@visactor/vtable 1.17.6-alpha.3 → 1.17.7-alpha.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- 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/core/TABLE_EVENT_TYPE.d.ts +1 -0
- package/cjs/core/TABLE_EVENT_TYPE.js +2 -1
- package/cjs/core/TABLE_EVENT_TYPE.js.map +1 -1
- 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/chart-render-helper.js +3 -0
- package/cjs/scenegraph/graphic/contributions/chart-render-helper.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 +5 -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 +112 -17
- package/dist/vtable.min.js +2 -2
- 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/core/TABLE_EVENT_TYPE.d.ts +1 -0
- package/es/core/TABLE_EVENT_TYPE.js +2 -1
- package/es/core/TABLE_EVENT_TYPE.js.map +1 -1
- 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/chart-render-helper.js +3 -0
- package/es/scenegraph/graphic/contributions/chart-render-helper.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 +5 -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 +2 -2
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{ isNumber, isValid } from '@visactor/vutils';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\nimport { createGroupForFirstScreen } from './create-group-for-first-screen';\nimport { dynamicSetX, updateColContent } from './update-position/dynamic-set-x';\nimport { dynamicSetY, updateRowContent } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\nimport { updateAutoColumn } from './update-position/update-auto-column';\nimport { getDefaultHeight, getDefaultWidth } from './default-width-height';\nimport { handleTextStick } from '../../stick-text';\nimport type { ColumnInfo, RowInfo } from '../../../ts-types';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 200;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n // bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向,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"]}
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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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@@ -11,7 +11,7 @@ function setSingleCheckedState(col, row, field, checked, state) {
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const recordIndex = state.table.getRecordShowIndexByCell(col, row);
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if (recordIndex >= 0) {
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const dataIndex = state.table.dataSource.getIndexKey(recordIndex).toString();
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-
state.checkedState.
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14
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+
state.checkedState.get(dataIndex) ? state.checkedState.get(dataIndex)[field] = checked : state.checkedState.set(dataIndex, {
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[field]: checked
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});
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}
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@@ -38,7 +38,7 @@ export function syncCheckedState(col, row, field, checked, state) {
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if (recordIndex >= 0) {
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const dataIndex = state.table.dataSource.getIndexKey(recordIndex).toString();
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if (isValid(null === (_b = state.checkedState.get(dataIndex)) || void 0 === _b ? void 0 : _b[field])) return state.checkedState.get(dataIndex)[field];
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41
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-
if (state.checkedState.
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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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@@ -1 +1 @@
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1
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-
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{ isArray, isFunction, isNumber, isObject, isValid } from '@visactor/vutils';\nimport type { StateManager } from '../state';\nimport type { CheckboxColumnDefine, ListTableAPI } from '../../ts-types';\nimport { getOrApply } from '../../tools/helper';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { CachedDataSource } from '../../data';\nimport type { CheckBox } from './../../vrender';\n\nexport function setCheckedState(\n col: number,\n row: number,\n field: string | number,\n checked: boolean | 'indeterminate',\n state: StateManager\n) {\n const table = state.table;\n const cellRange = table.getCellRange(col, row);\n if (cellRange.start.col !== cellRange.end.col || cellRange.start.row !== cellRange.end.row) {\n for (let i = cellRange.start.col; i <= cellRange.end.col; i++) {\n for (let j = cellRange.start.row; j <= cellRange.end.row; j++) {\n setSingleCheckedState(i, j, field, checked, state);\n }\n }\n } else {\n setSingleCheckedState(col, row, field, checked, state);\n }\n}\n\nfunction setSingleCheckedState(\n col: number,\n row: number,\n field: string | number,\n checked: boolean | 'indeterminate',\n state: StateManager\n) {\n const recordIndex = state.table.getRecordShowIndexByCell(col, row);\n if (recordIndex >= 0) {\n const dataIndex = state.table.dataSource.getIndexKey(recordIndex).toString();\n if (state.checkedState.has(dataIndex)) {\n state.checkedState.get(dataIndex)[field] = checked;\n } else {\n state.checkedState.set(dataIndex, {\n [field]: checked\n });\n }\n }\n}\n\nexport function setHeaderCheckedState(field: string | number, checked: boolean | 'indeterminate', state: StateManager) {\n state.headerCheckedState[field] = checked;\n state.checkedState?.forEach(recordCheckState => {\n recordCheckState[field] = checked;\n });\n}\n\n//#region CheckedState 状态维护\n\n/**\n * 创建cell节点时同步状态 如果状态缓存有则用 如果没有则设置缓存\n * @param col\n * @param row\n * @param field\n * @param checked\n * @returns\n */\nexport function syncCheckedState(\n col: number,\n row: number,\n field: string | number,\n checked: boolean,\n state: StateManager\n): boolean | 'indeterminate' {\n if (state.table.isHeader(col, row)) {\n if (isValid(state.headerCheckedState[field])) {\n return state.headerCheckedState[field];\n } else if (typeof checked === 'function') {\n return undefined;\n } else if (isValid(checked)) {\n state.headerCheckedState[field] = checked;\n } else if (state.checkedState?.size > 0) {\n const isAllChecked = state.updateHeaderCheckedState(field, col, row);\n return isAllChecked;\n }\n return state.headerCheckedState[field];\n }\n const recordIndex = state.table.getRecordShowIndexByCell(col, row);\n if (recordIndex >= 0) {\n const dataIndex = state.table.dataSource.getIndexKey(recordIndex).toString();\n if (isValid(state.checkedState.get(dataIndex)?.[field])) {\n return state.checkedState.get(dataIndex)[field];\n }\n if (state.checkedState.has(dataIndex)) {\n state.checkedState.get(dataIndex)[field] = checked;\n } else if (dataIndex.includes(',')) {\n // child record, sync parent record state\n const parentDataIndex = dataIndex.split(',').slice(0, -1).join(','); // get latest parent data index\n if (state.checkedState.has(parentDataIndex) && state.checkedState.get(parentDataIndex)[field] === true) {\n state.checkedState.set(dataIndex, {\n [field]: true\n });\n } else {\n state.checkedState.set(dataIndex, {\n [field]: checked\n });\n }\n } else {\n state.checkedState.set(dataIndex, {\n [field]: checked\n });\n }\n }\n return checked;\n}\n\n/**\n * 初始化check状态\n * @param records\n */\nexport function initCheckedState(records: any[], state: StateManager) {\n // clear checkbox state\n state.checkedState.clear();\n state.headerCheckedState = {};\n state.radioState = {};\n\n let isNeedInitHeaderCheckedStateFromRecord = false;\n state._checkboxCellTypeFields = [];\n state._headerCheckFuncs = {};\n state.table.internalProps.layoutMap.headerObjects.forEach((hd, index) => {\n if (hd.headerType === 'checkbox') {\n const headerChecked = (hd.define as CheckboxColumnDefine).checked as boolean;\n\n if (headerChecked === undefined || headerChecked === null || typeof headerChecked === 'function') {\n // 如果没有明确指定check的状态 则需要在下面遍历所有数据获取到节点状态 确定这个header的check状态\n isNeedInitHeaderCheckedStateFromRecord = true;\n if (typeof headerChecked === 'function') {\n state._headerCheckFuncs[hd.field as string | number] = headerChecked;\n }\n } else {\n state.headerCheckedState[hd.field as string | number] = headerChecked;\n }\n if ((hd.define.cellType === 'checkbox' || isFunction(hd.define.cellType)) && !hd.fieldFormat) {\n state._checkboxCellTypeFields.push(hd.field as string | number);\n }\n }\n });\n\n // for row series number\n if (state.table.leftRowSeriesNumberCount === 1) {\n state.headerCheckedState._vtable_rowSeries_number = false;\n state._checkboxCellTypeFields.push('_vtable_rowSeries_number');\n isNeedInitHeaderCheckedStateFromRecord = true;\n } else if (state.table.leftRowSeriesNumberCount > 1) {\n for (let i = 0; i < state.table.leftRowSeriesNumberCount; i++) {\n state.headerCheckedState[`_vtable_rowSeries_number_${i}`] = false;\n state._checkboxCellTypeFields.push(`_vtable_rowSeries_number_${i}`);\n }\n isNeedInitHeaderCheckedStateFromRecord = true;\n }\n\n //如果没有明确指定check的状态 遍历所有数据获取到节点状态 确定这个header的check状态\n if (isNeedInitHeaderCheckedStateFromRecord) {\n initRecordCheckState(records, state);\n }\n}\n\n/**\n * 更新header单元checked的状态,依据当前列每一个数据checked的状态。\n * @param field\n * @returns\n */\nexport function updateHeaderCheckedState(\n field: string | number,\n state: StateManager,\n col: number,\n row: number\n): boolean | 'indeterminate' {\n let allChecked = true;\n let allUnChecked = true;\n let hasChecked = false;\n state.checkedState.forEach((check_state: Record<string | number, boolean>, index: string | number | number[]) => {\n if ((index as string).includes(',')) {\n index = (index as string).split(',').map(item => {\n return Number(item);\n }) as number[];\n } else {\n index = Number(index);\n }\n const tableIndex = state.table.getTableIndexByRecordIndex(index as number);\n const mergeCell = (state.table as ListTableAPI).transpose\n ? state.table.getCustomMerge(tableIndex, row)\n : state.table.getCustomMerge(col, tableIndex);\n\n const data = state.table.dataSource?.get(index as number);\n if (mergeCell || (!state.table.internalProps.rowSeriesNumber?.enableTreeCheckbox && data?.vtableMerge)) {\n // 不参与check状态的计算\n return;\n }\n if (check_state?.[field] !== true) {\n allChecked = false;\n } else {\n allUnChecked = false;\n hasChecked = true;\n }\n });\n\n if (allChecked) {\n state.headerCheckedState[field] = true;\n return allChecked;\n }\n\n if (allUnChecked) {\n state.headerCheckedState[field] = false;\n return false;\n }\n\n if (hasChecked) {\n state.headerCheckedState[field] = 'indeterminate';\n return 'indeterminate'; //半选状态\n }\n return false;\n}\n\n/**\n * setRecords的时候虽然调用了initCheckedState 进行了初始化 但当每个表头的checked状态都用配置了的话 初始化不会遍历全部数据\n * @param records\n */\nexport function initLeftRecordsCheckState(records: any[], state: StateManager) {\n for (let index = state.checkedState.size; index < records.length; index++) {\n const record = records[index];\n state._checkboxCellTypeFields.forEach(field => {\n const value = record[field] as string | { text: string; checked: boolean; disable: boolean } | boolean;\n let isChecked;\n if (isObject(value)) {\n isChecked = value.checked;\n } else if (typeof value === 'boolean') {\n isChecked = value;\n }\n const dataIndex = index.toString();\n if (!state.checkedState.get(dataIndex)) {\n state.checkedState.set(dataIndex, {});\n }\n state.checkedState.get(dataIndex)[field] = isChecked;\n });\n }\n}\n\nexport function setCellCheckboxState(\n col: number,\n row: number,\n checked: boolean | 'indeterminate',\n table: BaseTableAPI\n) {\n const cellGroup = table.scenegraph.getCell(col, row);\n const checkbox = cellGroup?.getChildByName('checkbox') as any;\n if (!checkbox) {\n // update state\n const field = table.getHeaderField(col, row);\n if (table.isHeader(col, row)) {\n //点击的表头部分的checkbox 需要同时处理表头和body单元格的状态\n table.stateManager.setHeaderCheckedState(field, checked);\n const cellType = table.getCellType(col, row);\n if (cellType === 'checkbox') {\n table.scenegraph.updateCheckboxCellState(col, row, checked);\n }\n } else {\n //点击的是body单元格的checkbox 处理本单元格的状态维护 同时需要检查表头是否改变状态\n table.stateManager.setCheckedState(col, row, field, checked);\n const cellType = table.getCellType(col, row);\n if (cellType === 'checkbox') {\n const oldHeaderCheckedState = table.stateManager.headerCheckedState[field];\n const newHeaderCheckedState = table.stateManager.updateHeaderCheckedState(field, col, row);\n if (oldHeaderCheckedState !== newHeaderCheckedState) {\n table.scenegraph.updateHeaderCheckboxCellState(col, row, newHeaderCheckedState);\n }\n }\n }\n return;\n }\n const { checked: oldChecked, indeterminate } = checkbox.attribute;\n\n if (indeterminate) {\n if (checked) {\n checkbox._handlePointerUp();\n } else {\n checkbox._handlePointerUp();\n checkbox._handlePointerUp();\n }\n } else if (oldChecked) {\n if (checked) {\n // do nothing\n } else {\n checkbox._handlePointerUp();\n }\n } else {\n if (checked) {\n checkbox._handlePointerUp();\n } else {\n // do nothing\n }\n }\n}\n\nexport function setCellCheckboxStateByAttribute(\n col: number,\n row: number,\n checked: boolean | 'indeterminate',\n table: BaseTableAPI\n) {\n const cellGroup = table.scenegraph.getCell(col, row);\n const checkbox = cellGroup?.getChildByName('checkbox') as any;\n if (checkbox) {\n if (checked === 'indeterminate') {\n (checkbox as CheckBox).setAttribute('indeterminate', true);\n (checkbox as CheckBox).setAttribute('checked', undefined);\n } else {\n (checkbox as CheckBox).setAttribute('indeterminate', undefined);\n (checkbox as CheckBox).setAttribute('checked', checked);\n }\n }\n}\n\nexport function changeCheckboxOrder(sourceIndex: number, targetIndex: number, state: StateManager) {\n const { checkedState, table } = state;\n let source;\n let target;\n if (table.internalProps.transpose) {\n sourceIndex = table.getRecordShowIndexByCell(sourceIndex, 0);\n targetIndex = table.getRecordShowIndexByCell(targetIndex, 0);\n } else {\n // sourceIndex = table.getRecordShowIndexByCell(0, sourceIndex);\n // targetIndex = table.getRecordShowIndexByCell(0, targetIndex);\n\n source = table.isPivotTable() ? undefined : (table as any).getRecordIndexByCell(0, sourceIndex);\n target = table.isPivotTable() ? undefined : (table as any).getRecordIndexByCell(0, targetIndex);\n }\n\n if (isNumber(source) && isNumber(target)) {\n sourceIndex = source;\n targetIndex = target;\n if (sourceIndex > targetIndex) {\n const sourceRecord = checkedState.get(sourceIndex.toString());\n for (let i = sourceIndex; i > targetIndex; i--) {\n // checkedState[i] = checkedState[i - 1];\n checkedState.set(i.toString(), checkedState.get((i - 1).toString()));\n }\n // checkedState[targetIndex] = sourceRecord;\n checkedState.set(targetIndex.toString(), sourceRecord);\n } else if (sourceIndex < targetIndex) {\n const sourceRecord = checkedState.get(sourceIndex.toString());\n for (let i = sourceIndex; i < targetIndex; i++) {\n // checkedState[i] = checkedState[i + 1];\n checkedState.set(i.toString(), checkedState.get((i + 1).toString()));\n }\n // checkedState[targetIndex] = sourceRecord;\n checkedState.set(targetIndex.toString(), sourceRecord);\n }\n } else if (isArray(source) && isArray(target)) {\n sourceIndex = source[source.length - 1];\n targetIndex = target[target.length - 1];\n if (sourceIndex > targetIndex) {\n const sourceRecord = checkedState.get(source.toString());\n for (let i = sourceIndex; i > targetIndex; i--) {\n const now = [...source];\n now[now.length - 1] = i;\n const last = [...source];\n last[last.length - 1] = i - 1;\n checkedState.set(now.toString(), checkedState.get(last.toString()));\n }\n // checkedState[targetIndex] = sourceRecord;\n checkedState.set(target.toString(), sourceRecord);\n } else if (sourceIndex < targetIndex) {\n const sourceRecord = checkedState.get(source.toString());\n for (let i = sourceIndex; i < targetIndex; i++) {\n const now = [...source];\n now[now.length - 1] = i;\n const next = [...source];\n next[next.length - 1] = i + 1;\n checkedState.set(now.toString(), checkedState.get(next.toString()));\n }\n // checkedState[targetIndex] = sourceRecord;\n checkedState.set(target.toString(), sourceRecord);\n }\n }\n}\n\nexport function getGroupCheckboxState(table: BaseTableAPI) {\n const result: any[] = [];\n const dataSource = table.dataSource as CachedDataSource;\n const groupKeyLength = dataSource.dataConfig.groupByRules.length + 1;\n dataSource.currentIndexedData.forEach((indexArr: number, index) => {\n if (isArray(indexArr) && indexArr.length === groupKeyLength) {\n // get record by index\n const vtableOriginIndex = (dataSource as CachedDataSource).getOriginRecordIndexForGroup(indexArr);\n result[vtableOriginIndex] = table.stateManager.checkedState.get(indexArr.toString());\n }\n });\n\n return result;\n}\n\nfunction initRecordCheckState(records: any[], state: StateManager) {\n const table = state.table;\n const start = table.isPivotTable()\n ? 0\n : table.internalProps.transpose\n ? table.rowHeaderLevelCount\n : table.columnHeaderLevelCount;\n const end = table.isPivotTable()\n ? isArray(records)\n ? records.length\n : 0\n : table.internalProps.transpose\n ? table.colCount\n : table.rowCount;\n for (let index = 0; index + start < end; index++) {\n const record = table.isPivotTable() ? records[index] : table.dataSource.get(index);\n // eslint-disable-next-line no-loop-func\n state._checkboxCellTypeFields.forEach(field => {\n const value =\n record && (record[field] as string | { text: string; checked: boolean; disable: boolean } | boolean);\n let isChecked;\n if (isObject(value)) {\n isChecked = value.checked;\n } else if (typeof value === 'boolean') {\n isChecked = value;\n }\n if (isChecked === undefined || isChecked === null) {\n const headerCheckFunc = state._headerCheckFuncs[field];\n if (headerCheckFunc) {\n //如果定义的checked是个函数 则需要每个都去计算这个值\n const cellAddr = state.table.getCellAddrByFieldRecord(field, index);\n const globalChecked = getOrApply(headerCheckFunc as any, {\n col: cellAddr.col,\n row: cellAddr.row,\n table: state.table,\n context: null,\n value\n });\n isChecked = globalChecked;\n }\n }\n const dataIndex = table.isPivotTable() ? index.toString() : state.table.dataSource.getIndexKey(index).toString();\n if (!state.checkedState.get(dataIndex)) {\n state.checkedState.set(dataIndex, {});\n }\n state.checkedState.get(dataIndex)[field] = isChecked;\n });\n }\n}\n"]}
|
|
1
|
+
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{ isArray, isFunction, isNumber, isObject, isValid } from '@visactor/vutils';\nimport type { StateManager } from '../state';\nimport type { CheckboxColumnDefine, ListTableAPI } from '../../ts-types';\nimport { getOrApply } from '../../tools/helper';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { CachedDataSource } from '../../data';\nimport type { CheckBox } from './../../vrender';\n\nexport function setCheckedState(\n col: number,\n row: number,\n field: string | number,\n checked: boolean | 'indeterminate',\n state: StateManager\n) {\n const table = state.table;\n const cellRange = table.getCellRange(col, row);\n if (cellRange.start.col !== cellRange.end.col || cellRange.start.row !== cellRange.end.row) {\n for (let i = cellRange.start.col; i <= cellRange.end.col; i++) {\n for (let j = cellRange.start.row; j <= cellRange.end.row; j++) {\n setSingleCheckedState(i, j, field, checked, state);\n }\n }\n } else {\n setSingleCheckedState(col, row, field, checked, state);\n }\n}\n\nfunction setSingleCheckedState(\n col: number,\n row: number,\n field: string | number,\n checked: boolean | 'indeterminate',\n state: StateManager\n) {\n const recordIndex = state.table.getRecordShowIndexByCell(col, row);\n if (recordIndex >= 0) {\n const dataIndex = state.table.dataSource.getIndexKey(recordIndex).toString();\n if (state.checkedState.get(dataIndex)) {\n state.checkedState.get(dataIndex)[field] = checked;\n } else {\n state.checkedState.set(dataIndex, {\n [field]: checked\n });\n }\n }\n}\n\nexport function setHeaderCheckedState(field: string | number, checked: boolean | 'indeterminate', state: StateManager) {\n state.headerCheckedState[field] = checked;\n state.checkedState?.forEach(recordCheckState => {\n recordCheckState[field] = checked;\n });\n}\n\n//#region CheckedState 状态维护\n\n/**\n * 创建cell节点时同步状态 如果状态缓存有则用 如果没有则设置缓存\n * @param col\n * @param row\n * @param field\n * @param checked\n * @returns\n */\nexport function syncCheckedState(\n col: number,\n row: number,\n field: string | number,\n checked: boolean,\n state: StateManager\n): boolean | 'indeterminate' {\n if (state.table.isHeader(col, row)) {\n if (isValid(state.headerCheckedState[field])) {\n return state.headerCheckedState[field];\n } else if (typeof checked === 'function') {\n return undefined;\n } else if (isValid(checked)) {\n state.headerCheckedState[field] = checked;\n } else if (state.checkedState?.size > 0) {\n const isAllChecked = state.updateHeaderCheckedState(field, col, row);\n return isAllChecked;\n }\n return state.headerCheckedState[field];\n }\n const recordIndex = state.table.getRecordShowIndexByCell(col, row);\n if (recordIndex >= 0) {\n const dataIndex = state.table.dataSource.getIndexKey(recordIndex).toString();\n if (isValid(state.checkedState.get(dataIndex)?.[field])) {\n return state.checkedState.get(dataIndex)[field];\n }\n if (state.checkedState.get(dataIndex)) {\n state.checkedState.get(dataIndex)[field] = checked;\n } else if (dataIndex.includes(',')) {\n // child record, sync parent record state\n const parentDataIndex = dataIndex.split(',').slice(0, -1).join(','); // get latest parent data index\n if (state.checkedState.has(parentDataIndex) && state.checkedState.get(parentDataIndex)[field] === true) {\n state.checkedState.set(dataIndex, {\n [field]: true\n });\n } else {\n state.checkedState.set(dataIndex, {\n [field]: checked\n });\n }\n } else {\n state.checkedState.set(dataIndex, {\n [field]: checked\n });\n }\n }\n return checked;\n}\n\n/**\n * 初始化check状态\n * @param records\n */\nexport function initCheckedState(records: any[], state: StateManager) {\n // clear checkbox state\n state.checkedState.clear();\n state.headerCheckedState = {};\n state.radioState = {};\n\n let isNeedInitHeaderCheckedStateFromRecord = false;\n state._checkboxCellTypeFields = [];\n state._headerCheckFuncs = {};\n state.table.internalProps.layoutMap.headerObjects.forEach((hd, index) => {\n if (hd.headerType === 'checkbox') {\n const headerChecked = (hd.define as CheckboxColumnDefine).checked as boolean;\n\n if (headerChecked === undefined || headerChecked === null || typeof headerChecked === 'function') {\n // 如果没有明确指定check的状态 则需要在下面遍历所有数据获取到节点状态 确定这个header的check状态\n isNeedInitHeaderCheckedStateFromRecord = true;\n if (typeof headerChecked === 'function') {\n state._headerCheckFuncs[hd.field as string | number] = headerChecked;\n }\n } else {\n state.headerCheckedState[hd.field as string | number] = headerChecked;\n }\n if ((hd.define.cellType === 'checkbox' || isFunction(hd.define.cellType)) && !hd.fieldFormat) {\n state._checkboxCellTypeFields.push(hd.field as string | number);\n }\n }\n });\n\n // for row series number\n if (state.table.leftRowSeriesNumberCount === 1) {\n state.headerCheckedState._vtable_rowSeries_number = false;\n state._checkboxCellTypeFields.push('_vtable_rowSeries_number');\n isNeedInitHeaderCheckedStateFromRecord = true;\n } else if (state.table.leftRowSeriesNumberCount > 1) {\n for (let i = 0; i < state.table.leftRowSeriesNumberCount; i++) {\n state.headerCheckedState[`_vtable_rowSeries_number_${i}`] = false;\n state._checkboxCellTypeFields.push(`_vtable_rowSeries_number_${i}`);\n }\n isNeedInitHeaderCheckedStateFromRecord = true;\n }\n\n //如果没有明确指定check的状态 遍历所有数据获取到节点状态 确定这个header的check状态\n if (isNeedInitHeaderCheckedStateFromRecord) {\n initRecordCheckState(records, state);\n }\n}\n\n/**\n * 更新header单元checked的状态,依据当前列每一个数据checked的状态。\n * @param field\n * @returns\n */\nexport function updateHeaderCheckedState(\n field: string | number,\n state: StateManager,\n col: number,\n row: number\n): boolean | 'indeterminate' {\n let allChecked = true;\n let allUnChecked = true;\n let hasChecked = false;\n state.checkedState.forEach((check_state: Record<string | number, boolean>, index: string | number | number[]) => {\n if ((index as string).includes(',')) {\n index = (index as string).split(',').map(item => {\n return Number(item);\n }) as number[];\n } else {\n index = Number(index);\n }\n const tableIndex = state.table.getTableIndexByRecordIndex(index as number);\n const mergeCell = (state.table as ListTableAPI).transpose\n ? state.table.getCustomMerge(tableIndex, row)\n : state.table.getCustomMerge(col, tableIndex);\n\n const data = state.table.dataSource?.get(index as number);\n if (mergeCell || (!state.table.internalProps.rowSeriesNumber?.enableTreeCheckbox && data?.vtableMerge)) {\n // 不参与check状态的计算\n return;\n }\n if (check_state?.[field] !== true) {\n allChecked = false;\n } else {\n allUnChecked = false;\n hasChecked = true;\n }\n });\n\n if (allChecked) {\n state.headerCheckedState[field] = true;\n return allChecked;\n }\n\n if (allUnChecked) {\n state.headerCheckedState[field] = false;\n return false;\n }\n\n if (hasChecked) {\n state.headerCheckedState[field] = 'indeterminate';\n return 'indeterminate'; //半选状态\n }\n return false;\n}\n\n/**\n * setRecords的时候虽然调用了initCheckedState 进行了初始化 但当每个表头的checked状态都用配置了的话 初始化不会遍历全部数据\n * @param records\n */\nexport function initLeftRecordsCheckState(records: any[], state: StateManager) {\n for (let index = state.checkedState.size; index < records.length; index++) {\n const record = records[index];\n state._checkboxCellTypeFields.forEach(field => {\n const value = record[field] as string | { text: string; checked: boolean; disable: boolean } | boolean;\n let isChecked;\n if (isObject(value)) {\n isChecked = value.checked;\n } else if (typeof value === 'boolean') {\n isChecked = value;\n }\n const dataIndex = index.toString();\n if (!state.checkedState.get(dataIndex)) {\n state.checkedState.set(dataIndex, {});\n }\n state.checkedState.get(dataIndex)[field] = isChecked;\n });\n }\n}\n\nexport function setCellCheckboxState(\n col: number,\n row: number,\n checked: boolean | 'indeterminate',\n table: BaseTableAPI\n) {\n const cellGroup = table.scenegraph.getCell(col, row);\n const checkbox = cellGroup?.getChildByName('checkbox') as any;\n if (!checkbox) {\n // update state\n const field = table.getHeaderField(col, row);\n if (table.isHeader(col, row)) {\n //点击的表头部分的checkbox 需要同时处理表头和body单元格的状态\n table.stateManager.setHeaderCheckedState(field, checked);\n const cellType = table.getCellType(col, row);\n if (cellType === 'checkbox') {\n table.scenegraph.updateCheckboxCellState(col, row, checked);\n }\n } else {\n //点击的是body单元格的checkbox 处理本单元格的状态维护 同时需要检查表头是否改变状态\n table.stateManager.setCheckedState(col, row, field, checked);\n const cellType = table.getCellType(col, row);\n if (cellType === 'checkbox') {\n const oldHeaderCheckedState = table.stateManager.headerCheckedState[field];\n const newHeaderCheckedState = table.stateManager.updateHeaderCheckedState(field, col, row);\n if (oldHeaderCheckedState !== newHeaderCheckedState) {\n table.scenegraph.updateHeaderCheckboxCellState(col, row, newHeaderCheckedState);\n }\n }\n }\n return;\n }\n const { checked: oldChecked, indeterminate } = checkbox.attribute;\n\n if (indeterminate) {\n if (checked) {\n checkbox._handlePointerUp();\n } else {\n checkbox._handlePointerUp();\n checkbox._handlePointerUp();\n }\n } else if (oldChecked) {\n if (checked) {\n // do nothing\n } else {\n checkbox._handlePointerUp();\n }\n } else {\n if (checked) {\n checkbox._handlePointerUp();\n } else {\n // do nothing\n }\n }\n}\n\nexport function setCellCheckboxStateByAttribute(\n col: number,\n row: number,\n checked: boolean | 'indeterminate',\n table: BaseTableAPI\n) {\n const cellGroup = table.scenegraph.getCell(col, row);\n const checkbox = cellGroup?.getChildByName('checkbox') as any;\n if (checkbox) {\n if (checked === 'indeterminate') {\n (checkbox as CheckBox).setAttribute('indeterminate', true);\n (checkbox as CheckBox).setAttribute('checked', undefined);\n } else {\n (checkbox as CheckBox).setAttribute('indeterminate', undefined);\n (checkbox as CheckBox).setAttribute('checked', checked);\n }\n }\n}\n\nexport function changeCheckboxOrder(sourceIndex: number, targetIndex: number, state: StateManager) {\n const { checkedState, table } = state;\n let source;\n let target;\n if (table.internalProps.transpose) {\n sourceIndex = table.getRecordShowIndexByCell(sourceIndex, 0);\n targetIndex = table.getRecordShowIndexByCell(targetIndex, 0);\n } else {\n // sourceIndex = table.getRecordShowIndexByCell(0, sourceIndex);\n // targetIndex = table.getRecordShowIndexByCell(0, targetIndex);\n\n source = table.isPivotTable() ? undefined : (table as any).getRecordIndexByCell(0, sourceIndex);\n target = table.isPivotTable() ? undefined : (table as any).getRecordIndexByCell(0, targetIndex);\n }\n\n if (isNumber(source) && isNumber(target)) {\n sourceIndex = source;\n targetIndex = target;\n if (sourceIndex > targetIndex) {\n const sourceRecord = checkedState.get(sourceIndex.toString());\n for (let i = sourceIndex; i > targetIndex; i--) {\n // checkedState[i] = checkedState[i - 1];\n checkedState.set(i.toString(), checkedState.get((i - 1).toString()));\n }\n // checkedState[targetIndex] = sourceRecord;\n checkedState.set(targetIndex.toString(), sourceRecord);\n } else if (sourceIndex < targetIndex) {\n const sourceRecord = checkedState.get(sourceIndex.toString());\n for (let i = sourceIndex; i < targetIndex; i++) {\n // checkedState[i] = checkedState[i + 1];\n checkedState.set(i.toString(), checkedState.get((i + 1).toString()));\n }\n // checkedState[targetIndex] = sourceRecord;\n checkedState.set(targetIndex.toString(), sourceRecord);\n }\n } else if (isArray(source) && isArray(target)) {\n sourceIndex = source[source.length - 1];\n targetIndex = target[target.length - 1];\n if (sourceIndex > targetIndex) {\n const sourceRecord = checkedState.get(source.toString());\n for (let i = sourceIndex; i > targetIndex; i--) {\n const now = [...source];\n now[now.length - 1] = i;\n const last = [...source];\n last[last.length - 1] = i - 1;\n checkedState.set(now.toString(), checkedState.get(last.toString()));\n }\n // checkedState[targetIndex] = sourceRecord;\n checkedState.set(target.toString(), sourceRecord);\n } else if (sourceIndex < targetIndex) {\n const sourceRecord = checkedState.get(source.toString());\n for (let i = sourceIndex; i < targetIndex; i++) {\n const now = [...source];\n now[now.length - 1] = i;\n const next = [...source];\n next[next.length - 1] = i + 1;\n checkedState.set(now.toString(), checkedState.get(next.toString()));\n }\n // checkedState[targetIndex] = sourceRecord;\n checkedState.set(target.toString(), sourceRecord);\n }\n }\n}\n\nexport function getGroupCheckboxState(table: BaseTableAPI) {\n const result: any[] = [];\n const dataSource = table.dataSource as CachedDataSource;\n const groupKeyLength = dataSource.dataConfig.groupByRules.length + 1;\n dataSource.currentIndexedData.forEach((indexArr: number, index) => {\n if (isArray(indexArr) && indexArr.length === groupKeyLength) {\n // get record by index\n const vtableOriginIndex = (dataSource as CachedDataSource).getOriginRecordIndexForGroup(indexArr);\n result[vtableOriginIndex] = table.stateManager.checkedState.get(indexArr.toString());\n }\n });\n\n return result;\n}\n\nfunction initRecordCheckState(records: any[], state: StateManager) {\n const table = state.table;\n const start = table.isPivotTable()\n ? 0\n : table.internalProps.transpose\n ? table.rowHeaderLevelCount\n : table.columnHeaderLevelCount;\n const end = table.isPivotTable()\n ? isArray(records)\n ? records.length\n : 0\n : table.internalProps.transpose\n ? table.colCount\n : table.rowCount;\n for (let index = 0; index + start < end; index++) {\n const record = table.isPivotTable() ? records[index] : table.dataSource.get(index);\n // eslint-disable-next-line no-loop-func\n state._checkboxCellTypeFields.forEach(field => {\n const value =\n record && (record[field] as string | { text: string; checked: boolean; disable: boolean } | boolean);\n let isChecked;\n if (isObject(value)) {\n isChecked = value.checked;\n } else if (typeof value === 'boolean') {\n isChecked = value;\n }\n if (isChecked === undefined || isChecked === null) {\n const headerCheckFunc = state._headerCheckFuncs[field];\n if (headerCheckFunc) {\n //如果定义的checked是个函数 则需要每个都去计算这个值\n const cellAddr = state.table.getCellAddrByFieldRecord(field, index);\n const globalChecked = getOrApply(headerCheckFunc as any, {\n col: cellAddr.col,\n row: cellAddr.row,\n table: state.table,\n context: null,\n value\n });\n isChecked = globalChecked;\n }\n }\n const dataIndex = table.isPivotTable() ? index.toString() : state.table.dataSource.getIndexKey(index).toString();\n if (!state.checkedState.get(dataIndex)) {\n state.checkedState.set(dataIndex, {});\n }\n state.checkedState.get(dataIndex)[field] = isChecked;\n });\n }\n}\n"]}
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