@visactor/vtable 1.17.3-alpha.9 → 1.17.4-alpha.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (233) hide show
  1. package/cjs/ListTable.js.map +1 -1
  2. package/cjs/PivotTable.d.ts +5 -0
  3. package/cjs/PivotTable.js +15 -2
  4. package/cjs/PivotTable.js.map +1 -1
  5. package/cjs/body-helper/style/ProgressBarStyle.d.ts +3 -0
  6. package/cjs/body-helper/style/ProgressBarStyle.js +9 -2
  7. package/cjs/body-helper/style/ProgressBarStyle.js.map +1 -1
  8. package/cjs/components/react/react-custom-layout.js +3 -2
  9. package/cjs/components/react/react-custom-layout.js.map +1 -1
  10. package/cjs/core/BaseTable.js +36 -21
  11. package/cjs/core/BaseTable.js.map +1 -1
  12. package/cjs/core/TABLE_EVENT_TYPE.d.ts +1 -0
  13. package/cjs/core/TABLE_EVENT_TYPE.js +1 -0
  14. package/cjs/core/TABLE_EVENT_TYPE.js.map +1 -1
  15. package/cjs/core/record-helper.js +2 -2
  16. package/cjs/core/record-helper.js.map +1 -1
  17. package/cjs/core/tableHelper.js +1 -1
  18. package/cjs/core/tableHelper.js.map +1 -1
  19. package/cjs/dataset/dataset.js +6 -4
  20. package/cjs/dataset/dataset.js.map +1 -1
  21. package/cjs/event/event.js +7 -35
  22. package/cjs/event/event.js.map +1 -1
  23. package/cjs/event/listener/container-dom.js +1 -1
  24. package/cjs/event/listener/container-dom.js.map +1 -1
  25. package/cjs/event/listener/table-group.js +2 -2
  26. package/cjs/event/listener/table-group.js.map +1 -1
  27. package/cjs/event/self-event-listener/base-table/dbclick-auto-column-width.d.ts +2 -0
  28. package/cjs/event/self-event-listener/base-table/dbclick-auto-column-width.js +31 -0
  29. package/cjs/event/self-event-listener/base-table/dbclick-auto-column-width.js.map +1 -0
  30. package/cjs/event/self-event-listener/base-table/dropdown-menu.d.ts +2 -0
  31. package/cjs/event/self-event-listener/base-table/dropdown-menu.js +16 -0
  32. package/cjs/event/self-event-listener/base-table/dropdown-menu.js.map +1 -0
  33. package/cjs/event/self-event-listener/base-table/icon.d.ts +2 -0
  34. package/cjs/event/self-event-listener/base-table/icon.js +23 -0
  35. package/cjs/event/self-event-listener/base-table/icon.js.map +1 -0
  36. package/cjs/event/self-event-listener/base-table/right-button-click.d.ts +2 -0
  37. package/cjs/event/self-event-listener/base-table/right-button-click.js +25 -0
  38. package/cjs/event/self-event-listener/base-table/right-button-click.js.map +1 -0
  39. package/cjs/event/{list-table → self-event-listener/list-table}/checkbox.d.ts +1 -1
  40. package/cjs/event/{list-table → self-event-listener/list-table}/checkbox.js +1 -1
  41. package/cjs/event/self-event-listener/list-table/checkbox.js.map +1 -0
  42. package/{es/event → cjs/event/self-event-listener}/pivot-chart/axis-click.d.ts +1 -1
  43. package/cjs/event/{pivot-chart → self-event-listener/pivot-chart}/axis-click.js +1 -1
  44. package/cjs/event/self-event-listener/pivot-chart/axis-click.js.map +1 -0
  45. package/cjs/event/{pivot-chart → self-event-listener/pivot-chart}/axis-hover.d.ts +1 -1
  46. package/cjs/event/{pivot-chart → self-event-listener/pivot-chart}/axis-hover.js +1 -1
  47. package/cjs/event/self-event-listener/pivot-chart/axis-hover.js.map +1 -0
  48. package/cjs/event/self-event-listener/pivot-table/drill.d.ts +1 -0
  49. package/cjs/event/self-event-listener/pivot-table/drill.js +3 -0
  50. package/cjs/event/self-event-listener/pivot-table/drill.js.map +1 -0
  51. package/cjs/index.d.ts +1 -1
  52. package/cjs/index.js +1 -1
  53. package/cjs/index.js.map +1 -1
  54. package/cjs/layout/chart-helper/get-axis-config.js +5 -7
  55. package/cjs/layout/chart-helper/get-axis-config.js.map +1 -1
  56. package/cjs/layout/pivot-header-layout.js +17 -12
  57. package/cjs/layout/pivot-header-layout.js.map +1 -1
  58. package/cjs/layout/simple-header-layout.js +5 -5
  59. package/cjs/layout/simple-header-layout.js.map +1 -1
  60. package/cjs/scenegraph/graphic/contributions/group-contribution-render.js.map +1 -1
  61. package/cjs/scenegraph/graphic/contributions/rect-contribution-render.js +4 -4
  62. package/cjs/scenegraph/graphic/contributions/rect-contribution-render.js.map +1 -1
  63. package/cjs/scenegraph/group-creater/cell-helper.js +3 -1
  64. package/cjs/scenegraph/group-creater/cell-helper.js.map +1 -1
  65. package/cjs/scenegraph/group-creater/cell-type/progress-bar-cell.js +9 -5
  66. package/cjs/scenegraph/group-creater/cell-type/progress-bar-cell.js.map +1 -1
  67. package/cjs/scenegraph/group-creater/cell-type/radio-cell.js +1 -1
  68. package/cjs/scenegraph/group-creater/cell-type/radio-cell.js.map +1 -1
  69. package/cjs/scenegraph/group-creater/cell-type/video-cell.js +4 -2
  70. package/cjs/scenegraph/group-creater/cell-type/video-cell.js.map +1 -1
  71. package/cjs/scenegraph/group-creater/progress/create-group-for-first-screen.js +1 -1
  72. package/cjs/scenegraph/group-creater/progress/create-group-for-first-screen.js.map +1 -1
  73. package/cjs/scenegraph/group-creater/progress/proxy.js +6 -6
  74. package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
  75. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +6 -6
  76. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -1
  77. package/cjs/scenegraph/group-creater/progress/update-position/sort-vertical.js +5 -4
  78. package/cjs/scenegraph/group-creater/progress/update-position/sort-vertical.js.map +1 -1
  79. package/cjs/scenegraph/layout/compute-col-width.js +2 -1
  80. package/cjs/scenegraph/layout/compute-col-width.js.map +1 -1
  81. package/cjs/scenegraph/layout/compute-row-height.js +9 -8
  82. package/cjs/scenegraph/layout/compute-row-height.js.map +1 -1
  83. package/cjs/scenegraph/layout/frozen.js +5 -5
  84. package/cjs/scenegraph/layout/frozen.js.map +1 -1
  85. package/cjs/scenegraph/layout/update-row.js +5 -5
  86. package/cjs/scenegraph/layout/update-row.js.map +1 -1
  87. package/cjs/scenegraph/scenegraph.js +1 -1
  88. package/cjs/scenegraph/scenegraph.js.map +1 -1
  89. package/cjs/scenegraph/select/create-select-border.js +13 -2
  90. package/cjs/scenegraph/select/create-select-border.js.map +1 -1
  91. package/cjs/scenegraph/select/update-select-border.js +5 -1
  92. package/cjs/scenegraph/select/update-select-border.js.map +1 -1
  93. package/cjs/state/select/update-position.js +2 -2
  94. package/cjs/state/select/update-position.js.map +1 -1
  95. package/cjs/state/state.js +116 -36
  96. package/cjs/state/state.js.map +1 -1
  97. package/cjs/ts-types/base-table.d.ts +1 -0
  98. package/cjs/ts-types/base-table.js.map +1 -1
  99. package/cjs/ts-types/column/style.d.ts +1 -0
  100. package/cjs/ts-types/column/style.js.map +1 -1
  101. package/cjs/ts-types/common.d.ts +3 -1
  102. package/cjs/ts-types/common.js.map +1 -1
  103. package/cjs/ts-types/customElement.d.ts +1 -0
  104. package/cjs/ts-types/customElement.js.map +1 -1
  105. package/cjs/ts-types/events.d.ts +17 -0
  106. package/cjs/ts-types/events.js.map +1 -1
  107. package/cjs/ts-types/list-table/layout-map/api.d.ts +1 -1
  108. package/cjs/ts-types/list-table/layout-map/api.js.map +1 -1
  109. package/cjs/ts-types/table-engine.d.ts +2 -1
  110. package/cjs/ts-types/table-engine.js.map +1 -1
  111. package/cjs/ts-types/theme.js.map +1 -1
  112. package/cjs/vrender.js.map +1 -1
  113. package/dist/vtable.js +533 -220
  114. package/dist/vtable.min.js +2 -2
  115. package/es/ListTable.js.map +1 -1
  116. package/es/PivotTable.d.ts +5 -0
  117. package/es/PivotTable.js +15 -2
  118. package/es/PivotTable.js.map +1 -1
  119. package/es/body-helper/style/ProgressBarStyle.d.ts +3 -0
  120. package/es/body-helper/style/ProgressBarStyle.js +9 -2
  121. package/es/body-helper/style/ProgressBarStyle.js.map +1 -1
  122. package/es/components/react/react-custom-layout.js +3 -2
  123. package/es/components/react/react-custom-layout.js.map +1 -1
  124. package/es/core/BaseTable.js +35 -20
  125. package/es/core/BaseTable.js.map +1 -1
  126. package/es/core/TABLE_EVENT_TYPE.d.ts +1 -0
  127. package/es/core/TABLE_EVENT_TYPE.js +1 -0
  128. package/es/core/TABLE_EVENT_TYPE.js.map +1 -1
  129. package/es/core/record-helper.js +2 -2
  130. package/es/core/record-helper.js.map +1 -1
  131. package/es/core/tableHelper.js +1 -1
  132. package/es/core/tableHelper.js.map +1 -1
  133. package/es/dataset/dataset.js +6 -4
  134. package/es/dataset/dataset.js.map +1 -1
  135. package/es/event/event.js +16 -39
  136. package/es/event/event.js.map +1 -1
  137. package/es/event/listener/container-dom.js +1 -1
  138. package/es/event/listener/container-dom.js.map +1 -1
  139. package/es/event/listener/table-group.js +2 -2
  140. package/es/event/listener/table-group.js.map +1 -1
  141. package/es/event/self-event-listener/base-table/dbclick-auto-column-width.d.ts +2 -0
  142. package/es/event/self-event-listener/base-table/dbclick-auto-column-width.js +25 -0
  143. package/es/event/self-event-listener/base-table/dbclick-auto-column-width.js.map +1 -0
  144. package/es/event/self-event-listener/base-table/dropdown-menu.d.ts +2 -0
  145. package/es/event/self-event-listener/base-table/dropdown-menu.js +8 -0
  146. package/es/event/self-event-listener/base-table/dropdown-menu.js.map +1 -0
  147. package/es/event/self-event-listener/base-table/icon.d.ts +2 -0
  148. package/es/event/self-event-listener/base-table/icon.js +18 -0
  149. package/es/event/self-event-listener/base-table/icon.js.map +1 -0
  150. package/es/event/self-event-listener/base-table/right-button-click.d.ts +2 -0
  151. package/es/event/self-event-listener/base-table/right-button-click.js +17 -0
  152. package/es/event/self-event-listener/base-table/right-button-click.js.map +1 -0
  153. package/es/event/{list-table → self-event-listener/list-table}/checkbox.d.ts +1 -1
  154. package/es/event/{list-table → self-event-listener/list-table}/checkbox.js +2 -2
  155. package/es/event/self-event-listener/list-table/checkbox.js.map +1 -0
  156. package/{cjs/event → es/event/self-event-listener}/pivot-chart/axis-click.d.ts +1 -1
  157. package/es/event/{pivot-chart → self-event-listener/pivot-chart}/axis-click.js +2 -2
  158. package/es/event/self-event-listener/pivot-chart/axis-click.js.map +1 -0
  159. package/es/event/{pivot-chart → self-event-listener/pivot-chart}/axis-hover.d.ts +1 -1
  160. package/es/event/{pivot-chart → self-event-listener/pivot-chart}/axis-hover.js +1 -1
  161. package/es/event/self-event-listener/pivot-chart/axis-hover.js.map +1 -0
  162. package/es/event/self-event-listener/pivot-table/drill.d.ts +1 -0
  163. package/es/event/self-event-listener/pivot-table/drill.js +3 -0
  164. package/es/event/self-event-listener/pivot-table/drill.js.map +1 -0
  165. package/es/index.d.ts +1 -1
  166. package/es/index.js +1 -1
  167. package/es/index.js.map +1 -1
  168. package/es/layout/chart-helper/get-axis-config.js +5 -7
  169. package/es/layout/chart-helper/get-axis-config.js.map +1 -1
  170. package/es/layout/pivot-header-layout.js +16 -12
  171. package/es/layout/pivot-header-layout.js.map +1 -1
  172. package/es/layout/simple-header-layout.js +5 -5
  173. package/es/layout/simple-header-layout.js.map +1 -1
  174. package/es/scenegraph/graphic/contributions/group-contribution-render.js.map +1 -1
  175. package/es/scenegraph/graphic/contributions/rect-contribution-render.js +4 -4
  176. package/es/scenegraph/graphic/contributions/rect-contribution-render.js.map +1 -1
  177. package/es/scenegraph/group-creater/cell-helper.js +3 -1
  178. package/es/scenegraph/group-creater/cell-helper.js.map +1 -1
  179. package/es/scenegraph/group-creater/cell-type/progress-bar-cell.js +9 -5
  180. package/es/scenegraph/group-creater/cell-type/progress-bar-cell.js.map +1 -1
  181. package/es/scenegraph/group-creater/cell-type/radio-cell.js +1 -1
  182. package/es/scenegraph/group-creater/cell-type/radio-cell.js.map +1 -1
  183. package/es/scenegraph/group-creater/cell-type/video-cell.js +4 -2
  184. package/es/scenegraph/group-creater/cell-type/video-cell.js.map +1 -1
  185. package/es/scenegraph/group-creater/progress/create-group-for-first-screen.js +1 -1
  186. package/es/scenegraph/group-creater/progress/create-group-for-first-screen.js.map +1 -1
  187. package/es/scenegraph/group-creater/progress/proxy.js +6 -6
  188. package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
  189. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +6 -6
  190. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -1
  191. package/es/scenegraph/group-creater/progress/update-position/sort-vertical.js +5 -4
  192. package/es/scenegraph/group-creater/progress/update-position/sort-vertical.js.map +1 -1
  193. package/es/scenegraph/layout/compute-col-width.js +2 -1
  194. package/es/scenegraph/layout/compute-col-width.js.map +1 -1
  195. package/es/scenegraph/layout/compute-row-height.js +9 -8
  196. package/es/scenegraph/layout/compute-row-height.js.map +1 -1
  197. package/es/scenegraph/layout/frozen.js +5 -5
  198. package/es/scenegraph/layout/frozen.js.map +1 -1
  199. package/es/scenegraph/layout/update-row.js +5 -5
  200. package/es/scenegraph/layout/update-row.js.map +1 -1
  201. package/es/scenegraph/scenegraph.js +1 -1
  202. package/es/scenegraph/scenegraph.js.map +1 -1
  203. package/es/scenegraph/select/create-select-border.js +13 -2
  204. package/es/scenegraph/select/create-select-border.js.map +1 -1
  205. package/es/scenegraph/select/update-select-border.js +5 -1
  206. package/es/scenegraph/select/update-select-border.js.map +1 -1
  207. package/es/state/select/update-position.js +2 -2
  208. package/es/state/select/update-position.js.map +1 -1
  209. package/es/state/state.js +116 -36
  210. package/es/state/state.js.map +1 -1
  211. package/es/ts-types/base-table.d.ts +1 -0
  212. package/es/ts-types/base-table.js.map +1 -1
  213. package/es/ts-types/column/style.d.ts +1 -0
  214. package/es/ts-types/column/style.js.map +1 -1
  215. package/es/ts-types/common.d.ts +3 -1
  216. package/es/ts-types/common.js.map +1 -1
  217. package/es/ts-types/customElement.d.ts +1 -0
  218. package/es/ts-types/customElement.js.map +1 -1
  219. package/es/ts-types/events.d.ts +17 -0
  220. package/es/ts-types/events.js.map +1 -1
  221. package/es/ts-types/list-table/layout-map/api.d.ts +1 -1
  222. package/es/ts-types/list-table/layout-map/api.js.map +1 -1
  223. package/es/ts-types/table-engine.d.ts +2 -1
  224. package/es/ts-types/table-engine.js.map +1 -1
  225. package/es/ts-types/theme.js.map +1 -1
  226. package/es/vrender.js.map +1 -1
  227. package/package.json +4 -4
  228. package/cjs/event/list-table/checkbox.js.map +0 -1
  229. package/cjs/event/pivot-chart/axis-click.js.map +0 -1
  230. package/cjs/event/pivot-chart/axis-hover.js.map +0 -1
  231. package/es/event/list-table/checkbox.js.map +0 -1
  232. package/es/event/pivot-chart/axis-click.js.map +0 -1
  233. package/es/event/pivot-chart/axis-hover.js.map +0 -1
@@ -70,7 +70,7 @@ function updateRow(removeCells, addCells, updateCells, table, skipUpdateProxy) {
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  const minRow = Math.min(...addRows);
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  scene.proxy.rowUpdatePos = Math.min(minRow, scene.proxy.rowUpdatePos);
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  }
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- scene.proxy.rowUpdateDirection = "down", scene.proxy.updateCellGroups(2 * scene.proxy.screenRowCount),
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+ scene.proxy.rowUpdateDirection = "up", scene.proxy.updateCellGroups(2 * scene.proxy.screenRowCount),
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  updateBottomFrozeCellGroups();
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  } else removeRows.length && (setRowSeriesNumberCellNeedUpdate(removeRows[removeRows.length - 1], scene),
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  scene.proxy.updateCellGroups(2 * scene.proxy.screenRowCount), updateBottomFrozeCellGroups());
@@ -244,22 +244,22 @@ function _getUpdateRowIndexUseCellNode(beforeRow, afterRow, scene) {
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  beforeCell.mergeStartRow && beforeCell.mergeEndRow && beforeCell.mergeEndRow > beforeRow && (addNeedUpdateTag({
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  start: {
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  row: beforeCell.mergeStartRow,
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- col: scene.table.isAutoRowHeight() ? 0 : beforeCell.mergeStartCol
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+ col: scene.table.isAutoRowHeight(afterRow) ? 0 : beforeCell.mergeStartCol
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  },
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  end: {
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  row: beforeCell.mergeEndRow,
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- col: scene.table.isAutoRowHeight() ? scene.table.colCount - 1 : beforeCell.mergeEndCol
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+ col: scene.table.isAutoRowHeight(afterRow) ? scene.table.colCount - 1 : beforeCell.mergeEndCol
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  }
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  }, scene), row = beforeCell.mergeStartRow);
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  const afterCell = scene.highPerformanceGetCell(col, afterRow);
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  afterCell.mergeStartRow && afterCell.mergeEndRow && afterCell.mergeStartRow < afterRow && (addNeedUpdateTag({
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  start: {
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  row: afterCell.mergeStartRow,
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- col: scene.table.isAutoRowHeight() ? 0 : afterCell.mergeStartCol
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+ col: scene.table.isAutoRowHeight(afterRow) ? 0 : afterCell.mergeStartCol
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  },
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  end: {
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  row: afterCell.mergeEndRow,
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- col: scene.table.isAutoRowHeight() ? scene.table.colCount - 1 : afterCell.mergeEndCol
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+ col: scene.table.isAutoRowHeight(afterRow) ? scene.table.colCount - 1 : afterCell.mergeEndCol
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  }
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  }, scene), row = afterCell.mergeStartRow), (0, vutils_1.isValid)(row) && (updateRow = (0,
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  vutils_1.isValid)(updateRow) ? Math.min(updateRow, row) : row);
@@ -1 +1 @@
1
- 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{ isNumber, isValid } from '@visactor/vutils';\nimport type { CellAddress, CellRange } from '../../ts-types';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport { Group } from '../graphic/group';\nimport { updateCell } from '../group-creater/cell-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { deduplication } from '../../tools/util';\n\n/**\n * add and remove rows in scenegraph\n */\nexport function updateRow(\n removeCells: CellAddress[],\n addCells: CellAddress[],\n updateCells: CellAddress[],\n table: BaseTableAPI,\n skipUpdateProxy?: boolean\n) {\n const scene = table.scenegraph;\n // deduplication\n const removeRows = deduplication(removeCells.map(cell => cell.row)).sort((a, b) => b - a);\n const addRows = deduplication(addCells.map(cell => cell.row)).sort((a, b) => a - b);\n const updateRows = deduplication(updateCells.map(cell => cell.row)).sort((a, b) => a - b);\n\n let rowUpdatePos;\n if (updateRows.length) {\n const beforeRow = updateRows[0] - 1;\n const afterRow = updateRows[updateRows.length - 1] + 1;\n rowUpdatePos = _getUpdateRowIndexUseCellNode(beforeRow, afterRow, scene);\n }\n if (addRows.length) {\n const beforeRow = addRows[0] - 1;\n const afterRow = addRows[addRows.length - 1] + 1;\n const pos = _getUpdateRowIndexUseCellNode(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n if (removeRows.length) {\n const beforeRow = removeRows[0] - 1;\n const afterRow = removeRows[removeRows.length - 1] + 1;\n const pos = _getUpdateRowIndexUseCellNode(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n // remove cells\n removeRows.forEach(row => {\n removeRow(row, scene, skipUpdateProxy);\n });\n\n const rowHeightsMap = table.rowHeightsMap;\n removeRows.forEach(row => {\n rowHeightsMap.delete(row);\n });\n\n if (removeRows.length) {\n resetRowNumber(scene);\n const beforeRow = removeRows[removeRows.length - 1] - 1;\n const afterRow = removeRows[0] - removeRows.length + 1;\n const pos = _getUpdateRowIndex(beforeRow, afterRow, scene);\n // isNumber(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n scene.table._clearRowRangeHeightsMap();\n\n // add cells\n let updateAfter: number;\n addRows.forEach(row => {\n const needUpdateAfter = addRow(row, scene, skipUpdateProxy);\n updateAfter = updateAfter ?? needUpdateAfter;\n rowHeightsMap.insert(row);\n });\n\n // reset attribute y and row number in CellGroup\n // const newTotalHeight = resetRowNumberAndY(scene);\n resetRowNumberAndY(scene);\n\n if (addRows.length) {\n const beforeRow = addRows[0] - 1;\n const afterRow = addRows[addRows.length - 1] + 1;\n const pos = _getUpdateRowIndex(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n for (let col = 0; col < table.colCount; col++) {\n // add cells\n updateRows.forEach(row => {\n if (row < table.frozenRowCount) {\n // top frozen\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo) {\n for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n updateCell(col, row, scene.table, false);\n }\n }\n } else {\n updateCell(col, row, scene.table, false);\n }\n } else if (\n // row < table.frozenRowCount || // not top frozen\n row > table.rowCount - 1 || // greater than rowCount - 1\n (row < scene.table.rowCount - scene.table.bottomFrozenRowCount && // not bottom frozen\n (row < scene.proxy.rowStart || row > scene.proxy.rowEnd)) // not in row range\n ) {\n removeCellGroup(row, scene);\n } else {\n // updateRowAttr(row, scene);\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo) {\n for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n updateCell(col, row, scene.table, false);\n }\n }\n } else {\n updateCell(col, row, scene.table, false);\n }\n }\n });\n }\n\n if (updateRows.length) {\n const beforeRow = updateRows[0] - 1;\n const afterRow = updateRows[updateRows.length - 1] + 1;\n const pos = _getUpdateRowIndex(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n if (isNumber(updateAfter)) {\n for (let col = 0; col < Math.max(table.colCount, table.internalProps._oldColCount ?? table.colCount); col++) {\n for (\n let row = updateAfter;\n row < Math.max(table.rowCount, table.internalProps._oldRowCount ?? table.rowCount);\n row++\n ) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n cellGroup && (cellGroup.needUpdate = true);\n }\n }\n rowUpdatePos = isValid(rowUpdatePos)\n ? isValid(updateAfter)\n ? Math.min(rowUpdatePos, updateAfter)\n : rowUpdatePos\n : updateAfter;\n // scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, updateAfter);\n }\n isNumber(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));\n if (addRows.length) {\n if (!isNumber(updateAfter)) {\n const minRow = Math.min(...addRows);\n scene.proxy.rowUpdatePos = Math.min(minRow, scene.proxy.rowUpdatePos);\n }\n // if (addRows.length > removeRows.length) {\n scene.proxy.rowUpdateDirection = 'down';\n // } else {\n // scene.proxy.rowUpdateDirection = 'up';\n // }\n console.log('rowUpdateDirection', scene.proxy.rowUpdateDirection);\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n updateBottomFrozeCellGroups();\n // scene.proxy.progress();\n } else if (removeRows.length) {\n setRowSeriesNumberCellNeedUpdate(removeRows[removeRows.length - 1], scene);\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n\n updateBottomFrozeCellGroups();\n // scene.proxy.progress();\n }\n scene.proxy.progress();\n\n // update table size\n const newTotalHeight = table.getRowsHeight(table.frozenRowCount, table.rowCount - 1 - table.bottomFrozenRowCount);\n scene.updateContainerHeight(scene.table.frozenRowCount, newTotalHeight - scene.bodyGroup.attribute.height);\n\n function updateBottomFrozeCellGroups() {\n if (\n addRows?.[addRows?.length - 1] >= table.rowCount - table.bottomFrozenRowCount ||\n updateRows?.[updateRows?.length - 1] >= table.rowCount - table.bottomFrozenRowCount ||\n removeRows?.[0] >= table.rowCount - table.bottomFrozenRowCount\n ) {\n for (let col = 0; col < table.colCount; col++) {\n for (let row = table.rowCount - table.bottomFrozenRowCount; row < table.rowCount; row++) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n cellGroup && (cellGroup.needUpdate = true);\n }\n }\n scene.proxy.updateBottomFrozenCellGroups();\n }\n }\n}\nfunction removeRow(row: number, scene: Scenegraph, skipUpdateProxy?: boolean) {\n // const infectCellRange = removeCellGroup(row, scene);\n // for (let i = 0; i < infectCellRange.length; i++) {\n // const { mergeStartCol, mergeEndCol, mergeStartRow, mergeEndRow } = infectCellRange[i];\n // for (let col = mergeStartCol; col <= mergeEndCol; col++) {\n // for (let row = mergeStartRow; row <= mergeEndRow; row++) {\n // const cellGroup = scene.getCell(col, row, true);\n // if (cellGroup) {\n // cellGroup.needUpdate = true;\n // }\n // }\n // }\n // }\n\n const proxy = scene.proxy;\n\n // TODO 需要整体更新proxy的状态\n if (row >= proxy.rowStart && row <= proxy.rowEnd) {\n removeCellGroup(row, scene);\n proxy.rowEnd--;\n proxy.currentRow--;\n }\n if (!skipUpdateProxy) {\n proxy.bodyBottomRow--;\n // proxy.totalRow--;\n const totalActualBodyRowCount = Math.min(proxy.rowLimit, proxy.bodyBottomRow - proxy.bodyTopRow + 1); // 渐进加载总row数量\n proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n proxy.totalRow = Math.min(proxy.table.rowCount - 1, proxy.rowStart + totalActualBodyRowCount - 1); // 目标渐进完成的row\n }\n}\n\nfunction addRow(row: number, scene: Scenegraph, skipUpdateProxy?: boolean) {\n const proxy = scene.proxy;\n if (!skipUpdateProxy) {\n proxy.bodyBottomRow++;\n // proxy.totalRow++;\n const totalActualBodyRowCount = Math.min(proxy.rowLimit, proxy.bodyBottomRow - proxy.bodyTopRow + 1); // 渐进加载总row数量\n proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n proxy.totalRow = proxy.rowStart + totalActualBodyRowCount - 1; // 目标渐进完成的row\n }\n\n if (row < proxy.rowStart) {\n return undefined;\n } else if (row > proxy.rowEnd) {\n if (proxy.rowEnd - proxy.rowStart + 1 < proxy.rowLimit) {\n // can add row\n proxy.rowEnd++;\n proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n return row;\n }\n return undefined;\n }\n if (proxy.rowEnd - proxy.rowStart + 1 < proxy.rowLimit) {\n // can add row\n proxy.rowEnd++;\n proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n return row;\n }\n\n // update rows after\n return row;\n\n // return undefined;\n\n // // TODO 需要整体更新proxy的状态\n // scene.proxy.bodyBottomRow++;\n // scene.proxy.totalRow++;\n // scene.proxy.rowEnd++;\n // scene.proxy.currentRow++;\n}\nfunction resetRowNumber(scene: Scenegraph) {\n scene.bodyGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n\n scene.rowHeaderGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n\n scene.rightFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.bottomFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.leftBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.rightBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n function processCell(cellGroup: Group, rowIndex: number) {\n cellGroup.row = rowIndex;\n const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n if (merge) {\n cellGroup.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeStartRow = merge.start.row;\n cellGroup.mergeEndRow = merge.end.row;\n } else {\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndRow = undefined;\n }\n }\n}\n\nfunction resetRowNumberAndY(scene: Scenegraph) {\n scene.bodyGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n\n scene.rowHeaderGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n\n scene.rightFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.bottomFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.leftBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.rightBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n function processCell(cellGroup: Group, rowIndex: number, y: number) {\n cellGroup.row = rowIndex;\n cellGroup.setAttribute('y', y);\n const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n if (merge) {\n cellGroup.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeStartRow = merge.start.row;\n cellGroup.mergeEndRow = merge.end.row;\n } else {\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndRow = undefined;\n }\n }\n}\nfunction addRowCellGroup(row: number, scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n // create cellGroup\n // const cellGroup = updateCell(col, row, scene.table, true);\n const cellGroup = new Group({\n x: 0,\n y: 0,\n width: scene.table.getColWidth(col),\n height: scene.table.getRowHeight(row)\n });\n cellGroup.role = 'cell';\n cellGroup.col = col;\n cellGroup.row = row;\n cellGroup.needUpdate = true;\n\n if (!cellGroup) {\n // TODO: deal with data promise situation\n continue;\n }\n\n // insert cellGroup in colGroup\n const colGroup = scene.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n\n if (colGroup.firstChild && row < (colGroup.firstChild as Group).row) {\n colGroup.insertBefore(cellGroup, colGroup.firstChild);\n (colGroup.firstChild as Group).row = (colGroup.firstChild as Group).row + 1;\n // if (\n // isNumber((colGroup.firstChild as Group).mergeStartRow) &&\n // isNumber((colGroup.firstChild as Group).mergeEndRow)\n // ) {\n // (colGroup.firstChild as Group).mergeStartRow = (colGroup.firstChild as Group).mergeStartRow + 1;\n // (colGroup.firstChild as Group).mergeEndRow = (colGroup.firstChild as Group).mergeEndRow + 1;\n // }\n } else if (colGroup.lastChild && row > (colGroup.lastChild as Group).row) {\n colGroup.appendChild(cellGroup);\n } else {\n // let cellBefore: Group;\n // colGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.row === row) {\n // cellBefore = cellGroup;\n // return true;\n // }\n // return false;\n // });\n\n const cellBefore = scene.highPerformanceGetCell(col, row, true);\n if (cellBefore !== cellGroup) {\n colGroup.insertBefore(cellGroup, cellBefore);\n cellBefore && (cellBefore.row = cellBefore.row + 1);\n // if (isNumber(cellBefore.mergeStartRow) && isNumber(cellBefore.mergeEndRow)) {\n // cellBefore.mergeStartRow = cellBefore.mergeStartRow + 1;\n // cellBefore.mergeEndRow = cellBefore.mergeEndRow + 1;\n // }\n if (cellBefore !== colGroup.lastChild) {\n colGroup.lastChild && ((colGroup.lastChild as Group).row = (colGroup.lastChild as Group).row + 1);\n // if (\n // isNumber((colGroup.lastChild as Group).mergeStartRow) &&\n // isNumber((colGroup.lastChild as Group).mergeEndRow)\n // ) {\n // (colGroup.lastChild as Group).mergeStartRow = (colGroup.lastChild as Group).mergeStartRow + 1;\n // (colGroup.lastChild as Group).mergeEndRow = (colGroup.lastChild as Group).mergeEndRow + 1;\n // }\n }\n }\n }\n\n // // reset row number\n // let rowIndex = (colGroup.firstChild as Group)?.row;\n // colGroup.forEachChildren((cellGroup: Group) => {\n // cellGroup.row = rowIndex;\n // rowIndex++;\n // });\n }\n}\n\nfunction removeCellGroup(row: number, scene: Scenegraph) {\n // const infectCellRange = [];\n for (let col = 0; col < scene.table.colCount; col++) {\n // const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n if (!colGroup) {\n continue;\n }\n\n // remove cellGroup in colGroup\n let cellGroup: Group;\n colGroup.forEachChildren((cell: Group) => {\n if (cell.row === row) {\n cellGroup = cell;\n return true;\n }\n return false;\n });\n if (cellGroup) {\n colGroup.updateColumnHeight(-(cellGroup as Group).attribute.height);\n colGroup.removeChild(cellGroup);\n // if (\n // isValid(cellGroup.mergeStartCol) &&\n // isValid(cellGroup.mergeEndCol) &&\n // isValid(cellGroup.mergeStartRow) &&\n // isValid(cellGroup.mergeEndRow)\n // ) {\n // infectCellRange.push({\n // col: cellGroup.col,\n // row: cellGroup.row,\n // mergeStartCol: cellGroup.mergeStartCol,\n // mergeEndCol: cellGroup.mergeEndCol,\n // mergeStartRow: cellGroup.mergeStartRow,\n // mergeEndRow: cellGroup.mergeEndRow\n // });\n // }\n }\n }\n // return infectCellRange;\n}\n\nfunction _getUpdateRowIndex(beforeRow: number, afterRow: number, scene: Scenegraph) {\n let updateRow;\n for (let col = 0; col < scene.table.colCount; col++) {\n const rangeBefore = scene.table.getCellRange(col, beforeRow);\n let row;\n if (rangeBefore.start.row <= beforeRow + 1 && rangeBefore.end.row >= beforeRow + 1) {\n addNeedUpdateTag(rangeBefore, scene);\n row = rangeBefore.start.row;\n }\n\n const rangeAfter = scene.table.getCellRange(col, afterRow);\n if (rangeAfter.start.row <= afterRow + 1 && rangeAfter.end.row >= afterRow + 1) {\n addNeedUpdateTag(rangeAfter, scene);\n row = rangeAfter.start.row;\n }\n if (isValid(row)) {\n updateRow = isValid(updateRow) ? Math.min(updateRow, row) : row;\n }\n }\n return updateRow;\n}\nfunction _getUpdateRowIndexUseCellNode(beforeRow: number, afterRow: number, scene: Scenegraph) {\n let updateRow;\n for (let col = 0; col < scene.table.colCount; col++) {\n let row;\n const beforeCell = scene.highPerformanceGetCell(col, beforeRow);\n if (beforeCell.mergeStartRow && beforeCell.mergeEndRow && beforeCell.mergeEndRow > beforeRow) {\n addNeedUpdateTag(\n {\n start: {\n row: beforeCell.mergeStartRow,\n col: scene.table.isAutoRowHeight() ? 0 : beforeCell.mergeStartCol\n },\n end: {\n row: beforeCell.mergeEndRow,\n col: scene.table.isAutoRowHeight() ? scene.table.colCount - 1 : beforeCell.mergeEndCol\n }\n },\n scene\n );\n row = beforeCell.mergeStartRow;\n }\n\n const afterCell = scene.highPerformanceGetCell(col, afterRow);\n if (afterCell.mergeStartRow && afterCell.mergeEndRow && afterCell.mergeStartRow < afterRow) {\n addNeedUpdateTag(\n {\n start: {\n row: afterCell.mergeStartRow,\n col: scene.table.isAutoRowHeight() ? 0 : afterCell.mergeStartCol\n },\n end: {\n row: afterCell.mergeEndRow,\n col: scene.table.isAutoRowHeight() ? scene.table.colCount - 1 : afterCell.mergeEndCol\n }\n },\n scene\n );\n row = afterCell.mergeStartRow;\n }\n if (isValid(row)) {\n updateRow = isValid(updateRow) ? Math.min(updateRow, row) : row;\n }\n }\n return updateRow;\n}\n\nfunction addNeedUpdateTag(range: CellRange, scene: Scenegraph) {\n const { start, end } = range;\n for (let col = start.col; col <= end.col; col++) {\n for (let row = start.row; row <= end.row; row++) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n if (!cellGroup) {\n continue;\n }\n cellGroup.needUpdate = true;\n }\n }\n}\n\nfunction setRowSeriesNumberCellNeedUpdate(startUpdateRow: number, scene: Scenegraph) {\n if (scene.table.isHasSeriesNumber()) {\n for (let row = startUpdateRow; row <= scene.table.rowCount - 1; row++) {\n updateCell(0, row, scene.table, false);\n }\n }\n}\n"]}
1
+ 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{ isNumber, isValid } from '@visactor/vutils';\nimport type { CellAddress, CellRange } from '../../ts-types';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport { Group } from '../graphic/group';\nimport { updateCell } from '../group-creater/cell-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { deduplication } from '../../tools/util';\n\n/**\n * add and remove rows in scenegraph\n */\nexport function updateRow(\n removeCells: CellAddress[],\n addCells: CellAddress[],\n updateCells: CellAddress[],\n table: BaseTableAPI,\n skipUpdateProxy?: boolean\n) {\n const scene = table.scenegraph;\n // deduplication\n const removeRows = deduplication(removeCells.map(cell => cell.row)).sort((a, b) => b - a);\n const addRows = deduplication(addCells.map(cell => cell.row)).sort((a, b) => a - b);\n const updateRows = deduplication(updateCells.map(cell => cell.row)).sort((a, b) => a - b);\n\n let rowUpdatePos;\n if (updateRows.length) {\n const beforeRow = updateRows[0] - 1;\n const afterRow = updateRows[updateRows.length - 1] + 1;\n rowUpdatePos = _getUpdateRowIndexUseCellNode(beforeRow, afterRow, scene);\n }\n if (addRows.length) {\n const beforeRow = addRows[0] - 1;\n const afterRow = addRows[addRows.length - 1] + 1;\n const pos = _getUpdateRowIndexUseCellNode(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n if (removeRows.length) {\n const beforeRow = removeRows[0] - 1;\n const afterRow = removeRows[removeRows.length - 1] + 1;\n const pos = _getUpdateRowIndexUseCellNode(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n // remove cells\n removeRows.forEach(row => {\n removeRow(row, scene, skipUpdateProxy);\n });\n\n const rowHeightsMap = table.rowHeightsMap;\n removeRows.forEach(row => {\n rowHeightsMap.delete(row);\n });\n\n if (removeRows.length) {\n resetRowNumber(scene);\n const beforeRow = removeRows[removeRows.length - 1] - 1;\n const afterRow = removeRows[0] - removeRows.length + 1;\n const pos = _getUpdateRowIndex(beforeRow, afterRow, scene);\n // isNumber(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n scene.table._clearRowRangeHeightsMap();\n\n // add cells\n let updateAfter: number;\n addRows.forEach(row => {\n const needUpdateAfter = addRow(row, scene, skipUpdateProxy);\n updateAfter = updateAfter ?? needUpdateAfter;\n rowHeightsMap.insert(row);\n });\n\n // reset attribute y and row number in CellGroup\n // const newTotalHeight = resetRowNumberAndY(scene);\n resetRowNumberAndY(scene);\n\n if (addRows.length) {\n const beforeRow = addRows[0] - 1;\n const afterRow = addRows[addRows.length - 1] + 1;\n const pos = _getUpdateRowIndex(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n for (let col = 0; col < table.colCount; col++) {\n // add cells\n updateRows.forEach(row => {\n if (row < table.frozenRowCount) {\n // top frozen\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo) {\n for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n updateCell(col, row, scene.table, false);\n }\n }\n } else {\n updateCell(col, row, scene.table, false);\n }\n } else if (\n // row < table.frozenRowCount || // not top frozen\n row > table.rowCount - 1 || // greater than rowCount - 1\n (row < scene.table.rowCount - scene.table.bottomFrozenRowCount && // not bottom frozen\n (row < scene.proxy.rowStart || row > scene.proxy.rowEnd)) // not in row range\n ) {\n removeCellGroup(row, scene);\n } else {\n // updateRowAttr(row, scene);\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo) {\n for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n updateCell(col, row, scene.table, false);\n }\n }\n } else {\n updateCell(col, row, scene.table, false);\n }\n }\n });\n }\n\n if (updateRows.length) {\n const beforeRow = updateRows[0] - 1;\n const afterRow = updateRows[updateRows.length - 1] + 1;\n const pos = _getUpdateRowIndex(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n if (isNumber(updateAfter)) {\n for (let col = 0; col < Math.max(table.colCount, table.internalProps._oldColCount ?? table.colCount); col++) {\n for (\n let row = updateAfter;\n row < Math.max(table.rowCount, table.internalProps._oldRowCount ?? table.rowCount);\n row++\n ) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n cellGroup && (cellGroup.needUpdate = true);\n }\n }\n rowUpdatePos = isValid(rowUpdatePos)\n ? isValid(updateAfter)\n ? Math.min(rowUpdatePos, updateAfter)\n : rowUpdatePos\n : updateAfter;\n // scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, updateAfter);\n }\n isNumber(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));\n if (addRows.length) {\n if (!isNumber(updateAfter)) {\n const minRow = Math.min(...addRows);\n scene.proxy.rowUpdatePos = Math.min(minRow, scene.proxy.rowUpdatePos);\n }\n // 对于列表,折叠展开时最上行(按钮行行)位置不变,为基准向下更新,所以这里配置方向为up(从上向下更新)\n // 对于透视表,最上行以上以下都也可能会变,目前采区重新建立场景树方案\n scene.proxy.rowUpdateDirection = 'up';\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n updateBottomFrozeCellGroups();\n // scene.proxy.progress();\n } else if (removeRows.length) {\n setRowSeriesNumberCellNeedUpdate(removeRows[removeRows.length - 1], scene);\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n\n updateBottomFrozeCellGroups();\n // scene.proxy.progress();\n }\n scene.proxy.progress();\n\n // update table size\n const newTotalHeight = table.getRowsHeight(table.frozenRowCount, table.rowCount - 1 - table.bottomFrozenRowCount);\n scene.updateContainerHeight(scene.table.frozenRowCount, newTotalHeight - scene.bodyGroup.attribute.height);\n\n function updateBottomFrozeCellGroups() {\n if (\n addRows?.[addRows?.length - 1] >= table.rowCount - table.bottomFrozenRowCount ||\n updateRows?.[updateRows?.length - 1] >= table.rowCount - table.bottomFrozenRowCount ||\n removeRows?.[0] >= table.rowCount - table.bottomFrozenRowCount\n ) {\n for (let col = 0; col < table.colCount; col++) {\n for (let row = table.rowCount - table.bottomFrozenRowCount; row < table.rowCount; row++) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n cellGroup && (cellGroup.needUpdate = true);\n }\n }\n scene.proxy.updateBottomFrozenCellGroups();\n }\n }\n}\nfunction removeRow(row: number, scene: Scenegraph, skipUpdateProxy?: boolean) {\n // const infectCellRange = removeCellGroup(row, scene);\n // for (let i = 0; i < infectCellRange.length; i++) {\n // const { mergeStartCol, mergeEndCol, mergeStartRow, mergeEndRow } = infectCellRange[i];\n // for (let col = mergeStartCol; col <= mergeEndCol; col++) {\n // for (let row = mergeStartRow; row <= mergeEndRow; row++) {\n // const cellGroup = scene.getCell(col, row, true);\n // if (cellGroup) {\n // cellGroup.needUpdate = true;\n // }\n // }\n // }\n // }\n\n const proxy = scene.proxy;\n\n // TODO 需要整体更新proxy的状态\n if (row >= proxy.rowStart && row <= proxy.rowEnd) {\n removeCellGroup(row, scene);\n proxy.rowEnd--;\n proxy.currentRow--;\n }\n if (!skipUpdateProxy) {\n proxy.bodyBottomRow--;\n // proxy.totalRow--;\n const totalActualBodyRowCount = Math.min(proxy.rowLimit, proxy.bodyBottomRow - proxy.bodyTopRow + 1); // 渐进加载总row数量\n proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n proxy.totalRow = Math.min(proxy.table.rowCount - 1, proxy.rowStart + totalActualBodyRowCount - 1); // 目标渐进完成的row\n }\n}\n\nfunction addRow(row: number, scene: Scenegraph, skipUpdateProxy?: boolean) {\n const proxy = scene.proxy;\n if (!skipUpdateProxy) {\n proxy.bodyBottomRow++;\n // proxy.totalRow++;\n const totalActualBodyRowCount = Math.min(proxy.rowLimit, proxy.bodyBottomRow - proxy.bodyTopRow + 1); // 渐进加载总row数量\n proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n proxy.totalRow = proxy.rowStart + totalActualBodyRowCount - 1; // 目标渐进完成的row\n }\n\n if (row < proxy.rowStart) {\n return undefined;\n } else if (row > proxy.rowEnd) {\n if (proxy.rowEnd - proxy.rowStart + 1 < proxy.rowLimit) {\n // can add row\n proxy.rowEnd++;\n proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n return row;\n }\n return undefined;\n }\n if (proxy.rowEnd - proxy.rowStart + 1 < proxy.rowLimit) {\n // can add row\n proxy.rowEnd++;\n proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n return row;\n }\n\n // update rows after\n return row;\n\n // return undefined;\n\n // // TODO 需要整体更新proxy的状态\n // scene.proxy.bodyBottomRow++;\n // scene.proxy.totalRow++;\n // scene.proxy.rowEnd++;\n // scene.proxy.currentRow++;\n}\nfunction resetRowNumber(scene: Scenegraph) {\n scene.bodyGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n\n scene.rowHeaderGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n\n scene.rightFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.bottomFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.leftBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.rightBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n function processCell(cellGroup: Group, rowIndex: number) {\n cellGroup.row = rowIndex;\n const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n if (merge) {\n cellGroup.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeStartRow = merge.start.row;\n cellGroup.mergeEndRow = merge.end.row;\n } else {\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndRow = undefined;\n }\n }\n}\n\nfunction resetRowNumberAndY(scene: Scenegraph) {\n scene.bodyGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n\n scene.rowHeaderGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n\n scene.rightFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.bottomFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.leftBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.rightBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n function processCell(cellGroup: Group, rowIndex: number, y: number) {\n cellGroup.row = rowIndex;\n cellGroup.setAttribute('y', y);\n const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n if (merge) {\n cellGroup.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeStartRow = merge.start.row;\n cellGroup.mergeEndRow = merge.end.row;\n } else {\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndRow = undefined;\n }\n }\n}\nfunction addRowCellGroup(row: number, scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n // create cellGroup\n // const cellGroup = updateCell(col, row, scene.table, true);\n const cellGroup = new Group({\n x: 0,\n y: 0,\n width: scene.table.getColWidth(col),\n height: scene.table.getRowHeight(row)\n });\n cellGroup.role = 'cell';\n cellGroup.col = col;\n cellGroup.row = row;\n cellGroup.needUpdate = true;\n\n if (!cellGroup) {\n // TODO: deal with data promise situation\n continue;\n }\n\n // insert cellGroup in colGroup\n const colGroup = scene.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n\n if (colGroup.firstChild && row < (colGroup.firstChild as Group).row) {\n colGroup.insertBefore(cellGroup, colGroup.firstChild);\n (colGroup.firstChild as Group).row = (colGroup.firstChild as Group).row + 1;\n // if (\n // isNumber((colGroup.firstChild as Group).mergeStartRow) &&\n // isNumber((colGroup.firstChild as Group).mergeEndRow)\n // ) {\n // (colGroup.firstChild as Group).mergeStartRow = (colGroup.firstChild as Group).mergeStartRow + 1;\n // (colGroup.firstChild as Group).mergeEndRow = (colGroup.firstChild as Group).mergeEndRow + 1;\n // }\n } else if (colGroup.lastChild && row > (colGroup.lastChild as Group).row) {\n colGroup.appendChild(cellGroup);\n } else {\n // let cellBefore: Group;\n // colGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.row === row) {\n // cellBefore = cellGroup;\n // return true;\n // }\n // return false;\n // });\n\n const cellBefore = scene.highPerformanceGetCell(col, row, true);\n if (cellBefore !== cellGroup) {\n colGroup.insertBefore(cellGroup, cellBefore);\n cellBefore && (cellBefore.row = cellBefore.row + 1);\n // if (isNumber(cellBefore.mergeStartRow) && isNumber(cellBefore.mergeEndRow)) {\n // cellBefore.mergeStartRow = cellBefore.mergeStartRow + 1;\n // cellBefore.mergeEndRow = cellBefore.mergeEndRow + 1;\n // }\n if (cellBefore !== colGroup.lastChild) {\n colGroup.lastChild && ((colGroup.lastChild as Group).row = (colGroup.lastChild as Group).row + 1);\n // if (\n // isNumber((colGroup.lastChild as Group).mergeStartRow) &&\n // isNumber((colGroup.lastChild as Group).mergeEndRow)\n // ) {\n // (colGroup.lastChild as Group).mergeStartRow = (colGroup.lastChild as Group).mergeStartRow + 1;\n // (colGroup.lastChild as Group).mergeEndRow = (colGroup.lastChild as Group).mergeEndRow + 1;\n // }\n }\n }\n }\n\n // // reset row number\n // let rowIndex = (colGroup.firstChild as Group)?.row;\n // colGroup.forEachChildren((cellGroup: Group) => {\n // cellGroup.row = rowIndex;\n // rowIndex++;\n // });\n }\n}\n\nfunction removeCellGroup(row: number, scene: Scenegraph) {\n // const infectCellRange = [];\n for (let col = 0; col < scene.table.colCount; col++) {\n // const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n if (!colGroup) {\n continue;\n }\n\n // remove cellGroup in colGroup\n let cellGroup: Group;\n colGroup.forEachChildren((cell: Group) => {\n if (cell.row === row) {\n cellGroup = cell;\n return true;\n }\n return false;\n });\n if (cellGroup) {\n colGroup.updateColumnHeight(-(cellGroup as Group).attribute.height);\n colGroup.removeChild(cellGroup);\n // if (\n // isValid(cellGroup.mergeStartCol) &&\n // isValid(cellGroup.mergeEndCol) &&\n // isValid(cellGroup.mergeStartRow) &&\n // isValid(cellGroup.mergeEndRow)\n // ) {\n // infectCellRange.push({\n // col: cellGroup.col,\n // row: cellGroup.row,\n // mergeStartCol: cellGroup.mergeStartCol,\n // mergeEndCol: cellGroup.mergeEndCol,\n // mergeStartRow: cellGroup.mergeStartRow,\n // mergeEndRow: cellGroup.mergeEndRow\n // });\n // }\n }\n }\n // return infectCellRange;\n}\n\nfunction _getUpdateRowIndex(beforeRow: number, afterRow: number, scene: Scenegraph) {\n let updateRow;\n for (let col = 0; col < scene.table.colCount; col++) {\n const rangeBefore = scene.table.getCellRange(col, beforeRow);\n let row;\n if (rangeBefore.start.row <= beforeRow + 1 && rangeBefore.end.row >= beforeRow + 1) {\n addNeedUpdateTag(rangeBefore, scene);\n row = rangeBefore.start.row;\n }\n\n const rangeAfter = scene.table.getCellRange(col, afterRow);\n if (rangeAfter.start.row <= afterRow + 1 && rangeAfter.end.row >= afterRow + 1) {\n addNeedUpdateTag(rangeAfter, scene);\n row = rangeAfter.start.row;\n }\n if (isValid(row)) {\n updateRow = isValid(updateRow) ? Math.min(updateRow, row) : row;\n }\n }\n return updateRow;\n}\nfunction _getUpdateRowIndexUseCellNode(beforeRow: number, afterRow: number, scene: Scenegraph) {\n let updateRow;\n for (let col = 0; col < scene.table.colCount; col++) {\n let row;\n const beforeCell = scene.highPerformanceGetCell(col, beforeRow);\n if (beforeCell.mergeStartRow && beforeCell.mergeEndRow && beforeCell.mergeEndRow > beforeRow) {\n addNeedUpdateTag(\n {\n start: {\n row: beforeCell.mergeStartRow,\n col: scene.table.isAutoRowHeight(afterRow) ? 0 : beforeCell.mergeStartCol\n },\n end: {\n row: beforeCell.mergeEndRow,\n col: scene.table.isAutoRowHeight(afterRow) ? scene.table.colCount - 1 : beforeCell.mergeEndCol\n }\n },\n scene\n );\n row = beforeCell.mergeStartRow;\n }\n\n const afterCell = scene.highPerformanceGetCell(col, afterRow);\n if (afterCell.mergeStartRow && afterCell.mergeEndRow && afterCell.mergeStartRow < afterRow) {\n addNeedUpdateTag(\n {\n start: {\n row: afterCell.mergeStartRow,\n col: scene.table.isAutoRowHeight(afterRow) ? 0 : afterCell.mergeStartCol\n },\n end: {\n row: afterCell.mergeEndRow,\n col: scene.table.isAutoRowHeight(afterRow) ? scene.table.colCount - 1 : afterCell.mergeEndCol\n }\n },\n scene\n );\n row = afterCell.mergeStartRow;\n }\n if (isValid(row)) {\n updateRow = isValid(updateRow) ? Math.min(updateRow, row) : row;\n }\n }\n return updateRow;\n}\n\nfunction addNeedUpdateTag(range: CellRange, scene: Scenegraph) {\n const { start, end } = range;\n for (let col = start.col; col <= end.col; col++) {\n for (let row = start.row; row <= end.row; row++) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n if (!cellGroup) {\n continue;\n }\n cellGroup.needUpdate = true;\n }\n }\n}\n\nfunction setRowSeriesNumberCellNeedUpdate(startUpdateRow: number, scene: Scenegraph) {\n if (scene.table.isHasSeriesNumber()) {\n for (let row = startUpdateRow; row <= scene.table.rowCount - 1; row++) {\n updateCell(0, row, scene.table, false);\n }\n }\n}\n"]}
@@ -840,7 +840,7 @@ class Scenegraph {
840
840
  const addRows = (0, util_1.deduplication)(addCells.map((cell => cell.row))).sort(((a, b) => a - b)), updateRows = (0,
841
841
  util_1.deduplication)(updateCells.map((cell => cell.row))).sort(((a, b) => a - b)), isNotFillHeight = this.table.getAllRowsHeight() - [ ...addRows, ...updateRows ].reduce(((tolHeight, rowNumber) => tolHeight + this.table.getRowHeight(rowNumber)), 0) <= this.table.tableNoFrameHeight;
842
842
  if ((0, update_row_1.updateRow)(removeCells, addCells, updateCells, this.table, skipUpdateProxy),
843
- recalculateColWidths && this.recalculateColWidths(), "adaptive" === this.table.heightMode || this.table.autoFillHeight && (this.table.getAllRowsHeight() <= this.table.tableNoFrameHeight || isNotFillHeight)) this.table.scenegraph.recalculateRowHeights(); else if (this.table.isAutoRowHeight()) for (let i = 0; i < updateRows.length; i++) {
843
+ recalculateColWidths && this.recalculateColWidths(), "adaptive" === this.table.heightMode || this.table.autoFillHeight && (this.table.getAllRowsHeight() <= this.table.tableNoFrameHeight || isNotFillHeight)) this.table.scenegraph.recalculateRowHeights(); else if (this.table.isAutoRowHeight(this.table.columnHeaderLevelCount)) for (let i = 0; i < updateRows.length; i++) {
844
844
  const row = updateRows[i], oldHeight = this.table.getRowHeight(row), newHeight = (0,
845
845
  compute_row_height_1.computeRowHeight)(row, 0, this.table.colCount - 1, this.table);
846
846
  (row >= this.proxy.rowStart && row <= this.proxy.rowEnd || row >= this.table.rowCount - this.table.bottomFrozenRowCount && row <= this.table.rowCount - 1) && this.table.scenegraph.updateRowHeight(row, newHeight - oldHeight);