@visactor/vtable 1.17.6-alpha.3 → 1.17.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/ListTable.js +19 -1
- package/cjs/ListTable.js.map +1 -1
- package/cjs/core/BaseTable.js +1 -1
- package/cjs/core/BaseTable.js.map +1 -1
- package/cjs/dataset/dataset-pivot-table.js +2 -1
- package/cjs/edit/editors.js +1 -2
- package/cjs/event/listener/container-dom.js +3 -1
- package/cjs/event/listener/container-dom.js.map +1 -1
- package/cjs/event/listener/table-group.js +1 -1
- package/cjs/event/listener/table-group.js.map +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +1 -1
- package/cjs/index.js.map +1 -1
- package/cjs/layout/simple-header-layout.d.ts +3 -1
- package/cjs/layout/simple-header-layout.js +11 -5
- package/cjs/layout/simple-header-layout.js.map +1 -1
- package/cjs/scenegraph/component/menu.js.map +1 -1
- package/cjs/scenegraph/graphic/contributions/rect-contribution-render.js +1 -1
- package/cjs/scenegraph/graphic/contributions/rect-contribution-render.js.map +1 -1
- package/cjs/scenegraph/group-creater/progress/create-group-for-first-screen.js +4 -2
- package/cjs/scenegraph/group-creater/progress/create-group-for-first-screen.js.map +1 -1
- package/cjs/scenegraph/group-creater/progress/proxy.js +2 -2
- package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/cjs/state/checkbox/checkbox.js +2 -2
- package/cjs/state/checkbox/checkbox.js.map +1 -1
- package/cjs/state/select/update-position.js +138 -44
- package/cjs/state/select/update-position.js.map +1 -1
- package/cjs/state/state.d.ts +1 -0
- package/cjs/state/state.js +4 -4
- package/cjs/state/state.js.map +1 -1
- package/cjs/ts-types/base-table.d.ts +1 -0
- package/cjs/ts-types/base-table.js.map +1 -1
- package/cjs/ts-types/events.d.ts +1 -0
- package/cjs/ts-types/events.js.map +1 -1
- package/cjs/ts-types/table-engine.d.ts +2 -0
- package/cjs/ts-types/table-engine.js.map +1 -1
- package/cjs/vrender.js.map +1 -1
- package/dist/vtable.js +109 -16
- package/dist/vtable.min.js +1 -1
- package/es/ListTable.js +19 -1
- package/es/ListTable.js.map +1 -1
- package/es/core/BaseTable.js +1 -1
- package/es/core/BaseTable.js.map +1 -1
- package/es/dataset/dataset-pivot-table.js +2 -1
- package/es/edit/editors.js +1 -2
- package/es/event/listener/container-dom.js +2 -1
- package/es/event/listener/container-dom.js.map +1 -1
- package/es/event/listener/table-group.js +1 -1
- package/es/event/listener/table-group.js.map +1 -1
- package/es/index.d.ts +1 -1
- package/es/index.js +1 -1
- package/es/index.js.map +1 -1
- package/es/layout/simple-header-layout.d.ts +3 -1
- package/es/layout/simple-header-layout.js +12 -4
- package/es/layout/simple-header-layout.js.map +1 -1
- package/es/scenegraph/component/menu.js.map +1 -1
- package/es/scenegraph/graphic/contributions/rect-contribution-render.js +1 -1
- package/es/scenegraph/graphic/contributions/rect-contribution-render.js.map +1 -1
- package/es/scenegraph/group-creater/progress/create-group-for-first-screen.js +2 -2
- package/es/scenegraph/group-creater/progress/create-group-for-first-screen.js.map +1 -1
- package/es/scenegraph/group-creater/progress/proxy.js +4 -3
- package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/es/state/checkbox/checkbox.js +2 -2
- package/es/state/checkbox/checkbox.js.map +1 -1
- package/es/state/select/update-position.js +138 -44
- package/es/state/select/update-position.js.map +1 -1
- package/es/state/state.d.ts +1 -0
- package/es/state/state.js +4 -4
- package/es/state/state.js.map +1 -1
- package/es/ts-types/base-table.d.ts +1 -0
- package/es/ts-types/base-table.js.map +1 -1
- package/es/ts-types/events.d.ts +1 -0
- package/es/ts-types/events.js.map +1 -1
- package/es/ts-types/table-engine.d.ts +2 -0
- package/es/ts-types/table-engine.js.map +1 -1
- package/es/vrender.js.map +1 -1
- package/package.json +3 -3
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type {\n IRect,\n IContext2d,\n IRectGraphicAttribute,\n IMarkAttribute,\n IGraphicAttribute,\n IThemeAttribute,\n IRectRenderContribution,\n IGroup,\n IGroupGraphicAttribute,\n IDrawContext,\n ICustomPath2D\n} from './../../../vrender';\nimport { BaseRenderContributionTime, injectable } from './../../../vrender';\nimport { getWidthInfo, renderStroke } from './group-contribution-render';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport type { vec2, vec4 } from '@visactor/vutils';\nimport { abs, arrayEqual, halfPi, isArray, isNumber, pi } from '@visactor/vutils';\nimport { createRectPath } from './../../../vrender';\n\n@injectable()\nexport class SplitRectBeforeRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n // const { stroke = rectAttribute.stroke } = group.attribute as any;\n\n // if (Array.isArray(stroke)) {\n // doFillOrStroke.doStroke = false;\n // }\n\n const {\n stroke = rectAttribute.stroke,\n strokeArrayWidth = (rectAttribute as any).strokeArrayWidth,\n strokeArrayColor = (rectAttribute as any).strokeArrayColor\n } = rect.attribute as any;\n\n if (stroke && (Array.isArray(stroke) || Array.isArray(strokeArrayWidth) || Array.isArray(strokeArrayColor))) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\n@injectable()\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const {\n // width = rectAttribute.width,\n // height = rectAttribute.height,\n // stroke = rectAttribute.stroke\n // } = group.attribute as any;\n\n // if (!Array.isArray(stroke)) {\n // return;\n // }\n\n // context.setStrokeStyle(group, group.attribute, x, y, rectAttribute);\n // // 单独处理每条边界,目前不考虑圆角\n // context.beginPath();\n // context.moveTo(x, y);\n // // top\n // if (stroke[0]) {\n // context.lineTo(x + width, y);\n // } else {\n // context.moveTo(x + width, y);\n // }\n // // right\n // if (stroke[1]) {\n // context.lineTo(x + width, y + height);\n // } else {\n // context.moveTo(x + width, y + height);\n // }\n // // bottom\n // if (stroke[2]) {\n // context.lineTo(x, y + height);\n // } else {\n // context.moveTo(x, y + height);\n // }\n // // left\n // if (stroke[3]) {\n // // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n // const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n // context.lineTo(x, adjustY);\n // } else {\n // context.moveTo(x, y);\n // }\n\n // context.stroke();\n\n const {\n width = rectAttribute.width,\n height = rectAttribute.height,\n // 基础border\n stroke = rectAttribute.stroke,\n strokeArrayColor = (rectAttribute as any).strokeArrayColor,\n strokeArrayWidth = (rectAttribute as any).strokeArrayWidth,\n\n lineWidth = rectAttribute.lineWidth,\n strokeColor = rectAttribute.stroke,\n\n cornerRadius = rectAttribute.cornerRadius\n // // select & hover border\n // highlightStroke = (rectAttribute as any).highlightStroke,\n // highlightStrokeArrayColor = (rectAttribute as any).highlightStrokeArrayColor,\n // highlightStrokeArrayWidth = (rectAttribute as any).highlightStrokeArrayWidth,\n // highlightStrokeArrayPart = (rectAttribute as any).highlightStrokeArrayPart,\n } = rect.attribute as any;\n\n if (!stroke || (!Array.isArray(strokeArrayWidth) && lineWidth === 0)) {\n return;\n }\n\n if (Array.isArray(stroke) || Array.isArray(strokeArrayColor) || Array.isArray(strokeArrayWidth)) {\n // let dx = 0;\n // let dy = 0;\n const deltaWidth = 0;\n const deltaHeight = 0;\n if (\n rect.name !== 'border-rect' && // border-rect not need offset\n rect.name !== 'table-border-rect' && // table-border-rect not need offset\n ((typeof lineWidth === 'number' && lineWidth & 1) ||\n (Array.isArray(strokeArrayWidth) && strokeArrayWidth.some(width => width & 1)))\n ) {\n // const table = (rect.stage as any).table as BaseTableAPI;\n // const bottomRight = table.theme.cellBorderClipDirection === 'bottom-right';\n // if (bottomRight) {\n // x = Math.floor(x) - 0.5;\n // y = Math.floor(y) - 0.5;\n // deltaWidth = 0.5;\n // deltaHeight = 0.5;\n // } else {\n x = Math.floor(x) + 0.5;\n y = Math.floor(y) + 0.5;\n // }\n }\n\n // 带不同stroke边框\n if (!(cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0)))) {\n // let lastStrokeI = 0;\n // let lastStroke: any;\n context.beginPath();\n // debugger;\n createRectPath(\n context,\n x,\n y,\n width,\n height,\n cornerRadius,\n new Array(4).fill(0).map((_, i) => (x1: number, y1: number, x2: number, y2: number) => {\n renderStrokeWithCornerRadius(\n i,\n x1,\n y1,\n x2,\n y2,\n rect,\n context,\n x,\n y,\n rectAttribute,\n stroke,\n strokeArrayWidth || lineWidth,\n strokeArrayColor || strokeColor,\n Math.ceil(width + deltaWidth),\n Math.ceil(height + deltaHeight)\n );\n })\n );\n\n context.stroke();\n } else {\n renderStroke(\n rect as IGroup,\n context,\n x,\n y,\n rectAttribute,\n stroke,\n strokeArrayWidth || lineWidth,\n strokeArrayColor || strokeColor,\n Math.ceil(width + deltaWidth),\n Math.ceil(height + deltaHeight)\n );\n }\n }\n }\n}\n\nexport function renderStrokeWithCornerRadius(\n i: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n rectAttribute: Required<IRectGraphicAttribute>,\n stroke: any,\n strokeArrayWidth: any,\n strokeArrayColor: any,\n width: number,\n height: number\n) {\n const group = rect;\n const groupAttribute = rectAttribute;\n\n // if (stroke[i]) {\n // if (!(lastStrokeI === i - 1 && stroke[i] === lastStroke)) {\n // context.setStrokeStyle(rect, { ...rect.attribute, stroke: stroke[i] }, x, y, rectAttribute);\n // context.beginPath();\n // context.moveTo(x1, y1);\n // lastStroke = stroke[i];\n // }\n // lastStrokeI = i;\n // context.lineTo(x2, y2);\n // context.stroke();\n // if (i === 3) {\n // context.beginPath();\n // }\n // }\n\n const widthInfo = getWidthInfo(strokeArrayWidth);\n const isWidthNumber = !Array.isArray(strokeArrayWidth);\n const isStrokeTrue = !Array.isArray(stroke);\n const isSplitDraw = Array.isArray(strokeArrayColor) || widthInfo.isSplitDraw;\n context.stroke(); // stroke last corner with last stroke style\n\n context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n const { lineDash = groupAttribute.lineDash } = group.attribute as any;\n // const lineDash = context.getLineDash();\n let isDash = false;\n if (lineDash.length && lineDash.some((dash: number[] | null) => Array.isArray(dash))) {\n isDash = true;\n }\n\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath(); // clean path\n context.moveTo(x, y);\n\n const strokeTop = (isStrokeTrue || stroke[0]) && (isWidthNumber || strokeArrayWidth[0]);\n const strokeRight = (isStrokeTrue || stroke[1]) && (isWidthNumber || strokeArrayWidth[1]);\n const strokeBottom = (isStrokeTrue || stroke[2]) && (isWidthNumber || strokeArrayWidth[2]);\n const strokeLeft = (isStrokeTrue || stroke[3]) && (isWidthNumber || strokeArrayWidth[3]);\n\n // top\n if (strokeTop && i === 0) {\n // context.lineTo(x + width, y);\n const deltaLeft = (isWidthNumber ? widthInfo.width : strokeArrayWidth[0]) / 2;\n const deltaRight = (isWidthNumber ? widthInfo.width : strokeArrayWidth[0]) / 2;\n\n // context.moveTo(x - deltaLeft, y);\n // context.lineTo(x + width + deltaRight, y);\n context.moveTo(x1, y1);\n context.lineTo(x2, y2);\n\n if (isSplitDraw || isDash) {\n if (strokeArrayColor && strokeArrayColor[0]) {\n context.strokeStyle = strokeArrayColor[0];\n } else if (strokeArrayColor && !strokeArrayColor[0]) {\n context.strokeStyle = 'transparent';\n }\n if (!isWidthNumber) {\n context.lineWidth = strokeArrayWidth[0];\n }\n context.lineDashOffset = context.currentMatrix.e / context.currentMatrix.a;\n if (isDash) {\n context.setLineDash(lineDash[0] ?? []);\n }\n context.stroke();\n context.beginPath();\n // context.moveTo(x + width, y);\n }\n } else if (i === 0) {\n context.moveTo(x + width, y);\n }\n // right\n if (strokeRight && i === 1) {\n // context.lineTo(x + width, y + height);\n const deltaTop = (isWidthNumber ? widthInfo.width : strokeArrayWidth[1]) / 2;\n const deltaBottom = (isWidthNumber ? widthInfo.width : strokeArrayWidth[1]) / 2;\n\n // context.moveTo(x + width, y - deltaTop);\n // context.lineTo(x + width, y + height + deltaBottom);\n context.moveTo(x1, y1);\n context.lineTo(x2, y2);\n\n if (isSplitDraw || isDash) {\n if (strokeArrayColor && strokeArrayColor[1]) {\n context.strokeStyle = strokeArrayColor[1];\n } else if (strokeArrayColor && !strokeArrayColor[1]) {\n context.strokeStyle = 'transparent';\n }\n if (!isWidthNumber) {\n context.lineWidth = strokeArrayWidth[1];\n }\n context.lineDashOffset = context.currentMatrix.f / context.currentMatrix.d;\n if (isDash) {\n context.setLineDash(lineDash[1] ?? []);\n }\n context.stroke();\n context.beginPath();\n context.moveTo(x + width, y + height);\n }\n } else if (i === 1) {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (strokeBottom && i === 2) {\n // context.lineTo(x, y + height);\n const deltaLeft = (isWidthNumber ? widthInfo.width : strokeArrayWidth[2]) / 2;\n const deltaRight = (isWidthNumber ? widthInfo.width : strokeArrayWidth[2]) / 2;\n\n // context.moveTo(x - deltaLeft, y + height);\n // context.lineTo(x + width + deltaRight, y + height);\n context.moveTo(x1, y1);\n context.lineTo(x2, y2);\n\n if (isSplitDraw || isDash) {\n if (strokeArrayColor && strokeArrayColor[2]) {\n context.strokeStyle = strokeArrayColor[2];\n } else if (strokeArrayColor && !strokeArrayColor[2]) {\n context.strokeStyle = 'transparent';\n }\n if (!isWidthNumber) {\n context.lineWidth = strokeArrayWidth[2];\n }\n context.lineDashOffset = context.currentMatrix.e / context.currentMatrix.a;\n if (isDash) {\n context.setLineDash(lineDash[2] ?? []);\n }\n context.stroke();\n context.beginPath();\n context.moveTo(x, y + height);\n }\n } else if (i === 2) {\n context.moveTo(x, y + height);\n }\n // left\n if (strokeLeft && i === 3) {\n // context.lineTo(x, y);\n const deltaTop = (isWidthNumber ? widthInfo.width : strokeArrayWidth[3]) / 2;\n const deltaBottom = (isWidthNumber ? widthInfo.width : strokeArrayWidth[3]) / 2;\n\n // context.moveTo(x, y - deltaTop);\n // context.lineTo(x, y + height + deltaBottom);\n context.moveTo(x1, y1);\n context.lineTo(x2, y2);\n\n if (isSplitDraw || isDash) {\n if (strokeArrayColor && strokeArrayColor[3]) {\n context.strokeStyle = strokeArrayColor[3];\n } else if (strokeArrayColor && !strokeArrayColor[3]) {\n context.strokeStyle = 'transparent';\n }\n if (!isWidthNumber) {\n context.lineWidth = strokeArrayWidth[3];\n }\n context.lineDashOffset = context.currentMatrix.f / context.currentMatrix.d;\n if (isDash) {\n context.setLineDash(lineDash[3] ?? []);\n }\n context.stroke();\n context.beginPath();\n context.moveTo(x, y);\n }\n } else if (i === 3) {\n context.moveTo(x, y);\n }\n context.closePath();\n\n if (!isSplitDraw && !isDash) {\n // context.strokeStyle = strokeArrayColor;\n if (!isWidthNumber && widthInfo.width) {\n context.lineWidth = widthInfo.width;\n }\n context.stroke();\n }\n context.lineDashOffset = 0;\n // context.lineCap = oldLineCap;\n context.setLineDash([]);\n\n context.beginPath(); // clean path\n}\n\ntype IEdgeCb = (x1: number, y1: number, x2: number, y2: number) => void;\n"]}
|
|
1
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+
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type {\n IRect,\n IContext2d,\n IRectGraphicAttribute,\n IMarkAttribute,\n IGraphicAttribute,\n IThemeAttribute,\n IRectRenderContribution,\n IGroup,\n IGroupGraphicAttribute,\n IDrawContext,\n ICustomPath2D\n} from './../../../vrender';\nimport { BaseRenderContributionTime, injectable } from './../../../vrender';\nimport { getWidthInfo, renderStroke } from './group-contribution-render';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport type { vec2, vec4 } from '@visactor/vutils';\nimport { abs, arrayEqual, halfPi, isArray, isNumber, pi } from '@visactor/vutils';\nimport { createRectPath } from './../../../vrender';\n\n@injectable()\nexport class SplitRectBeforeRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n // const { stroke = rectAttribute.stroke } = group.attribute as any;\n\n // if (Array.isArray(stroke)) {\n // doFillOrStroke.doStroke = false;\n // }\n\n const {\n stroke = rectAttribute.stroke,\n strokeArrayWidth = (rectAttribute as any).strokeArrayWidth,\n strokeArrayColor = (rectAttribute as any).strokeArrayColor\n } = rect.attribute as any;\n\n if (stroke && (Array.isArray(stroke) || Array.isArray(strokeArrayWidth) || Array.isArray(strokeArrayColor))) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\n@injectable()\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n // const {\n // width = rectAttribute.width,\n // height = rectAttribute.height,\n // stroke = rectAttribute.stroke\n // } = group.attribute as any;\n\n // if (!Array.isArray(stroke)) {\n // return;\n // }\n\n // context.setStrokeStyle(group, group.attribute, x, y, rectAttribute);\n // // 单独处理每条边界,目前不考虑圆角\n // context.beginPath();\n // context.moveTo(x, y);\n // // top\n // if (stroke[0]) {\n // context.lineTo(x + width, y);\n // } else {\n // context.moveTo(x + width, y);\n // }\n // // right\n // if (stroke[1]) {\n // context.lineTo(x + width, y + height);\n // } else {\n // context.moveTo(x + width, y + height);\n // }\n // // bottom\n // if (stroke[2]) {\n // context.lineTo(x, y + height);\n // } else {\n // context.moveTo(x, y + height);\n // }\n // // left\n // if (stroke[3]) {\n // // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n // const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n // context.lineTo(x, adjustY);\n // } else {\n // context.moveTo(x, y);\n // }\n\n // context.stroke();\n\n const {\n width = rectAttribute.width,\n height = rectAttribute.height,\n // 基础border\n stroke = rectAttribute.stroke,\n strokeArrayColor = (rectAttribute as any).strokeArrayColor,\n strokeArrayWidth = (rectAttribute as any).strokeArrayWidth,\n\n lineWidth = rectAttribute.lineWidth,\n strokeColor = rectAttribute.stroke,\n\n cornerRadius = rectAttribute.cornerRadius\n // // select & hover border\n // highlightStroke = (rectAttribute as any).highlightStroke,\n // highlightStrokeArrayColor = (rectAttribute as any).highlightStrokeArrayColor,\n // highlightStrokeArrayWidth = (rectAttribute as any).highlightStrokeArrayWidth,\n // highlightStrokeArrayPart = (rectAttribute as any).highlightStrokeArrayPart,\n } = rect.attribute as any;\n\n if (!stroke || (!Array.isArray(strokeArrayWidth) && lineWidth === 0)) {\n return;\n }\n\n if (Array.isArray(stroke) || Array.isArray(strokeArrayColor) || Array.isArray(strokeArrayWidth)) {\n // let dx = 0;\n // let dy = 0;\n const deltaWidth = 0;\n const deltaHeight = 0;\n if (\n rect.name !== 'border-rect' && // border-rect not need offset\n rect.name !== 'table-border-rect' && // table-border-rect not need offset\n ((typeof lineWidth === 'number' && lineWidth & 1) ||\n (Array.isArray(strokeArrayWidth) && strokeArrayWidth.some(width => width & 1)))\n ) {\n // const table = (rect.stage as any).table as BaseTableAPI;\n // const bottomRight = table.theme.cellBorderClipDirection === 'bottom-right';\n // if (bottomRight) {\n // x = Math.floor(x) - 0.5;\n // y = Math.floor(y) - 0.5;\n // deltaWidth = 0.5;\n // deltaHeight = 0.5;\n // } else {\n x = Math.floor(x) + 0.5;\n y = Math.floor(y) + 0.5;\n // }\n }\n\n // 带不同stroke边框\n if (!(cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0)))) {\n // let lastStrokeI = 0;\n // let lastStroke: any;\n context.beginPath();\n // debugger;\n createRectPath(\n context,\n x,\n y,\n width,\n height,\n cornerRadius,\n new Array(4).fill(0).map((_, i) => (x1: number, y1: number, x2: number, y2: number) => {\n renderStrokeWithCornerRadius(\n i,\n x1,\n y1,\n x2,\n y2,\n rect,\n context,\n x,\n y,\n rectAttribute,\n stroke,\n strokeArrayWidth || lineWidth,\n strokeArrayColor || strokeColor,\n Math.ceil(width + deltaWidth),\n Math.ceil(height + deltaHeight)\n );\n })\n );\n\n context.stroke();\n } else {\n renderStroke(\n rect as IGroup,\n context,\n x,\n y,\n rectAttribute,\n stroke,\n strokeArrayWidth || lineWidth,\n strokeArrayColor || strokeColor,\n rect.name !== 'table-border-rect' ? Math.ceil(width + deltaWidth) : width + deltaWidth,\n rect.name !== 'table-border-rect' ? Math.ceil(height + deltaHeight) : height + deltaHeight\n );\n }\n }\n }\n}\n\nexport function renderStrokeWithCornerRadius(\n i: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n rectAttribute: Required<IRectGraphicAttribute>,\n stroke: any,\n strokeArrayWidth: any,\n strokeArrayColor: any,\n width: number,\n height: number\n) {\n const group = rect;\n const groupAttribute = rectAttribute;\n\n // if (stroke[i]) {\n // if (!(lastStrokeI === i - 1 && stroke[i] === lastStroke)) {\n // context.setStrokeStyle(rect, { ...rect.attribute, stroke: stroke[i] }, x, y, rectAttribute);\n // context.beginPath();\n // context.moveTo(x1, y1);\n // lastStroke = stroke[i];\n // }\n // lastStrokeI = i;\n // context.lineTo(x2, y2);\n // context.stroke();\n // if (i === 3) {\n // context.beginPath();\n // }\n // }\n\n const widthInfo = getWidthInfo(strokeArrayWidth);\n const isWidthNumber = !Array.isArray(strokeArrayWidth);\n const isStrokeTrue = !Array.isArray(stroke);\n const isSplitDraw = Array.isArray(strokeArrayColor) || widthInfo.isSplitDraw;\n context.stroke(); // stroke last corner with last stroke style\n\n context.setStrokeStyle(rect, rect.attribute, x, y, rectAttribute);\n const { lineDash = groupAttribute.lineDash } = group.attribute as any;\n // const lineDash = context.getLineDash();\n let isDash = false;\n if (lineDash.length && lineDash.some((dash: number[] | null) => Array.isArray(dash))) {\n isDash = true;\n }\n\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath(); // clean path\n context.moveTo(x, y);\n\n const strokeTop = (isStrokeTrue || stroke[0]) && (isWidthNumber || strokeArrayWidth[0]);\n const strokeRight = (isStrokeTrue || stroke[1]) && (isWidthNumber || strokeArrayWidth[1]);\n const strokeBottom = (isStrokeTrue || stroke[2]) && (isWidthNumber || strokeArrayWidth[2]);\n const strokeLeft = (isStrokeTrue || stroke[3]) && (isWidthNumber || strokeArrayWidth[3]);\n\n // top\n if (strokeTop && i === 0) {\n // context.lineTo(x + width, y);\n const deltaLeft = (isWidthNumber ? widthInfo.width : strokeArrayWidth[0]) / 2;\n const deltaRight = (isWidthNumber ? widthInfo.width : strokeArrayWidth[0]) / 2;\n\n // context.moveTo(x - deltaLeft, y);\n // context.lineTo(x + width + deltaRight, y);\n context.moveTo(x1, y1);\n context.lineTo(x2, y2);\n\n if (isSplitDraw || isDash) {\n if (strokeArrayColor && strokeArrayColor[0]) {\n context.strokeStyle = strokeArrayColor[0];\n } else if (strokeArrayColor && !strokeArrayColor[0]) {\n context.strokeStyle = 'transparent';\n }\n if (!isWidthNumber) {\n context.lineWidth = strokeArrayWidth[0];\n }\n context.lineDashOffset = context.currentMatrix.e / context.currentMatrix.a;\n if (isDash) {\n context.setLineDash(lineDash[0] ?? []);\n }\n context.stroke();\n context.beginPath();\n // context.moveTo(x + width, y);\n }\n } else if (i === 0) {\n context.moveTo(x + width, y);\n }\n // right\n if (strokeRight && i === 1) {\n // context.lineTo(x + width, y + height);\n const deltaTop = (isWidthNumber ? widthInfo.width : strokeArrayWidth[1]) / 2;\n const deltaBottom = (isWidthNumber ? widthInfo.width : strokeArrayWidth[1]) / 2;\n\n // context.moveTo(x + width, y - deltaTop);\n // context.lineTo(x + width, y + height + deltaBottom);\n context.moveTo(x1, y1);\n context.lineTo(x2, y2);\n\n if (isSplitDraw || isDash) {\n if (strokeArrayColor && strokeArrayColor[1]) {\n context.strokeStyle = strokeArrayColor[1];\n } else if (strokeArrayColor && !strokeArrayColor[1]) {\n context.strokeStyle = 'transparent';\n }\n if (!isWidthNumber) {\n context.lineWidth = strokeArrayWidth[1];\n }\n context.lineDashOffset = context.currentMatrix.f / context.currentMatrix.d;\n if (isDash) {\n context.setLineDash(lineDash[1] ?? []);\n }\n context.stroke();\n context.beginPath();\n context.moveTo(x + width, y + height);\n }\n } else if (i === 1) {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (strokeBottom && i === 2) {\n // context.lineTo(x, y + height);\n const deltaLeft = (isWidthNumber ? widthInfo.width : strokeArrayWidth[2]) / 2;\n const deltaRight = (isWidthNumber ? widthInfo.width : strokeArrayWidth[2]) / 2;\n\n // context.moveTo(x - deltaLeft, y + height);\n // context.lineTo(x + width + deltaRight, y + height);\n context.moveTo(x1, y1);\n context.lineTo(x2, y2);\n\n if (isSplitDraw || isDash) {\n if (strokeArrayColor && strokeArrayColor[2]) {\n context.strokeStyle = strokeArrayColor[2];\n } else if (strokeArrayColor && !strokeArrayColor[2]) {\n context.strokeStyle = 'transparent';\n }\n if (!isWidthNumber) {\n context.lineWidth = strokeArrayWidth[2];\n }\n context.lineDashOffset = context.currentMatrix.e / context.currentMatrix.a;\n if (isDash) {\n context.setLineDash(lineDash[2] ?? []);\n }\n context.stroke();\n context.beginPath();\n context.moveTo(x, y + height);\n }\n } else if (i === 2) {\n context.moveTo(x, y + height);\n }\n // left\n if (strokeLeft && i === 3) {\n // context.lineTo(x, y);\n const deltaTop = (isWidthNumber ? widthInfo.width : strokeArrayWidth[3]) / 2;\n const deltaBottom = (isWidthNumber ? widthInfo.width : strokeArrayWidth[3]) / 2;\n\n // context.moveTo(x, y - deltaTop);\n // context.lineTo(x, y + height + deltaBottom);\n context.moveTo(x1, y1);\n context.lineTo(x2, y2);\n\n if (isSplitDraw || isDash) {\n if (strokeArrayColor && strokeArrayColor[3]) {\n context.strokeStyle = strokeArrayColor[3];\n } else if (strokeArrayColor && !strokeArrayColor[3]) {\n context.strokeStyle = 'transparent';\n }\n if (!isWidthNumber) {\n context.lineWidth = strokeArrayWidth[3];\n }\n context.lineDashOffset = context.currentMatrix.f / context.currentMatrix.d;\n if (isDash) {\n context.setLineDash(lineDash[3] ?? []);\n }\n context.stroke();\n context.beginPath();\n context.moveTo(x, y);\n }\n } else if (i === 3) {\n context.moveTo(x, y);\n }\n context.closePath();\n\n if (!isSplitDraw && !isDash) {\n // context.strokeStyle = strokeArrayColor;\n if (!isWidthNumber && widthInfo.width) {\n context.lineWidth = widthInfo.width;\n }\n context.stroke();\n }\n context.lineDashOffset = 0;\n // context.lineCap = oldLineCap;\n context.setLineDash([]);\n\n context.beginPath(); // clean path\n}\n\ntype IEdgeCb = (x1: number, y1: number, x2: number, y2: number) => void;\n"]}
|
|
@@ -15,8 +15,10 @@ function createGroupForFirstScreen(cornerHeaderGroup, colHeaderGroup, rowHeaderG
|
|
|
15
15
|
"adaptive" === table.heightMode ? (distRowForCompute = table.rowCount - 1, distRow = Math.min(proxy.firstScreenRowLimit - 1, table.rowCount - 1)) : distRow = Math.min(proxy.firstScreenRowLimit - 1, table.rowCount - 1),
|
|
16
16
|
0 === table.internalProps._widthResizedColMap.size && (0, compute_col_width_1.computeColsWidth)(table, 0, null != distColForCompute ? distColForCompute : distCol),
|
|
17
17
|
0 === table.internalProps._heightResizedRowMap.size && (0, compute_row_height_1.computeRowsHeight)(table, 0, "auto" === table.options.canvasHeight ? table.rowCount - 1 : null != distRowForCompute ? distRowForCompute : distRow),
|
|
18
|
-
distCol < table.colCount - table.rightFrozenColCount &&
|
|
19
|
-
|
|
18
|
+
distCol < table.colCount - table.rightFrozenColCount && table.colCount - table.rightFrozenColCount <= table.colCount - 1 && (0,
|
|
19
|
+
compute_col_width_1.computeColsWidth)(table, table.colCount - table.rightFrozenColCount, table.colCount - 1),
|
|
20
|
+
distRow < table.rowCount - table.bottomFrozenRowCount && table.rowCount - table.bottomFrozenRowCount <= table.rowCount - 1 && (0,
|
|
21
|
+
compute_row_height_1.computeRowsHeight)(table, table.rowCount - table.bottomFrozenRowCount, table.rowCount - 1),
|
|
20
22
|
table.scenegraph.colHeaderGroup.setAttribute("x", table.getFrozenColsWidth()), table.scenegraph.rowHeaderGroup.setAttribute("y", table.getFrozenRowsHeight()),
|
|
21
23
|
table.scenegraph.bottomFrozenGroup.setAttribute("x", table.getFrozenColsWidth()),
|
|
22
24
|
table.scenegraph.rightFrozenGroup.setAttribute("y", table.getFrozenRowsHeight()),
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { ListTable } from '../../../ListTable';\nimport { ListTableAPI } from '../../../ts-types';\nimport type { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { createColGroup } from '../column';\nimport type { SceneProxy } from './proxy';\n\nexport function 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 proxy: SceneProxy\n) {\n const { table } = proxy;\n const { leftBottomCornerGroup, rightTopCornerGroup, rightBottomCornerGroup } = table.scenegraph;\n\n // compute parameters\n proxy.setParamsForRow();\n proxy.setParamsForColumn();\n\n let distCol;\n let distRow;\n let distColForCompute;\n let distRowForCompute;\n if (\n table.widthMode === 'adaptive' ||\n (table.options.autoWrapText &&\n (table.heightMode === 'adaptive' || table.isAutoRowHeight(table.columnHeaderLevelCount)))\n ) {\n // distCol = table.colCount - 1;\n // proxy.colEnd = distCol;\n\n distColForCompute = table.colCount - 1;\n distCol = Math.min(proxy.firstScreenColLimit - 1, table.colCount - 1);\n } else {\n distCol = Math.min(proxy.firstScreenColLimit - 1, table.colCount - 1);\n }\n if (table.heightMode === 'adaptive') {\n // distRow = table.rowCount - 1;\n // proxy.rowEnd = distRow;\n\n distRowForCompute = table.rowCount - 1;\n distRow = Math.min(proxy.firstScreenRowLimit - 1, table.rowCount - 1);\n } else {\n distRow = Math.min(proxy.firstScreenRowLimit - 1, table.rowCount - 1);\n }\n if (table.internalProps._widthResizedColMap.size === 0) {\n // compute colums width in first screen\n computeColsWidth(table, 0, distColForCompute ?? distCol);\n }\n\n if (table.internalProps._heightResizedRowMap.size === 0) {\n // compute rows height in first screen\n computeRowsHeight(\n table,\n 0,\n table.options.canvasHeight === 'auto' ? table.rowCount - 1 : distRowForCompute ?? distRow\n ); //如果配置了 canvasHeight为 'auto', 则一次性将所有行高都计算出来才能满足后续赋值表格高度的使用\n }\n\n if (distCol < table.colCount - table.rightFrozenColCount) {\n // compute right frozen row height\n computeColsWidth(table, table.colCount - table.rightFrozenColCount, table.colCount - 1);\n }\n if (distRow < table.rowCount - table.bottomFrozenRowCount) {\n // compute bottom frozen row height\n computeRowsHeight(table, table.rowCount - table.bottomFrozenRowCount, table.rowCount - 1);\n }\n\n // update colHeaderGroup rowHeaderGroup bodyGroup position\n table.scenegraph.colHeaderGroup.setAttribute('x', table.getFrozenColsWidth());\n table.scenegraph.rowHeaderGroup.setAttribute('y', table.getFrozenRowsHeight());\n table.scenegraph.bottomFrozenGroup.setAttribute('x', table.getFrozenColsWidth());\n table.scenegraph.rightFrozenGroup.setAttribute('y', table.getFrozenRowsHeight());\n table.scenegraph.bodyGroup.setAttributes({\n x: table.getFrozenColsWidth(),\n y: table.getFrozenRowsHeight()\n });\n\n // create cornerHeaderGroup\n createColGroup(\n cornerHeaderGroup,\n xOrigin,\n yOrigin,\n 0, // colStart\n table.frozenColCount - 1, // colEnd\n 0, // rowStart\n table.frozenRowCount - 1, // rowEnd\n table.isListTable() ? 'columnHeader' : 'cornerHeader', // CellType\n table\n );\n\n // create colHeaderGroup\n distCol - table.rightFrozenColCount >= table.frozenColCount &&\n createColGroup(\n colHeaderGroup,\n xOrigin,\n yOrigin,\n table.frozenColCount, // colStart\n // Math.min(proxy.firstScreenColLimit, table.colCount - 1 - table.rightFrozenColCount), // colEnd\n distCol - table.rightFrozenColCount,\n 0, // rowStart\n table.frozenRowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n table\n );\n\n // create rowHeaderGroup\n if (table.frozenColCount > 0) {\n if (table.leftRowSeriesNumberCount > 0) {\n createColGroup(\n rowHeaderGroup,\n xOrigin,\n yOrigin,\n 0, // colStart\n table.leftRowSeriesNumberCount - 1, // colEnd\n table.frozenRowCount, // rowStart\n // Math.min(proxy.firstScreenRowLimit, table.rowCount - 1 - table.bottomFrozenRowCount), // rowEnd\n distRow - table.bottomFrozenRowCount,\n 'rowHeader', // isHeader\n table\n );\n }\n if (table.frozenColCount > table.leftRowSeriesNumberCount) {\n createColGroup(\n rowHeaderGroup,\n xOrigin,\n yOrigin,\n table.leftRowSeriesNumberCount, // colStart\n Math.min(table.frozenColCount - 1, table.rowHeaderLevelCount + table.leftRowSeriesNumberCount - 1), // colEnd\n table.frozenRowCount, // rowStart\n // Math.min(proxy.firstScreenRowLimit, table.rowCount - 1 - table.bottomFrozenRowCount), // rowEnd\n distRow - table.bottomFrozenRowCount,\n 'rowHeader', // isHeader\n table\n );\n }\n if (table.frozenColCount > table.rowHeaderLevelCount + table.leftRowSeriesNumberCount) {\n createColGroup(\n rowHeaderGroup,\n xOrigin,\n yOrigin,\n table.rowHeaderLevelCount + table.leftRowSeriesNumberCount, // colStart\n table.frozenColCount - 1, // colEnd\n table.frozenRowCount, // rowStart\n // Math.min(proxy.firstScreenRowLimit, table.rowCount - 1 - table.bottomFrozenRowCount), // rowEnd\n distRow - table.bottomFrozenRowCount,\n 'body',\n table\n );\n }\n }\n\n if (table.bottomFrozenRowCount > 0) {\n // if (!table.isPivotChart()) {\n // create left bottom frozen\n // if (table.rowHeaderLevelCount > 0) {\n // createColGroup(\n // leftBottomCornerGroup,\n // xOrigin,\n // yOrigin,\n // 0, // colStart\n // table.rowHeaderLevelCount - 1, // colEnd\n // table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n // table.rowCount - 1, // rowEnd\n // 'rowHeader', // isHeader\n // table\n // );\n // }\n // if (table.frozenColCount > table.rowHeaderLevelCount) {\n // createColGroup(\n // leftBottomCornerGroup,\n // xOrigin,\n // yOrigin,\n // table.rowHeaderLevelCount, // colStart\n // table.frozenColCount - 1, // colEnd\n // table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n // table.rowCount - 1, // rowEnd\n // 'body',\n // table\n // );\n // }\n\n if (table.frozenColCount > 0) {\n if (table.leftRowSeriesNumberCount > 0) {\n createColGroup(\n leftBottomCornerGroup,\n xOrigin,\n yOrigin,\n 0, // colStart\n table.leftRowSeriesNumberCount - 1, // colEnd\n table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n table.rowCount - 1, // rowEnd\n 'rowHeader', // isHeader\n table\n );\n }\n if (table.rowHeaderLevelCount > 0) {\n createColGroup(\n leftBottomCornerGroup,\n xOrigin,\n yOrigin,\n table.leftRowSeriesNumberCount, // colStart\n table.leftRowSeriesNumberCount + table.rowHeaderLevelCount - 1, // colEnd\n table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n table.rowCount - 1, // rowEnd\n 'rowHeader', // isHeader\n table\n );\n }\n if (table.frozenColCount > table.rowHeaderLevelCount + table.leftRowSeriesNumberCount) {\n createColGroup(\n leftBottomCornerGroup,\n xOrigin,\n yOrigin,\n table.rowHeaderLevelCount + table.leftRowSeriesNumberCount, // colStart\n table.frozenColCount - 1, // colEnd\n table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n table.rowCount - 1, // rowEnd\n 'body',\n table\n );\n }\n }\n // }\n // create bottomFrozenGroup\n distCol - table.rightFrozenColCount >= table.frozenColCount &&\n createColGroup(\n bottomFrozenGroup,\n xOrigin,\n yOrigin,\n table.frozenColCount, // colStart\n // Math.min(proxy.firstScreenColLimit, table.colCount - 1 - table.rightFrozenColCount), // colEnd\n distCol - table.rightFrozenColCount,\n table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n table.rowCount - 1, // rowEnd\n table.isPivotChart() ? 'rowHeader' : 'body', // isHeader\n table\n );\n }\n\n if (table.rightFrozenColCount > 0) {\n // if (!table.isPivotChart()) {\n // create right top frozen Group\n createColGroup(\n rightTopCornerGroup,\n xOrigin,\n yOrigin,\n table.colCount - 1 - table.rightFrozenColCount + 1, // colStart\n table.colCount - 1, // colEnd\n 0, // rowStart\n table.frozenRowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n table\n );\n // }\n // create rightFrozenGroup\n createColGroup(\n rightFrozenGroup,\n xOrigin,\n yOrigin,\n table.colCount - 1 - table.rightFrozenColCount + 1, // colStart\n table.colCount - 1, // colEnd\n table.frozenRowCount, // rowStart\n // Math.min(proxy.firstScreenRowLimit, table.rowCount - 1 - table.bottomFrozenRowCount), // rowEnd\n distRow - table.bottomFrozenRowCount,\n table.isPivotChart() ? 'rowHeader' : 'body', // isHeader\n table\n );\n }\n\n if (table.bottomFrozenRowCount > 0 && table.rightFrozenColCount > 0) {\n // create right bottom frozen Group\n createColGroup(\n rightBottomCornerGroup,\n xOrigin,\n yOrigin,\n table.colCount - 1 - table.rightFrozenColCount + 1, // colStart\n table.colCount - 1, // colEnd\n table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n table.rowCount - 1, // rowEnd\n 'body', // isHeader\n table\n );\n }\n\n // create bodyGroup\n distCol - table.rightFrozenColCount >= table.frozenColCount &&\n createColGroup(\n bodyGroup,\n xOrigin,\n yOrigin,\n table.frozenColCount, // colStart\n // Math.min(proxy.firstScreenColLimit, table.colCount - 1 - table.rightFrozenColCount), // colEnd\n distCol - table.rightFrozenColCount,\n table.frozenRowCount, // rowStart\n // Math.min(proxy.firstScreenRowLimit, table.rowCount - 1 - table.bottomFrozenRowCount), // rowEnd\n distRow - table.bottomFrozenRowCount,\n 'body', // isHeader\n table\n );\n\n // update progress information\n if (\n !bodyGroup.firstChild &&\n !colHeaderGroup.firstChild &&\n !cornerHeaderGroup.firstChild &&\n !rowHeaderGroup.firstChild\n ) {\n // 无数据\n proxy.currentRow = proxy.totalRow;\n proxy.rowEnd = proxy.currentRow;\n proxy.rowUpdatePos = proxy.rowEnd + 1;\n proxy.referenceRow = proxy.rowStart + Math.floor((proxy.rowEnd - proxy.rowStart) / 2);\n\n proxy.currentCol = proxy.totalCol;\n proxy.colEnd = proxy.currentCol;\n proxy.colUpdatePos = proxy.colEnd + 1;\n proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2);\n } else {\n proxy.currentRow =\n (bodyGroup.firstChild as Group)?.rowNumber ?? (rowHeaderGroup.firstChild as Group)?.rowNumber ?? proxy.totalRow;\n proxy.rowEnd = proxy.currentRow;\n proxy.rowUpdatePos = proxy.rowEnd + 1;\n proxy.referenceRow = proxy.rowStart + Math.floor((proxy.rowEnd - proxy.rowStart) / 2);\n\n proxy.currentCol =\n (bodyGroup.lastChild as Group)?.col ??\n (colHeaderGroup.lastChild as Group)?.col ??\n (rowHeaderGroup.lastChild as Group)?.col ??\n (cornerHeaderGroup.lastChild as Group)?.col ??\n proxy.totalCol;\n proxy.colEnd = proxy.currentCol;\n proxy.colUpdatePos = proxy.colEnd + 1;\n proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2);\n\n // 开始异步任务\n proxy.progress();\n }\n}\n"]}
|
|
1
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+
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type { ListTable } from '../../../ListTable';\nimport { ListTableAPI } from '../../../ts-types';\nimport type { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { createColGroup } from '../column';\nimport type { SceneProxy } from './proxy';\n\nexport function 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 proxy: SceneProxy\n) {\n const { table } = proxy;\n const { leftBottomCornerGroup, rightTopCornerGroup, rightBottomCornerGroup } = table.scenegraph;\n\n // compute parameters\n proxy.setParamsForRow();\n proxy.setParamsForColumn();\n\n let distCol;\n let distRow;\n let distColForCompute;\n let distRowForCompute;\n if (\n table.widthMode === 'adaptive' ||\n (table.options.autoWrapText &&\n (table.heightMode === 'adaptive' || table.isAutoRowHeight(table.columnHeaderLevelCount)))\n ) {\n // distCol = table.colCount - 1;\n // proxy.colEnd = distCol;\n\n distColForCompute = table.colCount - 1;\n distCol = Math.min(proxy.firstScreenColLimit - 1, table.colCount - 1);\n } else {\n distCol = Math.min(proxy.firstScreenColLimit - 1, table.colCount - 1);\n }\n if (table.heightMode === 'adaptive') {\n // distRow = table.rowCount - 1;\n // proxy.rowEnd = distRow;\n\n distRowForCompute = table.rowCount - 1;\n distRow = Math.min(proxy.firstScreenRowLimit - 1, table.rowCount - 1);\n } else {\n distRow = Math.min(proxy.firstScreenRowLimit - 1, table.rowCount - 1);\n }\n if (table.internalProps._widthResizedColMap.size === 0) {\n // compute colums width in first screen\n computeColsWidth(table, 0, distColForCompute ?? distCol);\n }\n\n if (table.internalProps._heightResizedRowMap.size === 0) {\n // compute rows height in first screen\n computeRowsHeight(\n table,\n 0,\n table.options.canvasHeight === 'auto' ? table.rowCount - 1 : distRowForCompute ?? distRow\n ); //如果配置了 canvasHeight为 'auto', 则一次性将所有行高都计算出来才能满足后续赋值表格高度的使用\n }\n\n if (distCol < table.colCount - table.rightFrozenColCount) {\n // compute right frozen row height\n if (table.colCount - table.rightFrozenColCount <= table.colCount - 1) {\n computeColsWidth(table, table.colCount - table.rightFrozenColCount, table.colCount - 1);\n }\n }\n if (distRow < table.rowCount - table.bottomFrozenRowCount) {\n // compute bottom frozen row height\n if (table.rowCount - table.bottomFrozenRowCount <= table.rowCount - 1) {\n computeRowsHeight(table, table.rowCount - table.bottomFrozenRowCount, table.rowCount - 1);\n }\n }\n\n // update colHeaderGroup rowHeaderGroup bodyGroup position\n table.scenegraph.colHeaderGroup.setAttribute('x', table.getFrozenColsWidth());\n table.scenegraph.rowHeaderGroup.setAttribute('y', table.getFrozenRowsHeight());\n table.scenegraph.bottomFrozenGroup.setAttribute('x', table.getFrozenColsWidth());\n table.scenegraph.rightFrozenGroup.setAttribute('y', table.getFrozenRowsHeight());\n table.scenegraph.bodyGroup.setAttributes({\n x: table.getFrozenColsWidth(),\n y: table.getFrozenRowsHeight()\n });\n\n // create cornerHeaderGroup\n createColGroup(\n cornerHeaderGroup,\n xOrigin,\n yOrigin,\n 0, // colStart\n table.frozenColCount - 1, // colEnd\n 0, // rowStart\n table.frozenRowCount - 1, // rowEnd\n table.isListTable() ? 'columnHeader' : 'cornerHeader', // CellType\n table\n );\n\n // create colHeaderGroup\n distCol - table.rightFrozenColCount >= table.frozenColCount &&\n createColGroup(\n colHeaderGroup,\n xOrigin,\n yOrigin,\n table.frozenColCount, // colStart\n // Math.min(proxy.firstScreenColLimit, table.colCount - 1 - table.rightFrozenColCount), // colEnd\n distCol - table.rightFrozenColCount,\n 0, // rowStart\n table.frozenRowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n table\n );\n\n // create rowHeaderGroup\n if (table.frozenColCount > 0) {\n if (table.leftRowSeriesNumberCount > 0) {\n createColGroup(\n rowHeaderGroup,\n xOrigin,\n yOrigin,\n 0, // colStart\n table.leftRowSeriesNumberCount - 1, // colEnd\n table.frozenRowCount, // rowStart\n // Math.min(proxy.firstScreenRowLimit, table.rowCount - 1 - table.bottomFrozenRowCount), // rowEnd\n distRow - table.bottomFrozenRowCount,\n 'rowHeader', // isHeader\n table\n );\n }\n if (table.frozenColCount > table.leftRowSeriesNumberCount) {\n createColGroup(\n rowHeaderGroup,\n xOrigin,\n yOrigin,\n table.leftRowSeriesNumberCount, // colStart\n Math.min(table.frozenColCount - 1, table.rowHeaderLevelCount + table.leftRowSeriesNumberCount - 1), // colEnd\n table.frozenRowCount, // rowStart\n // Math.min(proxy.firstScreenRowLimit, table.rowCount - 1 - table.bottomFrozenRowCount), // rowEnd\n distRow - table.bottomFrozenRowCount,\n 'rowHeader', // isHeader\n table\n );\n }\n if (table.frozenColCount > table.rowHeaderLevelCount + table.leftRowSeriesNumberCount) {\n createColGroup(\n rowHeaderGroup,\n xOrigin,\n yOrigin,\n table.rowHeaderLevelCount + table.leftRowSeriesNumberCount, // colStart\n table.frozenColCount - 1, // colEnd\n table.frozenRowCount, // rowStart\n // Math.min(proxy.firstScreenRowLimit, table.rowCount - 1 - table.bottomFrozenRowCount), // rowEnd\n distRow - table.bottomFrozenRowCount,\n 'body',\n table\n );\n }\n }\n\n if (table.bottomFrozenRowCount > 0) {\n // if (!table.isPivotChart()) {\n // create left bottom frozen\n // if (table.rowHeaderLevelCount > 0) {\n // createColGroup(\n // leftBottomCornerGroup,\n // xOrigin,\n // yOrigin,\n // 0, // colStart\n // table.rowHeaderLevelCount - 1, // colEnd\n // table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n // table.rowCount - 1, // rowEnd\n // 'rowHeader', // isHeader\n // table\n // );\n // }\n // if (table.frozenColCount > table.rowHeaderLevelCount) {\n // createColGroup(\n // leftBottomCornerGroup,\n // xOrigin,\n // yOrigin,\n // table.rowHeaderLevelCount, // colStart\n // table.frozenColCount - 1, // colEnd\n // table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n // table.rowCount - 1, // rowEnd\n // 'body',\n // table\n // );\n // }\n\n if (table.frozenColCount > 0) {\n if (table.leftRowSeriesNumberCount > 0) {\n createColGroup(\n leftBottomCornerGroup,\n xOrigin,\n yOrigin,\n 0, // colStart\n table.leftRowSeriesNumberCount - 1, // colEnd\n table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n table.rowCount - 1, // rowEnd\n 'rowHeader', // isHeader\n table\n );\n }\n if (table.rowHeaderLevelCount > 0) {\n createColGroup(\n leftBottomCornerGroup,\n xOrigin,\n yOrigin,\n table.leftRowSeriesNumberCount, // colStart\n table.leftRowSeriesNumberCount + table.rowHeaderLevelCount - 1, // colEnd\n table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n table.rowCount - 1, // rowEnd\n 'rowHeader', // isHeader\n table\n );\n }\n if (table.frozenColCount > table.rowHeaderLevelCount + table.leftRowSeriesNumberCount) {\n createColGroup(\n leftBottomCornerGroup,\n xOrigin,\n yOrigin,\n table.rowHeaderLevelCount + table.leftRowSeriesNumberCount, // colStart\n table.frozenColCount - 1, // colEnd\n table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n table.rowCount - 1, // rowEnd\n 'body',\n table\n );\n }\n }\n // }\n // create bottomFrozenGroup\n distCol - table.rightFrozenColCount >= table.frozenColCount &&\n createColGroup(\n bottomFrozenGroup,\n xOrigin,\n yOrigin,\n table.frozenColCount, // colStart\n // Math.min(proxy.firstScreenColLimit, table.colCount - 1 - table.rightFrozenColCount), // colEnd\n distCol - table.rightFrozenColCount,\n table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n table.rowCount - 1, // rowEnd\n table.isPivotChart() ? 'rowHeader' : 'body', // isHeader\n table\n );\n }\n\n if (table.rightFrozenColCount > 0) {\n // if (!table.isPivotChart()) {\n // create right top frozen Group\n createColGroup(\n rightTopCornerGroup,\n xOrigin,\n yOrigin,\n table.colCount - 1 - table.rightFrozenColCount + 1, // colStart\n table.colCount - 1, // colEnd\n 0, // rowStart\n table.frozenRowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n table\n );\n // }\n // create rightFrozenGroup\n createColGroup(\n rightFrozenGroup,\n xOrigin,\n yOrigin,\n table.colCount - 1 - table.rightFrozenColCount + 1, // colStart\n table.colCount - 1, // colEnd\n table.frozenRowCount, // rowStart\n // Math.min(proxy.firstScreenRowLimit, table.rowCount - 1 - table.bottomFrozenRowCount), // rowEnd\n distRow - table.bottomFrozenRowCount,\n table.isPivotChart() ? 'rowHeader' : 'body', // isHeader\n table\n );\n }\n\n if (table.bottomFrozenRowCount > 0 && table.rightFrozenColCount > 0) {\n // create right bottom frozen Group\n createColGroup(\n rightBottomCornerGroup,\n xOrigin,\n yOrigin,\n table.colCount - 1 - table.rightFrozenColCount + 1, // colStart\n table.colCount - 1, // colEnd\n table.rowCount - 1 - table.bottomFrozenRowCount + 1, // rowStart\n table.rowCount - 1, // rowEnd\n 'body', // isHeader\n table\n );\n }\n\n // create bodyGroup\n distCol - table.rightFrozenColCount >= table.frozenColCount &&\n createColGroup(\n bodyGroup,\n xOrigin,\n yOrigin,\n table.frozenColCount, // colStart\n // Math.min(proxy.firstScreenColLimit, table.colCount - 1 - table.rightFrozenColCount), // colEnd\n distCol - table.rightFrozenColCount,\n table.frozenRowCount, // rowStart\n // Math.min(proxy.firstScreenRowLimit, table.rowCount - 1 - table.bottomFrozenRowCount), // rowEnd\n distRow - table.bottomFrozenRowCount,\n 'body', // isHeader\n table\n );\n\n // update progress information\n if (\n !bodyGroup.firstChild &&\n !colHeaderGroup.firstChild &&\n !cornerHeaderGroup.firstChild &&\n !rowHeaderGroup.firstChild\n ) {\n // 无数据\n proxy.currentRow = proxy.totalRow;\n proxy.rowEnd = proxy.currentRow;\n proxy.rowUpdatePos = proxy.rowEnd + 1;\n proxy.referenceRow = proxy.rowStart + Math.floor((proxy.rowEnd - proxy.rowStart) / 2);\n\n proxy.currentCol = proxy.totalCol;\n proxy.colEnd = proxy.currentCol;\n proxy.colUpdatePos = proxy.colEnd + 1;\n proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2);\n } else {\n proxy.currentRow =\n (bodyGroup.firstChild as Group)?.rowNumber ?? (rowHeaderGroup.firstChild as Group)?.rowNumber ?? proxy.totalRow;\n proxy.rowEnd = proxy.currentRow;\n proxy.rowUpdatePos = proxy.rowEnd + 1;\n proxy.referenceRow = proxy.rowStart + Math.floor((proxy.rowEnd - proxy.rowStart) / 2);\n\n proxy.currentCol =\n (bodyGroup.lastChild as Group)?.col ??\n (colHeaderGroup.lastChild as Group)?.col ??\n (rowHeaderGroup.lastChild as Group)?.col ??\n (cornerHeaderGroup.lastChild as Group)?.col ??\n proxy.totalCol;\n proxy.colEnd = proxy.currentCol;\n proxy.colUpdatePos = proxy.colEnd + 1;\n proxy.referenceCol = proxy.colStart + Math.floor((proxy.colEnd - proxy.colStart) / 2);\n\n // 开始异步任务\n proxy.progress();\n }\n}\n"]}
|
|
@@ -162,7 +162,7 @@ class SceneProxy {
|
|
|
162
162
|
}
|
|
163
163
|
createColGroup(onceCount) {
|
|
164
164
|
const endCol = Math.min(this.totalCol, this.currentCol + onceCount);
|
|
165
|
-
(0, compute_col_width_1.computeColsWidth)(this.table, this.currentCol + 1, endCol),
|
|
165
|
+
"adaptive" !== this.table.widthMode && (0, compute_col_width_1.computeColsWidth)(this.table, this.currentCol + 1, endCol),
|
|
166
166
|
this.colEnd = endCol;
|
|
167
167
|
for (let row = 0; row < this.table.rowCount; row++) {
|
|
168
168
|
const cellGroup = this.highPerformanceGetCell(this.currentCol, row);
|
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@@ -246,7 +246,7 @@ class SceneProxy {
|
|
|
246
246
|
}
|
|
247
247
|
updateColGroups(count) {
|
|
248
248
|
const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);
|
|
249
|
-
(0, compute_col_width_1.computeColsWidth)(this.table, this.colUpdatePos, distCol),
|
|
249
|
+
"autoWidth" === this.table.widthMode && (0, compute_col_width_1.computeColsWidth)(this.table, this.colUpdatePos, distCol),
|
|
250
250
|
(0, dynamic_set_x_1.updateColContent)(this.colUpdatePos, distCol, this), this.colUpdatePos = distCol + 1;
|
|
251
251
|
}
|
|
252
252
|
updateCellGroupPosition(cellGroup, newRow, y) {
|
|
@@ -1 +1 @@
|
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|
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,up表示从下往上挨个更新,down表示从上往下挨个更新\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.isAutoRowHeight(table.columnHeaderLevelCount)) {\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 if (this.table.options.maintainedColumnCount) {\n this.colLimit = this.table.options.maintainedColumnCount;\n }\n if (this.table.heightMode === 'adaptive') {\n this.rowLimit = this.table.rowCount;\n }\n if (this.table.widthMode === 'adaptive') {\n this.colLimit = this.table.colCount;\n }\n }\n\n get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n get bodyTopRow(): number {\n return this.table.frozenRowCount;\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 if (this.table.heightMode !== 'adaptive') {\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n }\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.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.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.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 ||\n this.table.scenegraph.bodyGroup.firstChild.type !== 'group' ||\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0) &&\n (!this.table.scenegraph.rowHeaderGroup.firstChild ||\n this.table.scenegraph.rowHeaderGroup.firstChild.type !== 'group' ||\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 // 注意判断关系 这里不是 || 而是 &&\n this.table.scenegraph.bodyGroup.firstChild &&\n this.table.scenegraph.bodyGroup.firstChild.type === 'group' &&\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.isAutoRowHeight(this.rowUpdatePos)) {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.isAutoRowHeight(this.rowUpdatePos)) {\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.isAutoRowHeight(startRow)) {\n computeRowsHeight(this.table, startRow, endRow, false);\n }\n updateRowContent(startRow, endRow, this);\n\n if (this.table.isAutoRowHeight(startRow)) {\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.isAutoRowHeight(this.rowStart)) {\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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+
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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,up表示从下往上挨个更新,down表示从上往下挨个更新\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.isAutoRowHeight(table.columnHeaderLevelCount)) {\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 if (this.table.options.maintainedColumnCount) {\n this.colLimit = this.table.options.maintainedColumnCount;\n }\n if (this.table.heightMode === 'adaptive') {\n this.rowLimit = this.table.rowCount;\n }\n if (this.table.widthMode === 'adaptive') {\n this.colLimit = this.table.colCount;\n }\n }\n\n get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n get bodyTopRow(): number {\n return this.table.frozenRowCount;\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 if (this.table.heightMode !== 'adaptive') {\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n }\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.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.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.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 if (this.table.widthMode !== 'adaptive') {\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n }\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 ||\n this.table.scenegraph.bodyGroup.firstChild.type !== 'group' ||\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0) &&\n (!this.table.scenegraph.rowHeaderGroup.firstChild ||\n this.table.scenegraph.rowHeaderGroup.firstChild.type !== 'group' ||\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 // 注意判断关系 这里不是 || 而是 &&\n this.table.scenegraph.bodyGroup.firstChild &&\n this.table.scenegraph.bodyGroup.firstChild.type === 'group' &&\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.isAutoRowHeight(this.rowUpdatePos)) {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.isAutoRowHeight(this.rowUpdatePos)) {\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.isAutoRowHeight(startRow)) {\n computeRowsHeight(this.table, startRow, endRow, false);\n }\n updateRowContent(startRow, endRow, this);\n\n if (this.table.isAutoRowHeight(startRow)) {\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.isAutoRowHeight(this.rowStart)) {\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 if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, this.colUpdatePos, distCol);\n }\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"]}
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@@ -15,7 +15,7 @@ function setSingleCheckedState(col, row, field, checked, state) {
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15
15
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const recordIndex = state.table.getRecordShowIndexByCell(col, row);
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16
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if (recordIndex >= 0) {
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const dataIndex = state.table.dataSource.getIndexKey(recordIndex).toString();
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18
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-
state.checkedState.
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18
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+
state.checkedState.get(dataIndex) ? state.checkedState.get(dataIndex)[field] = checked : state.checkedState.set(dataIndex, {
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19
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[field]: checked
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});
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21
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}
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@@ -42,7 +42,7 @@ function syncCheckedState(col, row, field, checked, state) {
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42
42
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if (recordIndex >= 0) {
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43
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const dataIndex = state.table.dataSource.getIndexKey(recordIndex).toString();
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if ((0, vutils_1.isValid)(null === (_b = state.checkedState.get(dataIndex)) || void 0 === _b ? void 0 : _b[field])) return state.checkedState.get(dataIndex)[field];
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45
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-
if (state.checkedState.
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45
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+
if (state.checkedState.get(dataIndex)) state.checkedState.get(dataIndex)[field] = checked; else if (dataIndex.includes(",")) {
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const parentDataIndex = dataIndex.split(",").slice(0, -1).join(",");
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state.checkedState.has(parentDataIndex) && !0 === state.checkedState.get(parentDataIndex)[field] ? state.checkedState.set(dataIndex, {
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[field]: !0
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