutoRowHeight(row),\n renderDefault,\n scene.table\n );\n }\n}\n\nfunction updateMergeCellContentHeight(\n cellGroup: Group,\n distHeight: number,\n detaY: number,\n autoRowHeight: boolean,\n renderDefault: boolean,\n table: BaseTableAPI\n) {\n if (isMergeCellGroup(cellGroup)) {\n distHeight = 0;\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n distHeight += table.getRowHeight(row);\n }\n const { colStart, colEnd, rowStart, rowEnd } = getCellMergeRange(cellGroup, table.scenegraph);\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const singleCellGroup = table.scenegraph.getCell(col, row);\n singleCellGroup.forEachChildren((child: IGraphic) => {\n child.setAttributes({\n dx: 0,\n dy: 0\n });\n });\n\n if (renderDefault) {\n const style = table._getCellStyle(colStart, rowStart);\n updateCellContentHeight(\n singleCellGroup,\n distHeight,\n detaY,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline\n );\n }\n\n const rangeHeight = table.getRowHeight(row);\n const rangeWidth = table.getColWidth(col);\n\n // const { height: contentHeight } = cellGroup.attribute;\n singleCellGroup.contentHeight = distHeight;\n\n const { widthChange } = resizeCellGroup(\n singleCellGroup,\n rangeWidth,\n rangeHeight,\n {\n start: {\n col: cellGroup.mergeStartCol,\n row: cellGroup.mergeStartRow\n },\n end: {\n col: cellGroup.mergeEndCol,\n row: cellGroup.mergeEndRow\n }\n },\n table\n );\n\n if (widthChange) {\n singleCellGroup.needUpdateWidth = true;\n }\n }\n }\n } else {\n const style = table._getCellStyle(cellGroup.col, cellGroup.row);\n updateCellContentHeight(\n cellGroup,\n distHeight,\n detaY,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline\n );\n }\n}\n"]}
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type { ProgressBarStyle } from '../../body-helper/style/ProgressBarStyle';\nimport type { Group } from '../graphic/group';\nimport type { CreateProgressBarCell } from '../group-creater/cell-type/progress-bar-cell';\nimport type { CreateSparkLineCellGroup } from '../group-creater/cell-type/spark-line-cell';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { getProp } from '../utils/get-prop';\nimport { getQuadProps } from '../utils/padding';\nimport { updateCellContentHeight } from '../utils/text-icon-layout';\nimport type { IProgressbarColumnBodyDefine } from '../../ts-types/list-table/define/progressbar-define';\nimport { CUSTOM_CONTAINER_NAME, CUSTOM_MERGE_CONTAINER_NAME, dealWithCustom } from '../component/custom';\nimport { updateImageCellContentWhileResize } from '../group-creater/cell-type/image-cell';\nimport { getStyleTheme } from '../../core/tableHelper';\nimport { isMergeCellGroup } from '../utils/is-merge-cell-group';\nimport type { BaseTableAPI, HeaderData } from '../../ts-types/base-table';\nimport { resizeCellGroup, getCustomCellMergeCustom } from '../group-creater/cell-helper';\nimport type { IGraphic } from './../../vrender';\nimport { getCellMergeRange } from '../../tools/merge-range';\nimport type { ColumnDefine, ListTableConstructorOptions } from '../../ts-types';\nimport { Factory } from '../../core/factory';\n\nexport function updateRowHeight(scene: Scenegraph, row: number, detaY: number, skipTableHeightMap?: boolean) {\n // 更新table行高存储\n if (!skipTableHeightMap) {\n scene.table._setRowHeight(row, scene.table.getRowHeight(row) + detaY, true);\n }\n\n for (let col = 0; col < scene.table.colCount; col++) {\n const cell = scene.getCell(col, row);\n if (cell.role === 'empty') {\n continue;\n }\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo && mergeInfo.start.col !== col) {\n continue;\n }\n const height = cell.attribute.height;\n // cell.setAttribute('height', height);\n // (cell.firstChild as Rect).setAttribute('height', cell.attribute.height);\n updateCellHeightForRow(scene, cell, col, row, height + detaY, detaY, scene.table.isHeader(col, row));\n\n scene.updateCellContentWhileResize(col, row);\n }\n\n let rowStart = 0;\n let rowEnd = 0;\n // 更新header 高度\n if (row < scene.table.frozenRowCount) {\n // scene.colHeaderGroup.setAttribute('height', scene.colHeaderGroup.attribute.height + detaY);\n // scene.rowHeaderGroup.setAttribute('y', scene.rowHeaderGroup.attribute.y + detaY);\n // scene.bodyGroup.setAttribute('y', scene.bodyGroup.attribute.y + detaY);\n\n rowStart = row + 1;\n rowEnd = scene.table.frozenRowCount - 1;\n } else if (row >= scene.table.rowCount - scene.table.bottomFrozenRowCount) {\n rowStart = row + 1;\n rowEnd = scene.table.rowCount - 1;\n } else {\n rowStart = row + 1;\n // rowEnd = scene.table.rowCount - 1;\n rowEnd = Math.min(scene.proxy.rowEnd, scene.table.rowCount - scene.table.bottomFrozenRowCount - 1); //- scene.table.bottomFrozenRowCount;\n }\n\n // 更新以下行位置\n for (let colIndex = 0; colIndex < scene.table.colCount; colIndex++) {\n for (let rowIndex = rowStart; rowIndex <= rowEnd; rowIndex++) {\n const cellGroup = scene.highPerformanceGetCell(colIndex, rowIndex);\n if (cellGroup.role === 'cell') {\n cellGroup.setAttribute('y', cellGroup.attribute.y + detaY);\n }\n }\n }\n}\n\n/**\n * @description: 更新单个单元格高度\n * @return {*}\n */\nexport function updateCellHeightForRow(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n height: number,\n detaY: number,\n isHeader: boolean\n // autoRowHeight: boolean\n) {\n // cell.setAttribute('height', height);\n const cellGroup = cell;\n const distHeight = height;\n\n if (!cellGroup) {\n // 合并单元格非主单元格,不处理\n return;\n }\n\n updateCellHeight(scene, cellGroup, col, row, distHeight, detaY, isHeader);\n}\n\nexport function updateCellHeightForColumn(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n height: number,\n detaY: number,\n isHeader: boolean\n) {\n // cell.setAttribute('height', height);\n const cellGroup = cell;\n updateCellHeight(scene, cellGroup, col, row, height, 0, isHeader);\n}\n\nexport function updateCellHeight(\n scene: Scenegraph,\n cell: Group,\n col: number,\n row: number,\n distHeight: number,\n detaY: number,\n isHeader: boolean\n) {\n if (cell.attribute.height === distHeight && !cell.needUpdateHeight) {\n return;\n }\n cell.needUpdateHeight = false;\n\n cell.setAttribute('height', distHeight);\n const isVtableMerge = scene.table.getCellRawRecord(col, row)?.vtableMerge;\n const isCustomMerge = !!scene.table.getCustomMerge(col, row);\n // 更新单元格布局\n const type =\n isVtableMerge || isCustomMerge\n ? 'text'\n : scene.table.isHeader(col, row)\n ? (scene.table._getHeaderLayoutMap(col, row) as HeaderData).headerType ?? 'text'\n : scene.table.getBodyColumnType(col, row) ?? 'text';\n if (type === 'progressbar') {\n // 目前先采用重新生成节点的方案\n const columnDefine = scene.table.getBodyColumnDefine(col, row) as IProgressbarColumnBodyDefine;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const value = scene.table.getCellValue(col, row);\n const dataValue = scene.table.getCellOriginValue(col, row);\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n\n // deal with bar\n let range;\n if (columnDefine?.mergeCell) {\n range = scene.table.getCellRange(col, row);\n }\n\n const createProgressBarCell = Factory.getFunction('createProgressBarCell') as CreateProgressBarCell;\n const newBarCell = createProgressBarCell(\n columnDefine,\n style,\n cell.attribute.width,\n // cell.attribute.height,\n value,\n dataValue,\n col,\n row,\n padding,\n scene.table,\n range\n );\n\n const oldBarCell = cell.getChildByName('progress-bar') as Group;\n // cell.replaceChild(newBarCell, oldBarCell);\n cell.insertBefore(newBarCell, oldBarCell);\n cell.removeChild(oldBarCell);\n oldBarCell.removeAllChild();\n oldBarCell.release();\n\n // deal with text\n updateMergeCellContentHeight(\n cell,\n distHeight,\n detaY,\n // scene.table.heightMode === 'autoHeight',\n scene.table.isAutoRowHeight(row),\n true,\n scene.table\n );\n } else if (type === 'sparkline') {\n // 目前先采用重新生成节点的方案\n cell.removeAllChild();\n const headerStyle = scene.table._getCellStyle(col, row);\n const padding = getQuadProps(getProp('padding', headerStyle, col, row, scene.table));\n const createSparkLineCellGroup = Factory.getFunction('createSparkLineCellGroup') as CreateSparkLineCellGroup;\n createSparkLineCellGroup(\n cell,\n cell.parent,\n cell.attribute.x,\n cell.attribute.y,\n col,\n row,\n cell.attribute.width,\n cell.attribute.height,\n padding,\n scene.table,\n getStyleTheme(headerStyle, scene.table, col, row, getProp).theme,\n false\n );\n } else if (type === 'image' || type === 'video') {\n updateImageCellContentWhileResize(cell, col, row, 0, detaY, scene.table);\n } else if (cell.firstChild?.name === 'axis') {\n (cell.firstChild as any)?.originAxis.resize(cell.attribute.width, cell.attribute.height);\n } else {\n let renderDefault = true;\n const customContainer =\n (cell.getChildByName(CUSTOM_CONTAINER_NAME) as Group) ||\n (cell.getChildByName(CUSTOM_MERGE_CONTAINER_NAME) as Group);\n if (customContainer) {\n // if (scene.table.reactCustomLayout) {\n // scene.table.reactCustomLayout.removeCustomCell(col, row);\n // }\n // customContainer.removeAllChild();\n let customElementsGroup;\n cell.removeChild(customContainer);\n\n const customMergeRange = getCustomCellMergeCustom(col, row, cell, scene.table);\n if (customMergeRange) {\n for (let mergeRow = customMergeRange.start.row; mergeRow <= customMergeRange.end.row; mergeRow++) {\n if (mergeRow === row) {\n continue;\n }\n const mergedCell = scene.getCell(col, mergeRow);\n const customContainer =\n (mergedCell.getChildByName(CUSTOM_CONTAINER_NAME) as Group) ||\n (mergedCell.getChildByName(CUSTOM_MERGE_CONTAINER_NAME) as Group);\n customContainer.removeAllChild();\n mergedCell.removeChild(customContainer);\n getCustomCellMergeCustom(col, mergeRow, mergedCell, scene.table);\n }\n } else {\n let customRender;\n let customLayout;\n const cellLocation = scene.table.getCellLocation(col, row);\n const { vtableMerge } = scene.table.getCellRawRecord(col, row) || {};\n\n if (vtableMerge && (scene.table.options as ListTableConstructorOptions).groupTitleCustomLayout) {\n customLayout = (scene.table.options as ListTableConstructorOptions).groupTitleCustomLayout;\n } else if (cellLocation !== 'body') {\n const define = scene.table.getHeaderDefine(col, row);\n customRender = (define as ColumnDefine)?.headerCustomRender;\n customLayout = (define as ColumnDefine)?.headerCustomLayout;\n } else {\n const define = scene.table.getBodyColumnDefine(col, row);\n customRender = (define as ColumnDefine)?.customRender || scene.table.customRender;\n customLayout = (define as ColumnDefine)?.customLayout;\n }\n\n if ((customRender || customLayout) && isMergeCellGroup(cell)) {\n for (let mergeCol = cell.mergeStartCol; mergeCol <= cell.mergeEndCol; mergeCol++) {\n for (let mergeRow = cell.mergeStartRow; mergeRow <= cell.mergeEndRow; mergeRow++) {\n if (mergeRow !== row) {\n scene.updateCellContent(mergeCol, mergeRow);\n }\n }\n }\n }\n\n if (customLayout || customRender) {\n // const { autoRowHeight } = table.internalProps;\n const style = scene.table._getCellStyle(col, row) as ProgressBarStyle;\n const padding = getQuadProps(getProp('padding', style, col, row, scene.table));\n let width = cell.attribute.width;\n let height = cell.attribute.height;\n if (isMergeCellGroup(cell)) {\n width = scene.table.getColsWidth(cell.mergeStartCol, cell.mergeEndCol);\n height = scene.table.getRowsHeight(cell.mergeStartRow, cell.mergeEndRow);\n }\n const customResult = dealWithCustom(\n customLayout,\n customRender,\n col,\n row,\n width,\n height,\n false,\n // scene.table.heightMode === 'autoHeight',\n scene.table.isAutoRowHeight(row),\n padding,\n isMergeCellGroup(cell)\n ? {\n start: { col: cell.mergeStartCol, row: cell.mergeStartRow },\n end: { col: cell.mergeEndCol, row: cell.mergeEndRow }\n }\n : undefined,\n scene.table\n );\n customElementsGroup = customResult.elementsGroup;\n renderDefault = customResult.renderDefault;\n }\n\n if (cell.childrenCount > 0 && customElementsGroup) {\n cell.insertBefore(customElementsGroup, cell.firstChild);\n } else if (customElementsGroup) {\n cell.appendChild(customElementsGroup);\n }\n }\n }\n // if (renderDefault) {\n // // 处理文字\n // const style = scene.table._getCellStyle(col, row);\n // updateMergeCellContentHeight(\n // cell,\n // distHeight,\n // detaY,\n // // scene.table.internalProps.autoRowHeight,\n // scene.table.heightMode === 'autoHeight',\n // getQuadProps(style.padding as number),\n // style.textAlign,\n // style.textBaseline,\n // scene.table\n // );\n // }\n updateMergeCellContentHeight(\n cell,\n distHeight,\n detaY,\n // scene.table.heightMode === 'autoHeight',\n scene.table.isAutoRowHeight(row),\n renderDefault,\n scene.table\n );\n }\n}\n\nfunction updateMergeCellContentHeight(\n cellGroup: Group,\n distHeight: number,\n detaY: number,\n autoRowHeight: boolean,\n renderDefault: boolean,\n table: BaseTableAPI\n) {\n if (isMergeCellGroup(cellGroup)) {\n distHeight = 0;\n for (let row = cellGroup.mergeStartRow; row <= cellGroup.mergeEndRow; row++) {\n distHeight += table.getRowHeight(row);\n }\n const { colStart, colEnd, rowStart, rowEnd } = getCellMergeRange(cellGroup, table.scenegraph);\n for (let col = colStart; col <= colEnd; col++) {\n for (let row = rowStart; row <= rowEnd; row++) {\n const singleCellGroup = table.scenegraph.getCell(col, row);\n singleCellGroup.forEachChildren((child: IGraphic) => {\n child.setAttributes({\n dx: 0,\n dy: 0\n });\n });\n\n if (renderDefault) {\n const style = table._getCellStyle(colStart, rowStart);\n updateCellContentHeight(\n singleCellGroup,\n distHeight,\n detaY,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline\n );\n }\n\n const rangeHeight = table.getRowHeight(row);\n const rangeWidth = table.getColWidth(col);\n\n // const { height: contentHeight } = cellGroup.attribute;\n singleCellGroup.contentHeight = distHeight;\n\n const { widthChange } = resizeCellGroup(\n singleCellGroup,\n rangeWidth,\n rangeHeight,\n {\n start: {\n col: cellGroup.mergeStartCol,\n row: cellGroup.mergeStartRow\n },\n end: {\n col: cellGroup.mergeEndCol,\n row: cellGroup.mergeEndRow\n }\n },\n table\n );\n\n if (widthChange) {\n singleCellGroup.needUpdateWidth = true;\n }\n }\n }\n } else {\n const style = table._getCellStyle(cellGroup.col, cellGroup.row);\n updateCellContentHeight(\n cellGroup,\n distHeight,\n detaY,\n autoRowHeight,\n getQuadProps(style.padding as number),\n style.textAlign,\n style.textBaseline\n );\n }\n}\n"]}
@@ -42,7 +42,11 @@ function updateRow(removeCells, addCells, updateCells, table) {
42
42
  rowUpdatePos = (0, vutils_1.isValid)(rowUpdatePos) ? (0, vutils_1.isValid)(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos : pos;
43
43
  }
44
44
  for (let col = 0; col < table.colCount; col++) updateRows.forEach((row => {
45
- if (row < table.frozenRowCount || row > table.rowCount - 1 || row < scene.table.rowCount - scene.table.bottomFrozenRowCount && (row < scene.proxy.rowStart || row > scene.proxy.rowEnd)) removeCellGroup(row, scene); else {
45
+ if (row < table.frozenRowCount) {
46
+ const mergeInfo = (0, get_cell_merge_1.getCellMergeInfo)(scene.table, col, row);
47
+ if (mergeInfo) for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) (0,
48
+ cell_helper_1.updateCell)(col, row, scene.table, !1); else (0, cell_helper_1.updateCell)(col, row, scene.table, !1);
49
+ } else if (row > table.rowCount - 1 || row < scene.table.rowCount - scene.table.bottomFrozenRowCount && (row < scene.proxy.rowStart || row > scene.proxy.rowEnd)) removeCellGroup(row, scene); else {
46
50
  const mergeInfo = (0, get_cell_merge_1.getCellMergeInfo)(scene.table, col, row);
47
51
  if (mergeInfo) for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) (0,
48
52
  cell_helper_1.updateCell)(col, row, scene.table, !1); else (0, cell_helper_1.updateCell)(col, row, scene.table, !1);