@visactor/vtable 1.2.0-alpha.3 → 1.2.1-alpha.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (111) hide show
  1. package/cjs/PivotChart.d.ts +1 -5
  2. package/cjs/PivotChart.js +7 -30
  3. package/cjs/PivotChart.js.map +1 -1
  4. package/cjs/PivotTable.d.ts +7 -2
  5. package/cjs/PivotTable.js +85 -17
  6. package/cjs/PivotTable.js.map +1 -1
  7. package/cjs/components/tooltip/TooltipHandler.js +2 -4
  8. package/cjs/components/tooltip/TooltipHandler.js.map +1 -1
  9. package/cjs/components/tooltip/logic/BubbleTooltipElement.d.ts +0 -2
  10. package/cjs/components/tooltip/logic/BubbleTooltipElement.js +4 -18
  11. package/cjs/components/tooltip/logic/BubbleTooltipElement.js.map +1 -1
  12. package/cjs/components/tooltip/logic/BubbleTooltipElementStyle.js +1 -1
  13. package/cjs/components/tooltip/logic/BubbleTooltipElementStyle.js.map +1 -1
  14. package/cjs/core/BaseTable.js +5 -5
  15. package/cjs/core/BaseTable.js.map +1 -1
  16. package/cjs/header-helper/header-helper.d.ts +1 -0
  17. package/cjs/header-helper/header-helper.js +12 -2
  18. package/cjs/header-helper/header-helper.js.map +1 -1
  19. package/cjs/index.d.ts +1 -1
  20. package/cjs/index.js +1 -1
  21. package/cjs/index.js.map +1 -1
  22. package/cjs/layout/pivot-header-layout.js +26 -8
  23. package/cjs/layout/pivot-header-layout.js.map +1 -1
  24. package/cjs/layout/tree-helper.js +4 -1
  25. package/cjs/layout/tree-helper.js.map +1 -1
  26. package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
  27. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.js +13 -2
  28. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-x.js.map +1 -1
  29. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.d.ts +1 -1
  30. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +11 -5
  31. package/cjs/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -1
  32. package/cjs/scenegraph/icon/icon-update.js +0 -1
  33. package/cjs/scenegraph/icon/icon-update.js.map +1 -1
  34. package/cjs/state/state.js +2 -2
  35. package/cjs/state/state.js.map +1 -1
  36. package/cjs/themes/theme.js +1 -1
  37. package/cjs/themes/theme.js.map +1 -1
  38. package/cjs/ts-types/base-table.d.ts +0 -2
  39. package/cjs/ts-types/base-table.js.map +1 -1
  40. package/cjs/ts-types/common.d.ts +4 -13
  41. package/cjs/ts-types/common.js.map +1 -1
  42. package/cjs/ts-types/icon.d.ts +0 -1
  43. package/cjs/ts-types/icon.js.map +1 -1
  44. package/cjs/ts-types/list-table/layout-map/api.d.ts +2 -1
  45. package/cjs/ts-types/list-table/layout-map/api.js.map +1 -1
  46. package/cjs/ts-types/pivot-table/dimension/basic-dimension.d.ts +3 -1
  47. package/cjs/ts-types/pivot-table/dimension/basic-dimension.js.map +1 -1
  48. package/cjs/ts-types/pivot-table/indicator/basic-indicator.d.ts +1 -0
  49. package/cjs/ts-types/pivot-table/indicator/basic-indicator.js.map +1 -1
  50. package/cjs/ts-types/table-engine.d.ts +4 -1
  51. package/cjs/ts-types/table-engine.js.map +1 -1
  52. package/cjs/ts-types/tooltip.d.ts +0 -1
  53. package/cjs/ts-types/tooltip.js.map +1 -1
  54. package/cjs/vrender.js.map +1 -1
  55. package/dist/vtable.js +365 -179
  56. package/dist/vtable.min.js +2 -2
  57. package/es/PivotChart.d.ts +1 -5
  58. package/es/PivotChart.js +6 -31
  59. package/es/PivotChart.js.map +1 -1
  60. package/es/PivotTable.d.ts +7 -2
  61. package/es/PivotTable.js +87 -19
  62. package/es/PivotTable.js.map +1 -1
  63. package/es/components/tooltip/TooltipHandler.js +2 -4
  64. package/es/components/tooltip/TooltipHandler.js.map +1 -1
  65. package/es/components/tooltip/logic/BubbleTooltipElement.d.ts +0 -2
  66. package/es/components/tooltip/logic/BubbleTooltipElement.js +4 -18
  67. package/es/components/tooltip/logic/BubbleTooltipElement.js.map +1 -1
  68. package/es/components/tooltip/logic/BubbleTooltipElementStyle.js +1 -1
  69. package/es/components/tooltip/logic/BubbleTooltipElementStyle.js.map +1 -1
  70. package/es/core/BaseTable.js +5 -5
  71. package/es/core/BaseTable.js.map +1 -1
  72. package/es/header-helper/header-helper.d.ts +1 -0
  73. package/es/header-helper/header-helper.js +12 -2
  74. package/es/header-helper/header-helper.js.map +1 -1
  75. package/es/index.d.ts +1 -1
  76. package/es/index.js +1 -1
  77. package/es/index.js.map +1 -1
  78. package/es/layout/pivot-header-layout.js +26 -8
  79. package/es/layout/pivot-header-layout.js.map +1 -1
  80. package/es/layout/tree-helper.js +4 -1
  81. package/es/layout/tree-helper.js.map +1 -1
  82. package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
  83. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-x.js +13 -2
  84. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-x.js.map +1 -1
  85. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.d.ts +1 -1
  86. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.js +10 -4
  87. package/es/scenegraph/group-creater/progress/update-position/dynamic-set-y.js.map +1 -1
  88. package/es/scenegraph/icon/icon-update.js +0 -1
  89. package/es/scenegraph/icon/icon-update.js.map +1 -1
  90. package/es/state/state.js +2 -2
  91. package/es/state/state.js.map +1 -1
  92. package/es/themes/theme.js +1 -1
  93. package/es/themes/theme.js.map +1 -1
  94. package/es/ts-types/base-table.d.ts +0 -2
  95. package/es/ts-types/base-table.js.map +1 -1
  96. package/es/ts-types/common.d.ts +4 -13
  97. package/es/ts-types/common.js.map +1 -1
  98. package/es/ts-types/icon.d.ts +0 -1
  99. package/es/ts-types/icon.js.map +1 -1
  100. package/es/ts-types/list-table/layout-map/api.d.ts +2 -1
  101. package/es/ts-types/list-table/layout-map/api.js.map +1 -1
  102. package/es/ts-types/pivot-table/dimension/basic-dimension.d.ts +3 -1
  103. package/es/ts-types/pivot-table/dimension/basic-dimension.js.map +1 -1
  104. package/es/ts-types/pivot-table/indicator/basic-indicator.d.ts +1 -0
  105. package/es/ts-types/pivot-table/indicator/basic-indicator.js.map +1 -1
  106. package/es/ts-types/table-engine.d.ts +4 -1
  107. package/es/ts-types/table-engine.js.map +1 -1
  108. package/es/ts-types/tooltip.d.ts +0 -1
  109. package/es/ts-types/tooltip.js.map +1 -1
  110. package/es/vrender.js.map +1 -1
  111. package/package.json +7 -7
@@ -156,7 +156,9 @@ function dealHeader(hd, _headerCellIds, results, roots, row, layoutMap) {
156
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  style: "function" == typeof (null === (_f = null != indicatorInfo ? indicatorInfo : dimensionInfo) || void 0 === _f ? void 0 : _f.headerStyle) ? null === (_g = null != indicatorInfo ? indicatorInfo : dimensionInfo) || void 0 === _g ? void 0 : _g.headerStyle : Object.assign({}, null === (_h = null != indicatorInfo ? indicatorInfo : dimensionInfo) || void 0 === _h ? void 0 : _h.headerStyle),
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  headerType: null !== (_k = null !== (_j = null == indicatorInfo ? void 0 : indicatorInfo.headerType) && void 0 !== _j ? _j : null == dimensionInfo ? void 0 : dimensionInfo.headerType) && void 0 !== _k ? _k : "text",
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  headerIcon: null !== (_l = null == indicatorInfo ? void 0 : indicatorInfo.headerIcon) && void 0 !== _l ? _l : null == dimensionInfo ? void 0 : dimensionInfo.headerIcon,
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- define: Object.assign({}, hd, null != indicatorInfo ? indicatorInfo : dimensionInfo),
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+ define: Object.assign({}, hd, null != indicatorInfo ? indicatorInfo : Object.assign({}, dimensionInfo, {
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+ sort: void 0
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+ })),
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  fieldFormat: null !== (_m = null == indicatorInfo ? void 0 : indicatorInfo.headerFormat) && void 0 !== _m ? _m : null == dimensionInfo ? void 0 : dimensionInfo.headerFormat,
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  dropDownMenu: null !== (_o = null == indicatorInfo ? void 0 : indicatorInfo.dropDownMenu) && void 0 !== _o ? _o : null == dimensionInfo ? void 0 : dimensionInfo.dropDownMenu,
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  pivotInfo: {
@@ -168,6 +170,7 @@ function dealHeader(hd, _headerCellIds, results, roots, row, layoutMap) {
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  minWidth: null == dimensionInfo ? void 0 : dimensionInfo.minWidth,
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  maxWidth: null == dimensionInfo ? void 0 : dimensionInfo.maxWidth,
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  showSort: null !== (_p = null == indicatorInfo ? void 0 : indicatorInfo.showSort) && void 0 !== _p ? _p : null == dimensionInfo ? void 0 : dimensionInfo.showSort,
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+ sort: null == indicatorInfo ? void 0 : indicatorInfo.sort,
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  description: null == dimensionInfo ? void 0 : dimensionInfo.description
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  };
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  indicatorInfo ? (indicatorInfo.customRender && (hd.customRender = indicatorInfo.customRender),
@@ -1 +1 @@
1
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{ cloneDeep, isValid } from '@visactor/vutils';\nimport { NumberMap } from '../tools/NumberMap';\nimport { IndicatorDimensionKeyPlaceholder } from '../tools/global';\nimport type { Either } from '../tools/helper';\nimport type {\n CellInfo,\n ColumnIconOption,\n FieldData,\n HeaderData,\n ICustomRender,\n IDimension,\n IHeaderTreeDefine,\n IIndicator,\n IRowDimension,\n LayoutObjectId\n} from '../ts-types';\nimport { HierarchyState } from '../ts-types';\nimport type { PivotHeaderLayoutMap } from './pivot-header-layout';\nimport type { ILinkDimension } from '../ts-types/pivot-table/dimension/link-dimension';\nimport type { IImageDimension } from '../ts-types/pivot-table/dimension/image-dimension';\n// import { sharedVar } from './pivot-header-layout';\n\ninterface ITreeLayoutBaseHeadNode {\n id: number;\n // dimensionKey: string;\n // // title: string;\n // indicatorKey?: string;\n value: string;\n children: ITreeLayoutHeadNode[] | undefined;\n columns?: any; //兼容ListTable情况 simple-header-layout中增加了columnTree\n level: number;\n /** 节点跨占层数 如汇总节点跨几层维度 */\n levelSpan: number;\n startIndex: number;\n size: number; //对应到colSpan或者rowSpan\n // parsing?: 'img' | 'link' | 'video' | 'templateLink';\n startInTotal: number;\n // headerStyle:HeaderStyleOption| null;\n customRender?: ICustomRender;\n\n hierarchyState: HierarchyState;\n headerIcon?: (string | ColumnIconOption)[] | ((args: CellInfo) => (string | ColumnIconOption)[]);\n}\n\ninterface ITreeLayoutDimensionHeadNode extends ITreeLayoutBaseHeadNode {\n dimensionKey: string;\n virtual?: boolean;\n}\ninterface ITreeLayoutIndicatorHeadNode extends ITreeLayoutBaseHeadNode {\n indicatorKey: string;\n}\nexport type ITreeLayoutHeadNode = Either<ITreeLayoutDimensionHeadNode, ITreeLayoutIndicatorHeadNode>;\nexport class DimensionTree {\n sharedVar: { seqId: number };\n // 每一个值对应的序号 结果缓存\n // cache: {\n // [propName: string]: any;\n // };\n //树形展示 会将非叶子节点单独展示一行 所以size会增加非叶子节点的个数\n sizeIncludeParent = false;\n rowExpandLevel: number;\n hierarchyType: 'grid' | 'tree';\n tree: ITreeLayoutHeadNode = {\n id: 0,\n dimensionKey: '',\n // title: '',\n value: '',\n children: [],\n level: -1,\n levelSpan: 1,\n startIndex: 0,\n size: 0,\n startInTotal: 0,\n hierarchyState: undefined\n };\n\n totalLevel = 0;\n\n // blockLevel: number = 0;\n\n // blockStartIndexMap: Map<number, boolean> = new Map();\n // blockEndIndexMap: Map<number, boolean> = new Map();\n dimensionKeys: NumberMap<string> = new NumberMap<string>();\n dimensionKeysIncludeVirtual: NumberMap<string> = new NumberMap<string>();\n // dimensions: IDimension[] | undefined;//目前用不到这个\n cache: Map<number, any> = new Map();\n constructor(\n tree: ITreeLayoutHeadNode[],\n sharedVar: { seqId: number },\n hierarchyType: 'grid' | 'tree' = 'grid',\n rowExpandLevel: number = undefined\n ) {\n this.sizeIncludeParent = rowExpandLevel !== null && rowExpandLevel !== undefined;\n this.rowExpandLevel = rowExpandLevel;\n this.hierarchyType = hierarchyType;\n this.sharedVar = sharedVar;\n this.reset(tree);\n }\n\n reset(tree: ITreeLayoutHeadNode[], updateTreeNode = false) {\n // 清空缓存的计算\n // this.cache = {};\n // this.dimensions = dimensions;\n this.cache.clear();\n this.dimensionKeys = new NumberMap<string>();\n this.dimensionKeysIncludeVirtual = new NumberMap<string>();\n this.tree.children = tree as ITreeLayoutHeadNode[];\n // const re = { totalLevel: 0 };\n // if (updateTreeNode) this.updateTreeNode(this.tree, 0, re, this.tree);\n // else\n this.setTreeNode(this.tree, 0, this.tree);\n // this.totalLevel = this.dimensionKeys.count();\n }\n setTreeNode(node: ITreeLayoutHeadNode, startIndex: number, parent: ITreeLayoutHeadNode): number {\n node.startIndex = startIndex;\n node.startInTotal = (parent.startInTotal ?? 0) + node.startIndex;\n // if (node.dimensionKey) {\n // !this.dimensionKeys.contain(node.dimensionKey) &&\n // this.dimensionKeys.put(node.level, node.dimensionKey);\n // if (!node.id) node.id = ++seqId;\n // }\n if (node.dimensionKey ?? node.indicatorKey) {\n if (\n !node.virtual &&\n !this.dimensionKeys.contain(node.indicatorKey ? IndicatorDimensionKeyPlaceholder : node.dimensionKey)\n ) {\n this.dimensionKeys.put(node.level, node.indicatorKey ? IndicatorDimensionKeyPlaceholder : node.dimensionKey);\n }\n if (\n !this.dimensionKeysIncludeVirtual.contain(\n node.indicatorKey ? IndicatorDimensionKeyPlaceholder : node.dimensionKey\n )\n ) {\n this.dimensionKeysIncludeVirtual.put(\n node.level,\n node.indicatorKey ? IndicatorDimensionKeyPlaceholder : node.dimensionKey\n );\n }\n if (!node.id) {\n node.id = ++this.sharedVar.seqId;\n }\n }\n let size = node.dimensionKey ? (this.sizeIncludeParent ? 1 : 0) : 0;\n const children = node.children || node.columns;\n //平铺展示 分析所有层级\n if (this.hierarchyType === 'grid') {\n if (children?.length >= 1) {\n children.forEach((n: any) => {\n n.level = (node.level ?? 0) + 1;\n this.totalLevel = Math.max(this.totalLevel, n.level + 1);\n size += this.setTreeNode(n, size, node);\n });\n } else {\n size = 1;\n // re.totalLevel = Math.max(re.totalLevel, (node.level ?? -1) + 1);\n }\n } else if (node.hierarchyState === HierarchyState.expand && children?.length >= 1) {\n //树形展示 有子节点 且下一层需要展开\n children.forEach((n: any) => {\n n.level = (node.level ?? 0) + 1;\n this.totalLevel = Math.max(this.totalLevel, n.level + 1);\n size += this.setTreeNode(n, size, node);\n });\n } else if (node.hierarchyState === HierarchyState.collapse && children?.length >= 1) {\n //树形展示 有子节点 且下一层不需要展开\n children.forEach((n: any) => {\n n.level = (node.level ?? 0) + 1;\n this.totalLevel = Math.max(this.totalLevel, n.level + 1);\n this.setTreeNode(n, size, node);\n });\n } else if (\n !node.hierarchyState &&\n node.level + 1 < this.rowExpandLevel &&\n (children?.length >= 1 || children === true)\n ) {\n //树形展示 有子节点 且下一层需要展开\n node.hierarchyState = HierarchyState.expand;\n children?.length >= 1 &&\n children.forEach((n: any) => {\n n.level = (node.level ?? 0) + 1;\n this.totalLevel = Math.max(this.totalLevel, n.level + 1);\n size += this.setTreeNode(n, size, node);\n });\n } else if (children?.length >= 1 || children === true) {\n //树形展示 有子节点 且下一层不需要展开\n node.hierarchyState = HierarchyState.collapse;\n children?.length >= 1 &&\n children.forEach((n: any) => {\n n.level = (node.level ?? 0) + 1;\n this.totalLevel = Math.max(this.totalLevel, n.level + 1);\n this.setTreeNode(n, size, node);\n });\n } else {\n //树形展示 无children子节点。但不能确定是最后一层的叶子节点 totalLevel还不能确定是计算完整棵树的整体深度\n node.hierarchyState = HierarchyState.none;\n size = 1;\n // re.totalLevel = Math.max(re.totalLevel, (node.level ?? -1) + 1);\n }\n\n node.size = size;\n // startInTotal = parent.startIndex + prevStartIndex\n return size;\n }\n getTreePath(index: number, maxDeep = 30): Array<ITreeLayoutHeadNode> {\n const path: any[] = [];\n this.searchPath(index, this.tree, path, maxDeep);\n path.shift();\n return path;\n }\n\n getTreePathByCellIds(ids: LayoutObjectId[]): Array<ITreeLayoutHeadNode> {\n const path: any[] = [];\n let nodes = this.tree.children;\n for (let i = 0; i < ids.length; i++) {\n const id = ids[i];\n const pathNode = this.findNodeById(nodes, id);\n if (pathNode) {\n path.push(pathNode);\n nodes = pathNode.children;\n } else {\n break;\n }\n }\n // path.shift();\n return path;\n }\n findNodeById(nodes: ITreeLayoutHeadNode[], id: LayoutObjectId) {\n return nodes.find(node => {\n return node.id === id;\n });\n }\n searchPath(index: number, node: ITreeLayoutHeadNode, path: Array<ITreeLayoutHeadNode>, maxDeep: number) {\n if (!node) {\n return;\n }\n if (index < node.startIndex || index >= node.startIndex + node.size) {\n return;\n }\n path.push(node);\n if (!node.children || node.children.length === 0 || node.level >= maxDeep) {\n return;\n }\n\n // const cIndex = index - node.startIndex;\n // for (let i = 0; i < node.children.length; i++) {\n // const element = node.children[i];\n // if (cIndex >= element.startIndex && cIndex < element.startIndex + element.size) {\n // this.searchPath(cIndex, element, path, maxDeep);\n // break;\n // }\n // }\n\n // use dichotomy to optimize search performance\n const cIndex = index - node.startIndex;\n\n if (this.cache.has(node.level + 1)) {\n const cacheNode = this.cache.get(node.level + 1);\n if (cIndex >= cacheNode.startIndex && cIndex < cacheNode.startIndex + cacheNode.size) {\n this.searchPath(cIndex, cacheNode, path, maxDeep);\n return;\n }\n }\n\n let left = 0;\n let right = node.children.length - 1;\n\n while (left <= right) {\n const middle = Math.floor((left + right) / 2);\n const element = node.children[middle];\n\n if (cIndex >= element.startIndex && cIndex < element.startIndex + element.size) {\n this.cache.set(element.level, element);\n const deleteLevels: number[] = [];\n this.cache.forEach((node, key) => {\n if (key > element.level) {\n deleteLevels.push(key);\n }\n });\n deleteLevels.forEach(key => {\n this.cache.delete(key);\n });\n this.searchPath(cIndex, element, path, maxDeep);\n break;\n } else if (cIndex < element.startIndex) {\n right = middle - 1;\n } else {\n left = middle + 1;\n }\n }\n return;\n }\n /**\n * 将该树中 层级为level 的sourceIndex处的节点移动到targetIndex位置\n * @param level\n * @param sourceIndex\n * @param targetIndex\n */\n movePosition(level: number, sourceIndex: number, targetIndex: number) {\n // let sourceNode: IPivotLayoutHeadNode;\n let parNode: ITreeLayoutHeadNode;\n let sourceSubIndex: number;\n let targetSubIndex: number;\n /**\n * 对parNode的子节点第subIndex处的node节点 进行判断是否为sourceIndex或者targetIndex\n * 如果是 则记录下subIndex 以对parNode中个节点位置进行移位\n * @param node\n * @param subIndex\n * @returns\n */\n const findTargetNode = (node: ITreeLayoutHeadNode, subIndex: number) => {\n if (sourceSubIndex !== undefined && targetSubIndex !== undefined) {\n return;\n }\n if (node.level === level) {\n if (node.startInTotal === sourceIndex) {\n // sourceNode = node;\n sourceSubIndex = subIndex;\n }\n // if (node.startInTotal === targetIndex) targetSubIndex = subIndex;\n // 判断targetIndex是否在node的范围内 将当前node的subIndex记为targetSubIndex\n if (node.startInTotal <= targetIndex && targetIndex <= node.startInTotal + node.size - 1) {\n targetSubIndex = subIndex;\n }\n }\n const children = node.children || node.columns;\n if (children && node.level < level) {\n parNode = node;\n for (let i = 0; i < children.length; i++) {\n if (\n (sourceIndex >= children[i].startInTotal && sourceIndex <= children[i].startInTotal + children[i].size) ||\n (targetIndex >= children[i].startInTotal && targetIndex <= children[i].startInTotal + children[i].size)\n ) {\n findTargetNode(children[i], i);\n }\n }\n }\n };\n findTargetNode(this.tree, 0);\n\n //对parNode子节点位置进行移位【根据sourceSubIndex和targetSubIndex】\n const children = parNode.children || parNode.columns;\n const sourceColumns = children.splice(sourceSubIndex, 1);\n sourceColumns.unshift(targetSubIndex as any, 0 as any);\n Array.prototype.splice.apply(children, sourceColumns);\n }\n /** 获取纯净树结构 没有level size index这些属性 */\n getCopiedTree() {\n const children = cloneDeep(this.tree.children);\n clearNode(children);\n return children;\n }\n}\n\n//#region 为方法getLayoutRowTree提供的类型和工具方法\nexport type LayouTreeNode = {\n dimensionKey?: string;\n indicatorKey?: string;\n value: string;\n hierarchyState: HierarchyState;\n children?: LayouTreeNode[];\n};\n\nexport function generateLayoutTree(tree: LayouTreeNode[], children: ITreeLayoutHeadNode[]) {\n children?.forEach((node: ITreeLayoutHeadNode) => {\n const diemnsonNode: {\n dimensionKey?: string;\n indicatorKey?: string;\n value: string;\n virtual?: boolean;\n hierarchyState: HierarchyState;\n children: any;\n } = {\n dimensionKey: node.dimensionKey,\n indicatorKey: node.indicatorKey,\n value: node.value,\n hierarchyState: node.hierarchyState,\n children: undefined,\n virtual: node.virtual ?? false\n };\n tree.push(diemnsonNode);\n if (node.children) {\n diemnsonNode.children = [];\n generateLayoutTree(diemnsonNode.children, node.children);\n }\n });\n}\n//#endregion\n\n//#region 为方法getLayoutRowTreeCount提的工具方法\nexport function countLayoutTree(children: { children?: any }[], countParentNode: boolean) {\n let count = 0;\n children?.forEach((node: ITreeLayoutHeadNode) => {\n if (countParentNode) {\n count++;\n } else {\n if (!node.children || node.children.length === 0) {\n count++;\n }\n }\n if (node.children) {\n count += countLayoutTree(node.children, countParentNode);\n }\n });\n return count;\n}\n//#endregion\n\nexport function dealHeader(\n hd: ITreeLayoutHeadNode,\n _headerCellIds: number[][],\n results: HeaderData[],\n roots: number[],\n row: number,\n layoutMap: PivotHeaderLayoutMap\n) {\n // const col = this._columns.length;\n const id = hd.id;\n const dimensionInfo: IDimension =\n (layoutMap.rowsDefine?.find(dimension =>\n typeof dimension === 'string' ? false : dimension.dimensionKey === hd.dimensionKey\n ) as IDimension) ??\n (layoutMap.columnsDefine?.find(dimension =>\n typeof dimension === 'string' ? false : dimension.dimensionKey === hd.dimensionKey\n ) as IDimension);\n const indicatorInfo = layoutMap.indicatorsDefine?.find(indicator => {\n if (typeof indicator === 'string') {\n return false;\n }\n if (hd.indicatorKey) {\n return indicator.indicatorKey === hd.indicatorKey;\n }\n return indicator.title === hd.value;\n }) as IIndicator;\n const cell: HeaderData = {\n id,\n title: hd.value ?? indicatorInfo?.title,\n field: hd.dimensionKey,\n style:\n typeof (indicatorInfo ?? dimensionInfo)?.headerStyle === 'function'\n ? (indicatorInfo ?? dimensionInfo)?.headerStyle\n : Object.assign({}, (indicatorInfo ?? dimensionInfo)?.headerStyle),\n headerType: indicatorInfo?.headerType ?? dimensionInfo?.headerType ?? 'text',\n headerIcon: indicatorInfo?.headerIcon ?? dimensionInfo?.headerIcon,\n // define: <any>hd,\n define: Object.assign({}, <any>hd, indicatorInfo ?? dimensionInfo),\n fieldFormat: indicatorInfo?.headerFormat ?? dimensionInfo?.headerFormat,\n // iconPositionList:[]\n dropDownMenu: indicatorInfo?.dropDownMenu ?? dimensionInfo?.dropDownMenu,\n pivotInfo: {\n value: hd.value,\n dimensionKey: hd.dimensionKey,\n isPivotCorner: false\n // customInfo: dimensionInfo?.customInfo\n },\n width: (dimensionInfo as IRowDimension)?.width,\n minWidth: (dimensionInfo as IRowDimension)?.minWidth,\n maxWidth: (dimensionInfo as IRowDimension)?.maxWidth,\n showSort: indicatorInfo?.showSort ?? dimensionInfo?.showSort,\n description: dimensionInfo?.description\n };\n\n if (indicatorInfo) {\n //收集indicatorDimensionKey 提到了构造函数中\n // this.indicatorDimensionKey = dimensionInfo.dimensionKey;\n if (indicatorInfo.customRender) {\n hd.customRender = indicatorInfo.customRender;\n }\n if (!isValid(layoutMap._indicators?.find(indicator => indicator.indicatorKey === indicatorInfo.indicatorKey))) {\n layoutMap._indicators?.push({\n id: ++layoutMap.sharedVar.seqId,\n indicatorKey: indicatorInfo.indicatorKey,\n field: indicatorInfo.indicatorKey,\n fieldFormat: indicatorInfo?.format,\n cellType: indicatorInfo?.cellType ?? (indicatorInfo as any)?.columnType ?? 'text',\n chartModule: 'chartModule' in indicatorInfo ? indicatorInfo.chartModule : null,\n chartSpec: 'chartSpec' in indicatorInfo ? indicatorInfo.chartSpec : null,\n sparklineSpec: 'sparklineSpec' in indicatorInfo ? indicatorInfo.sparklineSpec : null,\n style: indicatorInfo?.style,\n icon: indicatorInfo?.icon,\n define: Object.assign({}, <any>hd, indicatorInfo, {\n dragHeader: dimensionInfo?.dragHeader\n }),\n width: indicatorInfo?.width,\n minWidth: indicatorInfo?.minWidth,\n maxWidth: indicatorInfo?.maxWidth,\n disableColumnResize: indicatorInfo?.disableColumnResize\n });\n }\n } else if (hd.indicatorKey) {\n //兼容当某个指标没有设置在dimension.indicators中\n if (!isValid(layoutMap._indicators?.find(indicator => indicator.indicatorKey === hd.indicatorKey))) {\n layoutMap._indicators?.push({\n id: ++layoutMap.sharedVar.seqId,\n indicatorKey: hd.indicatorKey,\n field: hd.indicatorKey,\n cellType: 'text',\n define: Object.assign({}, <any>hd)\n });\n }\n }\n // if (dimensionInfo.indicators) {\n // layoutMap.hideIndicatorName = dimensionInfo.hideIndicatorName ?? false;\n // layoutMap.indicatorsAsCol = dimensionInfo.indicatorsAsCol ?? true;\n // }\n results[id] = cell;\n layoutMap._headerObjects[id] = cell;\n _headerCellIds[row][layoutMap.colIndex] = id;\n for (let r = row - 1; r >= 0; r--) {\n _headerCellIds[r][layoutMap.colIndex] = roots[r];\n }\n\n // 处理汇总小计跨维度层级的情况\n if ((hd as any).levelSpan > 1) {\n for (let i = 1; i < (hd as any).levelSpan; i++) {\n if (!_headerCellIds[row + i]) {\n _headerCellIds[row + i] = [];\n }\n _headerCellIds[row + i][layoutMap.colIndex] = id;\n }\n }\n\n if ((hd as ITreeLayoutHeadNode).children?.length >= 1) {\n layoutMap._addHeaders(\n _headerCellIds,\n row + ((hd as any).levelSpan ?? 1),\n (hd as ITreeLayoutHeadNode).children ?? [],\n [...roots, ...Array((hd as any).levelSpan ?? 1).fill(id)],\n results\n );\n // .forEach(c => results.push(c));\n } else {\n // columns.push([\"\"])//代码一个路径\n for (let r = row + 1; r < _headerCellIds.length; r++) {\n _headerCellIds[r][layoutMap.colIndex] = id;\n\n // if ((hd as any).levelSpan > 1) {\n // for (let i = 1; i < (hd as any).levelSpan; i++) {\n // _headerCellIds[r + i][layoutMap.colIndex] = id;\n // }\n // }\n }\n layoutMap.colIndex++;\n }\n}\n\nexport function dealHeaderForTreeMode(\n hd: ITreeLayoutHeadNode,\n _headerCellIds: number[][],\n results: HeaderData[],\n roots: number[],\n row: number,\n totalLevel: number,\n show: boolean,\n dimensions: (IDimension | string)[],\n layoutMap: PivotHeaderLayoutMap\n) {\n const id = hd.id;\n // const dimensionInfo: IDimension =\n // (this.rowsDefine?.find(dimension =>\n // typeof dimension === 'string' ? false : dimension.dimensionKey === hd.dimensionKey\n // ) as IDimension) ??\n // (this.columnsDefine?.find(dimension =>\n // typeof dimension === 'string' ? false : dimension.dimensionKey === hd.dimensionKey\n // ) as IDimension);\n const dimensionInfo: IDimension = dimensions.find(dimension =>\n typeof dimension === 'string' ? false : dimension.dimensionKey === hd.dimensionKey\n ) as IDimension;\n\n const cell: HeaderData = {\n id,\n title: hd.value,\n field: hd.dimensionKey as FieldData,\n //如果不是整棵树的叶子节点,都靠左显示\n style:\n hd.level + 1 === totalLevel || typeof dimensionInfo?.headerStyle === 'function'\n ? dimensionInfo?.headerStyle\n : Object.assign({}, dimensionInfo?.headerStyle, { textAlign: 'left' }),\n headerType: dimensionInfo?.headerType ?? 'text',\n headerIcon: dimensionInfo?.headerIcon,\n define: Object.assign(<any>hd, {\n linkJump: (dimensionInfo as ILinkDimension)?.linkJump,\n linkDetect: (dimensionInfo as ILinkDimension)?.linkDetect,\n templateLink: (dimensionInfo as ILinkDimension)?.templateLink,\n\n // image相关 to be fixed\n keepAspectRatio: (dimensionInfo as IImageDimension)?.keepAspectRatio ?? false,\n imageAutoSizing: (dimensionInfo as IImageDimension)?.imageAutoSizing,\n\n headerCustomRender: dimensionInfo?.headerCustomRender,\n headerCustomLayout: dimensionInfo?.headerCustomLayout,\n dragHeader: dimensionInfo?.dragHeader,\n disableHeaderHover: !!dimensionInfo?.disableHeaderHover,\n disableHeaderSelect: !!dimensionInfo?.disableHeaderSelect\n }), //这里不能新建对象,要用hd保持引用关系\n fieldFormat: dimensionInfo?.headerFormat,\n // iconPositionList:[]\n dropDownMenu: dimensionInfo?.dropDownMenu,\n pivotInfo: {\n value: hd.value,\n dimensionKey: hd.dimensionKey as string,\n isPivotCorner: false\n // customInfo: dimensionInfo?.customInfo\n },\n hierarchyLevel: hd.level,\n dimensionTotalLevel: totalLevel,\n hierarchyState: hd.hierarchyState, //hd.level + 1 === totalLevel ? undefined : hd.hierarchyState,\n width: (dimensionInfo as IRowDimension)?.width,\n minWidth: (dimensionInfo as IRowDimension)?.minWidth,\n maxWidth: (dimensionInfo as IRowDimension)?.maxWidth,\n parentCellId: roots[roots.length - 1]\n };\n\n results[id] = cell;\n // this._cellIdDiemnsionMap.set(id, {\n // dimensionKey: hd.dimensionKey,\n // value: hd.value\n // });\n layoutMap._headerObjects[id] = cell;\n _headerCellIds[row][layoutMap.colIndex] = id;\n for (let r = row - 1; r >= 0; r--) {\n _headerCellIds[r][layoutMap.colIndex] = roots[r];\n }\n if (hd.hierarchyState === HierarchyState.expand && (hd as ITreeLayoutHeadNode).children?.length >= 1) {\n //row传值 colIndex++和_addHeaders有区别\n show && layoutMap.colIndex++;\n layoutMap._addHeadersForTreeMode(\n _headerCellIds,\n row,\n (hd as ITreeLayoutHeadNode).children ?? [],\n [...roots, id],\n totalLevel,\n show && hd.hierarchyState === HierarchyState.expand, //当前节点show 且当前节点状态为展开 则传给子节点为show:true\n dimensions,\n results\n );\n // .forEach(c => results.push(c));\n } else {\n // columns.push([\"\"])//代码一个路径\n show && layoutMap.colIndex++;\n for (let r = row + 1; r < _headerCellIds.length; r++) {\n _headerCellIds[r][layoutMap.colIndex] = id;\n }\n }\n}\n\nfunction clearNode(children: any) {\n for (let i = 0; i < children.length; i++) {\n const node = children[i];\n delete node.level;\n delete node.startIndex;\n delete node.id;\n delete node.levelSpan;\n delete node.size;\n delete node.startInTotal;\n const childrenNew = node.children || node.columns;\n if (childrenNew) {\n clearNode(childrenNew);\n }\n }\n}\n"]}
1
+ 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{ cloneDeep, isValid } from '@visactor/vutils';\nimport { NumberMap } from '../tools/NumberMap';\nimport { IndicatorDimensionKeyPlaceholder } from '../tools/global';\nimport type { Either } from '../tools/helper';\nimport type {\n CellInfo,\n ColumnIconOption,\n FieldData,\n HeaderData,\n ICustomRender,\n IDimension,\n IHeaderTreeDefine,\n IIndicator,\n IRowDimension,\n LayoutObjectId\n} from '../ts-types';\nimport { HierarchyState } from '../ts-types';\nimport type { PivotHeaderLayoutMap } from './pivot-header-layout';\nimport type { ILinkDimension } from '../ts-types/pivot-table/dimension/link-dimension';\nimport type { IImageDimension } from '../ts-types/pivot-table/dimension/image-dimension';\n// import { sharedVar } from './pivot-header-layout';\n\ninterface ITreeLayoutBaseHeadNode {\n id: number;\n // dimensionKey: string;\n // // title: string;\n // indicatorKey?: string;\n value: string;\n children: ITreeLayoutHeadNode[] | undefined;\n columns?: any; //兼容ListTable情况 simple-header-layout中增加了columnTree\n level: number;\n /** 节点跨占层数 如汇总节点跨几层维度 */\n levelSpan: number;\n startIndex: number;\n size: number; //对应到colSpan或者rowSpan\n // parsing?: 'img' | 'link' | 'video' | 'templateLink';\n startInTotal: number;\n // headerStyle:HeaderStyleOption| null;\n customRender?: ICustomRender;\n\n hierarchyState: HierarchyState;\n headerIcon?: (string | ColumnIconOption)[] | ((args: CellInfo) => (string | ColumnIconOption)[]);\n}\n\ninterface ITreeLayoutDimensionHeadNode extends ITreeLayoutBaseHeadNode {\n dimensionKey: string;\n virtual?: boolean;\n}\ninterface ITreeLayoutIndicatorHeadNode extends ITreeLayoutBaseHeadNode {\n indicatorKey: string;\n}\nexport type ITreeLayoutHeadNode = Either<ITreeLayoutDimensionHeadNode, ITreeLayoutIndicatorHeadNode>;\nexport class DimensionTree {\n sharedVar: { seqId: number };\n // 每一个值对应的序号 结果缓存\n // cache: {\n // [propName: string]: any;\n // };\n //树形展示 会将非叶子节点单独展示一行 所以size会增加非叶子节点的个数\n sizeIncludeParent = false;\n rowExpandLevel: number;\n hierarchyType: 'grid' | 'tree';\n tree: ITreeLayoutHeadNode = {\n id: 0,\n dimensionKey: '',\n // title: '',\n value: '',\n children: [],\n level: -1,\n levelSpan: 1,\n startIndex: 0,\n size: 0,\n startInTotal: 0,\n hierarchyState: undefined\n };\n\n totalLevel = 0;\n\n // blockLevel: number = 0;\n\n // blockStartIndexMap: Map<number, boolean> = new Map();\n // blockEndIndexMap: Map<number, boolean> = new Map();\n dimensionKeys: NumberMap<string> = new NumberMap<string>();\n dimensionKeysIncludeVirtual: NumberMap<string> = new NumberMap<string>();\n // dimensions: IDimension[] | undefined;//目前用不到这个\n cache: Map<number, any> = new Map();\n constructor(\n tree: ITreeLayoutHeadNode[],\n sharedVar: { seqId: number },\n hierarchyType: 'grid' | 'tree' = 'grid',\n rowExpandLevel: number = undefined\n ) {\n this.sizeIncludeParent = rowExpandLevel !== null && rowExpandLevel !== undefined;\n this.rowExpandLevel = rowExpandLevel;\n this.hierarchyType = hierarchyType;\n this.sharedVar = sharedVar;\n this.reset(tree);\n }\n\n reset(tree: ITreeLayoutHeadNode[], updateTreeNode = false) {\n // 清空缓存的计算\n // this.cache = {};\n // this.dimensions = dimensions;\n this.cache.clear();\n this.dimensionKeys = new NumberMap<string>();\n this.dimensionKeysIncludeVirtual = new NumberMap<string>();\n this.tree.children = tree as ITreeLayoutHeadNode[];\n // const re = { totalLevel: 0 };\n // if (updateTreeNode) this.updateTreeNode(this.tree, 0, re, this.tree);\n // else\n this.setTreeNode(this.tree, 0, this.tree);\n // this.totalLevel = this.dimensionKeys.count();\n }\n setTreeNode(node: ITreeLayoutHeadNode, startIndex: number, parent: ITreeLayoutHeadNode): number {\n node.startIndex = startIndex;\n node.startInTotal = (parent.startInTotal ?? 0) + node.startIndex;\n // if (node.dimensionKey) {\n // !this.dimensionKeys.contain(node.dimensionKey) &&\n // this.dimensionKeys.put(node.level, node.dimensionKey);\n // if (!node.id) node.id = ++seqId;\n // }\n if (node.dimensionKey ?? node.indicatorKey) {\n if (\n !node.virtual &&\n !this.dimensionKeys.contain(node.indicatorKey ? IndicatorDimensionKeyPlaceholder : node.dimensionKey)\n ) {\n this.dimensionKeys.put(node.level, node.indicatorKey ? IndicatorDimensionKeyPlaceholder : node.dimensionKey);\n }\n if (\n !this.dimensionKeysIncludeVirtual.contain(\n node.indicatorKey ? IndicatorDimensionKeyPlaceholder : node.dimensionKey\n )\n ) {\n this.dimensionKeysIncludeVirtual.put(\n node.level,\n node.indicatorKey ? IndicatorDimensionKeyPlaceholder : node.dimensionKey\n );\n }\n if (!node.id) {\n node.id = ++this.sharedVar.seqId;\n }\n }\n let size = node.dimensionKey ? (this.sizeIncludeParent ? 1 : 0) : 0;\n const children = node.children || node.columns;\n //平铺展示 分析所有层级\n if (this.hierarchyType === 'grid') {\n if (children?.length >= 1) {\n children.forEach((n: any) => {\n n.level = (node.level ?? 0) + 1;\n this.totalLevel = Math.max(this.totalLevel, n.level + 1);\n size += this.setTreeNode(n, size, node);\n });\n } else {\n size = 1;\n // re.totalLevel = Math.max(re.totalLevel, (node.level ?? -1) + 1);\n }\n } else if (node.hierarchyState === HierarchyState.expand && children?.length >= 1) {\n //树形展示 有子节点 且下一层需要展开\n children.forEach((n: any) => {\n n.level = (node.level ?? 0) + 1;\n this.totalLevel = Math.max(this.totalLevel, n.level + 1);\n size += this.setTreeNode(n, size, node);\n });\n } else if (node.hierarchyState === HierarchyState.collapse && children?.length >= 1) {\n //树形展示 有子节点 且下一层不需要展开\n children.forEach((n: any) => {\n n.level = (node.level ?? 0) + 1;\n this.totalLevel = Math.max(this.totalLevel, n.level + 1);\n this.setTreeNode(n, size, node);\n });\n } else if (\n !node.hierarchyState &&\n node.level + 1 < this.rowExpandLevel &&\n (children?.length >= 1 || children === true)\n ) {\n //树形展示 有子节点 且下一层需要展开\n node.hierarchyState = HierarchyState.expand;\n children?.length >= 1 &&\n children.forEach((n: any) => {\n n.level = (node.level ?? 0) + 1;\n this.totalLevel = Math.max(this.totalLevel, n.level + 1);\n size += this.setTreeNode(n, size, node);\n });\n } else if (children?.length >= 1 || children === true) {\n //树形展示 有子节点 且下一层不需要展开\n node.hierarchyState = HierarchyState.collapse;\n children?.length >= 1 &&\n children.forEach((n: any) => {\n n.level = (node.level ?? 0) + 1;\n this.totalLevel = Math.max(this.totalLevel, n.level + 1);\n this.setTreeNode(n, size, node);\n });\n } else {\n //树形展示 无children子节点。但不能确定是最后一层的叶子节点 totalLevel还不能确定是计算完整棵树的整体深度\n node.hierarchyState = HierarchyState.none;\n size = 1;\n // re.totalLevel = Math.max(re.totalLevel, (node.level ?? -1) + 1);\n }\n\n node.size = size;\n // startInTotal = parent.startIndex + prevStartIndex\n return size;\n }\n getTreePath(index: number, maxDeep = 30): Array<ITreeLayoutHeadNode> {\n const path: any[] = [];\n this.searchPath(index, this.tree, path, maxDeep);\n path.shift();\n return path;\n }\n\n getTreePathByCellIds(ids: LayoutObjectId[]): Array<ITreeLayoutHeadNode> {\n const path: any[] = [];\n let nodes = this.tree.children;\n for (let i = 0; i < ids.length; i++) {\n const id = ids[i];\n const pathNode = this.findNodeById(nodes, id);\n if (pathNode) {\n path.push(pathNode);\n nodes = pathNode.children;\n } else {\n break;\n }\n }\n // path.shift();\n return path;\n }\n findNodeById(nodes: ITreeLayoutHeadNode[], id: LayoutObjectId) {\n return nodes.find(node => {\n return node.id === id;\n });\n }\n searchPath(index: number, node: ITreeLayoutHeadNode, path: Array<ITreeLayoutHeadNode>, maxDeep: number) {\n if (!node) {\n return;\n }\n if (index < node.startIndex || index >= node.startIndex + node.size) {\n return;\n }\n path.push(node);\n if (!node.children || node.children.length === 0 || node.level >= maxDeep) {\n return;\n }\n\n // const cIndex = index - node.startIndex;\n // for (let i = 0; i < node.children.length; i++) {\n // const element = node.children[i];\n // if (cIndex >= element.startIndex && cIndex < element.startIndex + element.size) {\n // this.searchPath(cIndex, element, path, maxDeep);\n // break;\n // }\n // }\n\n // use dichotomy to optimize search performance\n const cIndex = index - node.startIndex;\n\n if (this.cache.has(node.level + 1)) {\n const cacheNode = this.cache.get(node.level + 1);\n if (cIndex >= cacheNode.startIndex && cIndex < cacheNode.startIndex + cacheNode.size) {\n this.searchPath(cIndex, cacheNode, path, maxDeep);\n return;\n }\n }\n\n let left = 0;\n let right = node.children.length - 1;\n\n while (left <= right) {\n const middle = Math.floor((left + right) / 2);\n const element = node.children[middle];\n\n if (cIndex >= element.startIndex && cIndex < element.startIndex + element.size) {\n this.cache.set(element.level, element);\n const deleteLevels: number[] = [];\n this.cache.forEach((node, key) => {\n if (key > element.level) {\n deleteLevels.push(key);\n }\n });\n deleteLevels.forEach(key => {\n this.cache.delete(key);\n });\n this.searchPath(cIndex, element, path, maxDeep);\n break;\n } else if (cIndex < element.startIndex) {\n right = middle - 1;\n } else {\n left = middle + 1;\n }\n }\n return;\n }\n /**\n * 将该树中 层级为level 的sourceIndex处的节点移动到targetIndex位置\n * @param level\n * @param sourceIndex\n * @param targetIndex\n */\n movePosition(level: number, sourceIndex: number, targetIndex: number) {\n // let sourceNode: IPivotLayoutHeadNode;\n let parNode: ITreeLayoutHeadNode;\n let sourceSubIndex: number;\n let targetSubIndex: number;\n /**\n * 对parNode的子节点第subIndex处的node节点 进行判断是否为sourceIndex或者targetIndex\n * 如果是 则记录下subIndex 以对parNode中个节点位置进行移位\n * @param node\n * @param subIndex\n * @returns\n */\n const findTargetNode = (node: ITreeLayoutHeadNode, subIndex: number) => {\n if (sourceSubIndex !== undefined && targetSubIndex !== undefined) {\n return;\n }\n if (node.level === level) {\n if (node.startInTotal === sourceIndex) {\n // sourceNode = node;\n sourceSubIndex = subIndex;\n }\n // if (node.startInTotal === targetIndex) targetSubIndex = subIndex;\n // 判断targetIndex是否在node的范围内 将当前node的subIndex记为targetSubIndex\n if (node.startInTotal <= targetIndex && targetIndex <= node.startInTotal + node.size - 1) {\n targetSubIndex = subIndex;\n }\n }\n const children = node.children || node.columns;\n if (children && node.level < level) {\n parNode = node;\n for (let i = 0; i < children.length; i++) {\n if (\n (sourceIndex >= children[i].startInTotal && sourceIndex <= children[i].startInTotal + children[i].size) ||\n (targetIndex >= children[i].startInTotal && targetIndex <= children[i].startInTotal + children[i].size)\n ) {\n findTargetNode(children[i], i);\n }\n }\n }\n };\n findTargetNode(this.tree, 0);\n\n //对parNode子节点位置进行移位【根据sourceSubIndex和targetSubIndex】\n const children = parNode.children || parNode.columns;\n const sourceColumns = children.splice(sourceSubIndex, 1);\n sourceColumns.unshift(targetSubIndex as any, 0 as any);\n Array.prototype.splice.apply(children, sourceColumns);\n }\n /** 获取纯净树结构 没有level size index这些属性 */\n getCopiedTree() {\n const children = cloneDeep(this.tree.children);\n clearNode(children);\n return children;\n }\n}\n\n//#region 为方法getLayoutRowTree提供的类型和工具方法\nexport type LayouTreeNode = {\n dimensionKey?: string;\n indicatorKey?: string;\n value: string;\n hierarchyState: HierarchyState;\n children?: LayouTreeNode[];\n};\n\nexport function generateLayoutTree(tree: LayouTreeNode[], children: ITreeLayoutHeadNode[]) {\n children?.forEach((node: ITreeLayoutHeadNode) => {\n const diemnsonNode: {\n dimensionKey?: string;\n indicatorKey?: string;\n value: string;\n virtual?: boolean;\n hierarchyState: HierarchyState;\n children: any;\n } = {\n dimensionKey: node.dimensionKey,\n indicatorKey: node.indicatorKey,\n value: node.value,\n hierarchyState: node.hierarchyState,\n children: undefined,\n virtual: node.virtual ?? false\n };\n tree.push(diemnsonNode);\n if (node.children) {\n diemnsonNode.children = [];\n generateLayoutTree(diemnsonNode.children, node.children);\n }\n });\n}\n//#endregion\n\n//#region 为方法getLayoutRowTreeCount提的工具方法\nexport function countLayoutTree(children: { children?: any }[], countParentNode: boolean) {\n let count = 0;\n children?.forEach((node: ITreeLayoutHeadNode) => {\n if (countParentNode) {\n count++;\n } else {\n if (!node.children || node.children.length === 0) {\n count++;\n }\n }\n if (node.children) {\n count += countLayoutTree(node.children, countParentNode);\n }\n });\n return count;\n}\n//#endregion\n\nexport function dealHeader(\n hd: ITreeLayoutHeadNode,\n _headerCellIds: number[][],\n results: HeaderData[],\n roots: number[],\n row: number,\n layoutMap: PivotHeaderLayoutMap\n) {\n // const col = this._columns.length;\n const id = hd.id;\n const dimensionInfo: IDimension =\n (layoutMap.rowsDefine?.find(dimension =>\n typeof dimension === 'string' ? false : dimension.dimensionKey === hd.dimensionKey\n ) as IDimension) ??\n (layoutMap.columnsDefine?.find(dimension =>\n typeof dimension === 'string' ? false : dimension.dimensionKey === hd.dimensionKey\n ) as IDimension);\n const indicatorInfo = layoutMap.indicatorsDefine?.find(indicator => {\n if (typeof indicator === 'string') {\n return false;\n }\n if (hd.indicatorKey) {\n return indicator.indicatorKey === hd.indicatorKey;\n }\n return indicator.title === hd.value;\n }) as IIndicator;\n const cell: HeaderData = {\n id,\n title: hd.value ?? indicatorInfo?.title,\n field: hd.dimensionKey,\n style:\n typeof (indicatorInfo ?? dimensionInfo)?.headerStyle === 'function'\n ? (indicatorInfo ?? dimensionInfo)?.headerStyle\n : Object.assign({}, (indicatorInfo ?? dimensionInfo)?.headerStyle),\n headerType: indicatorInfo?.headerType ?? dimensionInfo?.headerType ?? 'text',\n headerIcon: indicatorInfo?.headerIcon ?? dimensionInfo?.headerIcon,\n // define: <any>hd,\n define: Object.assign({}, <any>hd, indicatorInfo ?? Object.assign({}, dimensionInfo, { sort: undefined })),\n fieldFormat: indicatorInfo?.headerFormat ?? dimensionInfo?.headerFormat,\n // iconPositionList:[]\n dropDownMenu: indicatorInfo?.dropDownMenu ?? dimensionInfo?.dropDownMenu,\n pivotInfo: {\n value: hd.value,\n dimensionKey: hd.dimensionKey,\n isPivotCorner: false\n // customInfo: dimensionInfo?.customInfo\n },\n width: (dimensionInfo as IRowDimension)?.width,\n minWidth: (dimensionInfo as IRowDimension)?.minWidth,\n maxWidth: (dimensionInfo as IRowDimension)?.maxWidth,\n showSort: indicatorInfo?.showSort ?? dimensionInfo?.showSort,\n sort: indicatorInfo?.sort,\n description: dimensionInfo?.description\n };\n\n if (indicatorInfo) {\n //收集indicatorDimensionKey 提到了构造函数中\n // this.indicatorDimensionKey = dimensionInfo.dimensionKey;\n if (indicatorInfo.customRender) {\n hd.customRender = indicatorInfo.customRender;\n }\n if (!isValid(layoutMap._indicators?.find(indicator => indicator.indicatorKey === indicatorInfo.indicatorKey))) {\n layoutMap._indicators?.push({\n id: ++layoutMap.sharedVar.seqId,\n indicatorKey: indicatorInfo.indicatorKey,\n field: indicatorInfo.indicatorKey,\n fieldFormat: indicatorInfo?.format,\n cellType: indicatorInfo?.cellType ?? (indicatorInfo as any)?.columnType ?? 'text',\n chartModule: 'chartModule' in indicatorInfo ? indicatorInfo.chartModule : null,\n chartSpec: 'chartSpec' in indicatorInfo ? indicatorInfo.chartSpec : null,\n sparklineSpec: 'sparklineSpec' in indicatorInfo ? indicatorInfo.sparklineSpec : null,\n style: indicatorInfo?.style,\n icon: indicatorInfo?.icon,\n define: Object.assign({}, <any>hd, indicatorInfo, {\n dragHeader: dimensionInfo?.dragHeader\n }),\n width: indicatorInfo?.width,\n minWidth: indicatorInfo?.minWidth,\n maxWidth: indicatorInfo?.maxWidth,\n disableColumnResize: indicatorInfo?.disableColumnResize\n });\n }\n } else if (hd.indicatorKey) {\n //兼容当某个指标没有设置在dimension.indicators中\n if (!isValid(layoutMap._indicators?.find(indicator => indicator.indicatorKey === hd.indicatorKey))) {\n layoutMap._indicators?.push({\n id: ++layoutMap.sharedVar.seqId,\n indicatorKey: hd.indicatorKey,\n field: hd.indicatorKey,\n cellType: 'text',\n define: Object.assign({}, <any>hd)\n });\n }\n }\n // if (dimensionInfo.indicators) {\n // layoutMap.hideIndicatorName = dimensionInfo.hideIndicatorName ?? false;\n // layoutMap.indicatorsAsCol = dimensionInfo.indicatorsAsCol ?? true;\n // }\n results[id] = cell;\n layoutMap._headerObjects[id] = cell;\n _headerCellIds[row][layoutMap.colIndex] = id;\n for (let r = row - 1; r >= 0; r--) {\n _headerCellIds[r][layoutMap.colIndex] = roots[r];\n }\n\n // 处理汇总小计跨维度层级的情况\n if ((hd as any).levelSpan > 1) {\n for (let i = 1; i < (hd as any).levelSpan; i++) {\n if (!_headerCellIds[row + i]) {\n _headerCellIds[row + i] = [];\n }\n _headerCellIds[row + i][layoutMap.colIndex] = id;\n }\n }\n\n if ((hd as ITreeLayoutHeadNode).children?.length >= 1) {\n layoutMap._addHeaders(\n _headerCellIds,\n row + ((hd as any).levelSpan ?? 1),\n (hd as ITreeLayoutHeadNode).children ?? [],\n [...roots, ...Array((hd as any).levelSpan ?? 1).fill(id)],\n results\n );\n // .forEach(c => results.push(c));\n } else {\n // columns.push([\"\"])//代码一个路径\n for (let r = row + 1; r < _headerCellIds.length; r++) {\n _headerCellIds[r][layoutMap.colIndex] = id;\n\n // if ((hd as any).levelSpan > 1) {\n // for (let i = 1; i < (hd as any).levelSpan; i++) {\n // _headerCellIds[r + i][layoutMap.colIndex] = id;\n // }\n // }\n }\n layoutMap.colIndex++;\n }\n}\n\nexport function dealHeaderForTreeMode(\n hd: ITreeLayoutHeadNode,\n _headerCellIds: number[][],\n results: HeaderData[],\n roots: number[],\n row: number,\n totalLevel: number,\n show: boolean,\n dimensions: (IDimension | string)[],\n layoutMap: PivotHeaderLayoutMap\n) {\n const id = hd.id;\n // const dimensionInfo: IDimension =\n // (this.rowsDefine?.find(dimension =>\n // typeof dimension === 'string' ? false : dimension.dimensionKey === hd.dimensionKey\n // ) as IDimension) ??\n // (this.columnsDefine?.find(dimension =>\n // typeof dimension === 'string' ? false : dimension.dimensionKey === hd.dimensionKey\n // ) as IDimension);\n const dimensionInfo: IDimension = dimensions.find(dimension =>\n typeof dimension === 'string' ? false : dimension.dimensionKey === hd.dimensionKey\n ) as IDimension;\n\n const cell: HeaderData = {\n id,\n title: hd.value,\n field: hd.dimensionKey as FieldData,\n //如果不是整棵树的叶子节点,都靠左显示\n style:\n hd.level + 1 === totalLevel || typeof dimensionInfo?.headerStyle === 'function'\n ? dimensionInfo?.headerStyle\n : Object.assign({}, dimensionInfo?.headerStyle, { textAlign: 'left' }),\n headerType: dimensionInfo?.headerType ?? 'text',\n headerIcon: dimensionInfo?.headerIcon,\n define: Object.assign(<any>hd, {\n linkJump: (dimensionInfo as ILinkDimension)?.linkJump,\n linkDetect: (dimensionInfo as ILinkDimension)?.linkDetect,\n templateLink: (dimensionInfo as ILinkDimension)?.templateLink,\n\n // image相关 to be fixed\n keepAspectRatio: (dimensionInfo as IImageDimension)?.keepAspectRatio ?? false,\n imageAutoSizing: (dimensionInfo as IImageDimension)?.imageAutoSizing,\n\n headerCustomRender: dimensionInfo?.headerCustomRender,\n headerCustomLayout: dimensionInfo?.headerCustomLayout,\n dragHeader: dimensionInfo?.dragHeader,\n disableHeaderHover: !!dimensionInfo?.disableHeaderHover,\n disableHeaderSelect: !!dimensionInfo?.disableHeaderSelect\n }), //这里不能新建对象,要用hd保持引用关系\n fieldFormat: dimensionInfo?.headerFormat,\n // iconPositionList:[]\n dropDownMenu: dimensionInfo?.dropDownMenu,\n pivotInfo: {\n value: hd.value,\n dimensionKey: hd.dimensionKey as string,\n isPivotCorner: false\n // customInfo: dimensionInfo?.customInfo\n },\n hierarchyLevel: hd.level,\n dimensionTotalLevel: totalLevel,\n hierarchyState: hd.hierarchyState, //hd.level + 1 === totalLevel ? undefined : hd.hierarchyState,\n width: (dimensionInfo as IRowDimension)?.width,\n minWidth: (dimensionInfo as IRowDimension)?.minWidth,\n maxWidth: (dimensionInfo as IRowDimension)?.maxWidth,\n parentCellId: roots[roots.length - 1]\n };\n\n results[id] = cell;\n // this._cellIdDiemnsionMap.set(id, {\n // dimensionKey: hd.dimensionKey,\n // value: hd.value\n // });\n layoutMap._headerObjects[id] = cell;\n _headerCellIds[row][layoutMap.colIndex] = id;\n for (let r = row - 1; r >= 0; r--) {\n _headerCellIds[r][layoutMap.colIndex] = roots[r];\n }\n if (hd.hierarchyState === HierarchyState.expand && (hd as ITreeLayoutHeadNode).children?.length >= 1) {\n //row传值 colIndex++和_addHeaders有区别\n show && layoutMap.colIndex++;\n layoutMap._addHeadersForTreeMode(\n _headerCellIds,\n row,\n (hd as ITreeLayoutHeadNode).children ?? [],\n [...roots, id],\n totalLevel,\n show && hd.hierarchyState === HierarchyState.expand, //当前节点show 且当前节点状态为展开 则传给子节点为show:true\n dimensions,\n results\n );\n // .forEach(c => results.push(c));\n } else {\n // columns.push([\"\"])//代码一个路径\n show && layoutMap.colIndex++;\n for (let r = row + 1; r < _headerCellIds.length; r++) {\n _headerCellIds[r][layoutMap.colIndex] = id;\n }\n }\n}\n\nfunction clearNode(children: any) {\n for (let i = 0; i < children.length; i++) {\n const node = children[i];\n delete node.level;\n delete node.startIndex;\n delete node.id;\n delete node.levelSpan;\n delete node.size;\n delete node.startInTotal;\n const childrenNew = node.children || node.columns;\n if (childrenNew) {\n clearNode(childrenNew);\n }\n }\n}\n"]}
@@ -1 +1 @@
1
- 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{ isNumber, isValid } from '@visactor/vutils';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\nimport { createGroupForFirstScreen } from './create-group-for-first-screen';\nimport { dynamicSetX, updateColContent } from './update-position/dynamic-set-x';\nimport { dynamicSetY, updateRowContent } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\nimport { updateAutoColumn } from './update-position/update-auto-column';\nimport { getDefaultHeight, getDefaultWidth } from './default-width-height';\nimport { handleTextStick } from '../../stick-text';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 200;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向\n screenTopRow: number = 0; // 当前屏幕范围内显示的第一行的row number\n totalActualBodyRowCount: number; // 实际表格body部分的行数\n deltaY: number = 0;\n deltaHeight: number = 0;\n\n colLimit = 100;\n // bodyLeftCol: number; // table body部分的第一列col number\n bodyRightCol: number; // table body部分的最后一列col number\n totalCol: number; // 渐进完成最后一列的col number\n colStart: number; // 当前维护的部分第一列的col number\n colEnd: number; // 当前维护的部分最后一列的col number\n taskColCount: number; // 一次任务生成/更新的col count\n xLimitLeft: number; // x > xLimitLeft动态更新,否则直接修改xy\n xLimitRight: number; // x < xLimitRight动态更新,否则直接修改xy\n screenColCount: number; // 预计屏幕范围内显示的col count\n firstScreenColLimit: number; // 首屏同步加载部分最后一列的col number\n colUpdatePos: number; // 异步任务目前更新到的列的col number\n currentCol: number; // 目前渐进生成的col number\n referenceCol: number; // 当前维护的部分中间一列的col number,认为referenceCol对应当前屏幕显示范围的第一列\n screenLeftCol: number = 0; // 当前屏幕范围内显示的第一列的col number\n colUpdateDirection: 'left' | 'right'; // 当前列更新方向\n totalActualBodyColCount: number; // 实际表格body部分的列数\n deltaX: number = 0;\n deltaWidth: number = 0;\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n\n if (this.table.isPivotChart()) {\n // this.rowLimit = 100;\n // this.colLimit = 100;\n this.rowLimit = Math.max(100, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n } else if (this.table.heightMode === 'autoHeight') {\n // this.rowLimit = 100;\n this.rowLimit = Math.max(100, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n } else if (this.table.widthMode === 'autoWidth') {\n // this.colLimit = 100;\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n } else {\n this.rowLimit = Math.max(200, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n }\n\n if (this.table.internalProps.transpose) {\n this.mode = 'row';\n } else if (this.table.isPivotTable()) {\n this.mode = 'pivot';\n }\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n }\n\n get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n 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.columnHeaderLevelCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n const defaultRowHeight = this.table.defaultRowHeight;\n // 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 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 await this.updateColCellGroupsAsync();\n await this.progress();\n } else if (this.rowUpdatePos <= this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n await this.updateRowCellGroupsAsync();\n await this.progress();\n } else if (this.currentCol < this.totalCol) {\n await this.createCol();\n await this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n await this.createRow();\n await this.progress();\n }\n handleTextStick(this.table);\n this.table.scenegraph.updateNextFrame();\n resolve();\n }, 16);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n // console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n async createCol() {\n if (!this.taskColCount) {\n return;\n }\n // console.log('createCol', this.currentCol, this.currentCol + this.taskColCount);\n this.createColGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n // compute rows height\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n\n if (this.table.frozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.frozenColCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isPivotChart() ? 'rowHeader' : 'body'; // isHeader\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n const cellLocation = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowEnd = endRow;\n this.rowUpdatePos = this.rowEnd;\n // this.referenceRow = this.rowStart + Math.floor((endRow - this.rowStart) / 2);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n createColGroup(onceCount: number) {\n // compute rows height\n const endCol = Math.min(this.totalCol, this.currentCol + onceCount);\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n\n // 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.columnHeaderLevelCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create colHeaderGroup\n createColGroup(\n this.table.scenegraph.colHeaderGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n 0, // rowStart\n this.table.columnHeaderLevelCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n if (this.table.bottomFrozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bottomFrozenGroup.lastChild instanceof Group\n ? this.table.scenegraph.bottomFrozenGroup.lastChild\n : this.table.scenegraph.bottomFrozenGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bottomFrozenGroup\n createColGroup(\n this.table.scenegraph.bottomFrozenGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.table.rowCount - this.table.bottomFrozenRowCount, // rowStart\n this.table.rowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n // 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.colEnd = endCol;\n this.colUpdatePos = this.colEnd;\n // this.referenceCol = this.colStart + Math.floor((endCol - this.colStart) / 2);\n // console.log('async', this.referenceCol, this.colStart, this.colEnd);\n\n // update container group size and border\n // this.table.scenegraph.updateContainerAttrWidthAndX();\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 if (y < yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (y > yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (\n (!this.table.scenegraph.bodyGroup.firstChild || this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0) &&\n (!this.table.scenegraph.rowHeaderGroup.firstChild ||\n this.table.scenegraph.rowHeaderGroup.firstChild.childrenCount === 0)\n ) {\n this.updateDeltaY(y);\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollTop执行dynamicSetY会出错\n this.updateBody(y - this.deltaY);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y, 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 if (x < xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (x > xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (\n this.table.scenegraph.bodyGroup.firstChild && //注意判断关系 这里不是 || 而是 &&\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollLeft执行dynamicSetX会出错\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x, isEnd);\n }\n }\n\n async dynamicSetY(y: number, isEnd = false) {\n dynamicSetY(y, isEnd, this);\n }\n async dynamicSetX(x: number, isEnd = false) {\n dynamicSetX(x, isEnd, this);\n }\n\n updateBody(y: number) {\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n }\n\n async updateRowCellGroupsAsync() {\n this.updateCellGroups(this.taskRowCount);\n }\n\n updateCellGroups(count: number) {\n const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);\n // console.log('updateCellGroups', this.rowUpdatePos, distRow);\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateBottomFrozenCellGroups() {\n const startRow = this.table.rowCount - this.table.bottomFrozenRowCount;\n const endRow = this.table.rowCount - 1;\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, startRow, endRow, false);\n }\n console.log('updateBottomFrozenCellGroups', startRow, endRow);\n updateRowContent(startRow, endRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateRightFrozenCellGroups() {\n const startCol = this.table.colCount - this.table.rightFrozenColCount;\n const endCol = this.table.colCount - 1;\n if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, startCol, endCol, false);\n }\n console.log('updateRightFrozenCellGroups', startCol, endCol);\n updateColContent(startCol, endCol, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoColumn(startCol, endCol, this.table, this.colUpdateDirection);\n }\n }\n async updateColCellGroupsAsync() {\n this.updateColGroups(this.taskRowCount);\n }\n\n updateColGroups(count: number) {\n const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);\n // console.log('updateCellGroups', this.colUpdatePos, distCol);\n // for (let col = this.colUpdatePos; col <= distCol; col++) {\n // const colGroup = this.table.scenegraph.getColGroup(col);\n // if (colGroup) {\n // // colGroup.forEachChildren((cellGroup: Group) => {\n // // this.updateCellGroupContent(cellGroup);\n // // });\n // // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // // const cellGroup = this.highPerformanceGetCell(colGroup.col, row);\n // // this.updateCellGroupContent(cellGroup);\n // // }\n // let cellGroup = colGroup.firstChild;\n // while (cellGroup) {\n // // this.updateCellGroupContent(cellGroup as Group);\n // // cellGroup = cellGroup._next;\n // const newCellGroup = this.updateCellGroupContent(cellGroup as Group);\n // cellGroup = newCellGroup._next;\n // }\n // colGroup.needUpdate = false;\n // }\n // }\n computeColsWidth(this.table, this.colUpdatePos, distCol);\n updateColContent(this.colUpdatePos, distCol, this);\n this.colUpdatePos = distCol + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeEndRow = undefined;\n cellGroup.setAttribute('y', y);\n (cellGroup as any).needUpdate = true;\n (cellGroup as any).needUpdateForAutoRowHeight = true;\n }\n\n updateCellGroupContent(cellGroup: Group) {\n if (!cellGroup.needUpdate || cellGroup.role !== 'cell') {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCellVertical() {\n await sortVertical(this);\n }\n\n async sortCellHorizontal() {\n await sortHorizontal(this);\n }\n\n highPerformanceGetCell(\n col: number,\n row: number,\n // rowStart: number = this.rowStart,\n // rowEnd: number = this.rowEnd,\n getShadow?: boolean\n ) {\n // if (row < rowStart || row > rowEnd) {\n // return emptyGroup;\n // }\n // if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) {\n // return emptyGroup;\n // }\n\n if (\n row >= this.table.columnHeaderLevelCount && // not column header\n row < this.table.rowCount - this.table.bottomFrozenRowCount && // not bottom frozen\n (row < this.rowStart || row > this.rowEnd) // not in proxy row range\n ) {\n return emptyGroup;\n }\n\n if (\n col >= this.table.frozenColCount && // not row header\n col < this.table.colCount - this.table.rightFrozenColCount && // not right frozen\n (col < this.colStart || col > this.colEnd) // not in proxy col range\n ) {\n return emptyGroup;\n }\n\n if (this.cellCache.get(col)) {\n const cacheCellGoup = this.cellCache.get(col);\n if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {\n // 由缓存单元格向前后查找要快于从头查找\n let cellGroup = getCellByCache(cacheCellGoup, row);\n if (!cellGroup || (!getShadow && cellGroup.role === 'shadow-cell')) {\n cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n }\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n\n updateDeltaY(y: number, screenTopY?: number, screenTopRow?: number) {\n if (this.rowStart === this.bodyTopRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowStart, true);\n if (cellGroup.role === 'cell') {\n const deltaY = cellGroup.attribute.y;\n this.deltaY = -deltaY;\n }\n } else if (this.rowEnd === this.bodyBottomRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowEnd, true);\n if (cellGroup.role === 'cell') {\n // const deltaY =\n // cellGroup.attribute.y +\n // cellGroup.attribute.height -\n // (this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight()) -\n // y;\n const deltaY =\n cellGroup.attribute.y +\n cellGroup.attribute.height -\n (this.table.getAllRowsHeight() - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight());\n this.deltaY = -deltaY;\n }\n } else if (isValid(screenTopY) && isValid(screenTopRow)) {\n let cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, screenTopRow, true);\n if (cellGroup.role !== 'cell') {\n cellGroup = this.table.scenegraph.highPerformanceGetCell(0, screenTopRow, true);\n }\n const bodyY = y - this.deltaY;\n const distRowYOffset = screenTopY - bodyY; // dist cell 距离表格顶部的位置差\n const currentRowYOffset = cellGroup.attribute.y - bodyY + this.table.getFrozenRowsHeight(); // current cell 距离表格顶部的位置差\n // const deltaY = screenTopY - (cellGroup.attribute.y + );\n this.deltaY = distRowYOffset - currentRowYOffset;\n }\n }\n\n updateDeltaX(x: number, screenLeftX?: number, screenLeftCol?: number) {\n if (this.colStart === this.bodyLeftCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colStart);\n if (colGroup) {\n const deltaX = colGroup.attribute.x;\n this.deltaX = -deltaX;\n }\n } else if (this.colEnd === this.bodyRightCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colEnd);\n if (colGroup) {\n const deltaX =\n colGroup.attribute.x +\n colGroup.attribute.width -\n (this.table.getAllColsWidth() - this.table.getFrozenColsWidth() - this.table.getRightFrozenColsWidth());\n this.deltaX = -deltaX;\n }\n } else if (isValid(screenLeftX) && isValid(screenLeftCol)) {\n const colGroup =\n this.table.scenegraph.getColGroup(screenLeftCol) || this.table.scenegraph.getColGroup(screenLeftCol, true);\n // const deltaX = screenLeftX - (colGroup.attribute.x + this.table.getFrozenColsWidth() + this.deltaX);\n // this.deltaX = deltaX + this.deltaX;\n const bodyX = x - this.deltaX;\n const distColXOffset = screenLeftX - bodyX; // dist col 距离表格左侧的位置差\n const currentColXOffset = colGroup.attribute.x - bodyX + this.table.getFrozenColsWidth(); // current col 距离表格左侧的位置差\n this.deltaX = distColXOffset - currentColXOffset;\n }\n }\n\n release() {\n this.isRelease = true;\n }\n}\n\nfunction getCellByCache(cacheCellGroup: Group, row: number): Group | null {\n if (!cacheCellGroup) {\n return null;\n }\n if (cacheCellGroup.row === row) {\n return cacheCellGroup;\n }\n const prev = cacheCellGroup._prev as Group;\n const next = cacheCellGroup._next as Group;\n // cacheCellGroup may have wrong order\n if (cacheCellGroup.row > row && prev && prev.row === cacheCellGroup.row - 1) {\n return getCellByCache(prev, row);\n }\n if (cacheCellGroup.row < row && next && next.row === cacheCellGroup.row + 1) {\n return getCellByCache(next, row);\n }\n return null;\n}\n"]}
1
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{ isNumber, isValid } from '@visactor/vutils';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\nimport { createGroupForFirstScreen } from './create-group-for-first-screen';\nimport { dynamicSetX, updateColContent } from './update-position/dynamic-set-x';\nimport { dynamicSetY, updateRowContent } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\nimport { updateAutoColumn } from './update-position/update-auto-column';\nimport { getDefaultHeight, getDefaultWidth } from './default-width-height';\nimport { handleTextStick } from '../../stick-text';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 200;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向\n screenTopRow: number = 0; // 当前屏幕范围内显示的第一行的row number\n totalActualBodyRowCount: number; // 实际表格body部分的行数\n deltaY: number = 0;\n deltaHeight: number = 0;\n\n colLimit = 100;\n // bodyLeftCol: number; // table body部分的第一列col number\n bodyRightCol: number; // table body部分的最后一列col number\n totalCol: number; // 渐进完成最后一列的col number\n colStart: number; // 当前维护的部分第一列的col number\n colEnd: number; // 当前维护的部分最后一列的col number\n taskColCount: number; // 一次任务生成/更新的col count\n xLimitLeft: number; // x > xLimitLeft动态更新,否则直接修改xy\n xLimitRight: number; // x < xLimitRight动态更新,否则直接修改xy\n screenColCount: number; // 预计屏幕范围内显示的col count\n firstScreenColLimit: number; // 首屏同步加载部分最后一列的col number\n colUpdatePos: number; // 异步任务目前更新到的列的col number\n currentCol: number; // 目前渐进生成的col number\n referenceCol: number; // 当前维护的部分中间一列的col number,认为referenceCol对应当前屏幕显示范围的第一列\n screenLeftCol: number = 0; // 当前屏幕范围内显示的第一列的col number\n colUpdateDirection: 'left' | 'right'; // 当前列更新方向\n totalActualBodyColCount: number; // 实际表格body部分的列数\n deltaX: number = 0;\n deltaWidth: number = 0;\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n\n if (this.table.isPivotChart()) {\n // this.rowLimit = 100;\n // this.colLimit = 100;\n this.rowLimit = Math.max(100, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n } else if (this.table.heightMode === 'autoHeight') {\n // this.rowLimit = 100;\n this.rowLimit = Math.max(100, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n } else if (this.table.widthMode === 'autoWidth') {\n // this.colLimit = 100;\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n } else {\n this.rowLimit = Math.max(200, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n }\n\n if (this.table.internalProps.transpose) {\n this.mode = 'row';\n } else if (this.table.isPivotTable()) {\n this.mode = 'pivot';\n }\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n }\n\n get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n 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.columnHeaderLevelCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n const defaultRowHeight = this.table.defaultRowHeight;\n // 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 resize() {\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth));\n\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight));\n }\n\n createGroupForFirstScreen(\n cornerHeaderGroup: Group,\n colHeaderGroup: Group,\n rowHeaderGroup: Group,\n rightFrozenGroup: Group,\n bottomFrozenGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\n );\n }\n // async progress() {\n // if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // // 先更新\n // await this.updateCellGroupsAsync();\n // await this.progress();\n // } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // // 先更新没有需要更新的节点,在生成新节点\n // await this.createRow();\n // await this.progress();\n // }\n // }\n async progress() {\n if (this.isProgressing) {\n return;\n }\n this.isProgressing = true;\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n this.isProgressing = false;\n if (this.isRelease) {\n return;\n }\n // console.log('progress col', this.colUpdatePos, this.colEnd, this.currentCol, this.totalCol);\n // console.log('progress row', this.rowUpdatePos, this.rowEnd, this.currentRow, this.totalRow);\n // console.log('before: createRow', table.scenegraph.bodyGroup.lastChild.attribute);\n // if (this.isSkipProgress) {\n // await this.progress();\n // } else\n if (this.colUpdatePos <= this.colEnd) {\n // console.log('progress colUpdatePos', this.colUpdatePos);\n await this.updateColCellGroupsAsync();\n await this.progress();\n } else if (this.rowUpdatePos <= this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n await this.updateRowCellGroupsAsync();\n await this.progress();\n } else if (this.currentCol < this.totalCol) {\n await this.createCol();\n await this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n await this.createRow();\n await this.progress();\n }\n handleTextStick(this.table);\n this.table.scenegraph.updateNextFrame();\n resolve();\n }, 16);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n // console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n async createCol() {\n if (!this.taskColCount) {\n return;\n }\n // console.log('createCol', this.currentCol, this.currentCol + this.taskColCount);\n this.createColGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n // compute rows height\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n\n if (this.table.frozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.frozenColCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isPivotChart() ? 'rowHeader' : 'body'; // isHeader\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n const cellLocation = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.internalProps.defaultRowHeight,\n this.table,\n cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowEnd = endRow;\n this.rowUpdatePos = this.rowEnd;\n // this.referenceRow = this.rowStart + Math.floor((endRow - this.rowStart) / 2);\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n createColGroup(onceCount: number) {\n // compute rows height\n const endCol = Math.min(this.totalCol, this.currentCol + onceCount);\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n\n // 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.columnHeaderLevelCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create colHeaderGroup\n createColGroup(\n this.table.scenegraph.colHeaderGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n 0, // rowStart\n this.table.columnHeaderLevelCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n if (this.table.bottomFrozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bottomFrozenGroup.lastChild instanceof Group\n ? this.table.scenegraph.bottomFrozenGroup.lastChild\n : this.table.scenegraph.bottomFrozenGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bottomFrozenGroup\n createColGroup(\n this.table.scenegraph.bottomFrozenGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.table.rowCount - this.table.bottomFrozenRowCount, // rowStart\n this.table.rowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n // 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.colEnd = endCol;\n this.colUpdatePos = this.colEnd;\n // this.referenceCol = this.colStart + Math.floor((endCol - this.colStart) / 2);\n // console.log('async', this.referenceCol, this.colStart, this.colEnd);\n\n // update container group size and border\n // this.table.scenegraph.updateContainerAttrWidthAndX();\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 if (y < yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (y > yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (\n (!this.table.scenegraph.bodyGroup.firstChild || this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0) &&\n (!this.table.scenegraph.rowHeaderGroup.firstChild ||\n this.table.scenegraph.rowHeaderGroup.firstChild.childrenCount === 0)\n ) {\n this.updateDeltaY(y);\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollTop执行dynamicSetY会出错\n this.updateBody(y - this.deltaY);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y, 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 if (x < xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (x > xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (\n this.table.scenegraph.bodyGroup.firstChild && //注意判断关系 这里不是 || 而是 &&\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollLeft执行dynamicSetX会出错\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x, isEnd);\n }\n }\n\n async dynamicSetY(y: number, isEnd = false) {\n dynamicSetY(y, isEnd, this);\n }\n async dynamicSetX(x: number, isEnd = false) {\n dynamicSetX(x, isEnd, this);\n }\n\n updateBody(y: number) {\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n }\n\n async updateRowCellGroupsAsync() {\n this.updateCellGroups(this.taskRowCount);\n }\n\n updateCellGroups(count: number) {\n const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);\n // console.log('updateCellGroups', this.rowUpdatePos, distRow);\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateBottomFrozenCellGroups() {\n const startRow = this.table.rowCount - this.table.bottomFrozenRowCount;\n const endRow = this.table.rowCount - 1;\n if (this.table.heightMode === 'autoHeight') {\n computeRowsHeight(this.table, startRow, endRow, false);\n }\n console.log('updateBottomFrozenCellGroups', startRow, endRow);\n updateRowContent(startRow, endRow, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateRightFrozenCellGroups() {\n const startCol = this.table.colCount - this.table.rightFrozenColCount;\n const endCol = this.table.colCount - 1;\n if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, startCol, endCol, false);\n }\n console.log('updateRightFrozenCellGroups', startCol, endCol);\n updateColContent(startCol, endCol, this);\n\n if (this.table.heightMode === 'autoHeight') {\n // body group\n updateAutoColumn(startCol, endCol, this.table, this.colUpdateDirection);\n }\n }\n async updateColCellGroupsAsync() {\n this.updateColGroups(this.taskRowCount);\n }\n\n updateColGroups(count: number) {\n const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);\n // console.log('updateCellGroups', this.colUpdatePos, distCol);\n // for (let col = this.colUpdatePos; col <= distCol; col++) {\n // const colGroup = this.table.scenegraph.getColGroup(col);\n // if (colGroup) {\n // // colGroup.forEachChildren((cellGroup: Group) => {\n // // this.updateCellGroupContent(cellGroup);\n // // });\n // // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // // const cellGroup = this.highPerformanceGetCell(colGroup.col, row);\n // // this.updateCellGroupContent(cellGroup);\n // // }\n // let cellGroup = colGroup.firstChild;\n // while (cellGroup) {\n // // this.updateCellGroupContent(cellGroup as Group);\n // // cellGroup = cellGroup._next;\n // const newCellGroup = this.updateCellGroupContent(cellGroup as Group);\n // cellGroup = newCellGroup._next;\n // }\n // colGroup.needUpdate = false;\n // }\n // }\n computeColsWidth(this.table, this.colUpdatePos, distCol);\n updateColContent(this.colUpdatePos, distCol, this);\n this.colUpdatePos = distCol + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeEndRow = undefined;\n cellGroup.setAttribute('y', y);\n (cellGroup as any).needUpdate = true;\n (cellGroup as any).needUpdateForAutoRowHeight = true;\n }\n\n updateCellGroupContent(cellGroup: Group) {\n if (!cellGroup.needUpdate || cellGroup.role !== 'cell') {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCellVertical() {\n await sortVertical(this);\n }\n\n async sortCellHorizontal() {\n await sortHorizontal(this);\n }\n\n highPerformanceGetCell(\n col: number,\n row: number,\n // rowStart: number = this.rowStart,\n // rowEnd: number = this.rowEnd,\n getShadow?: boolean\n ) {\n // if (row < rowStart || row > rowEnd) {\n // return emptyGroup;\n // }\n // if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) {\n // return emptyGroup;\n // }\n\n if (\n row >= this.table.columnHeaderLevelCount && // not column header\n row < this.table.rowCount - this.table.bottomFrozenRowCount && // not bottom frozen\n (row < this.rowStart || row > this.rowEnd) // not in proxy row range\n ) {\n return emptyGroup;\n }\n\n if (\n col >= this.table.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"]}
@@ -105,6 +105,16 @@ function updateColGroupContent(colGroup, proxy) {
105
105
  colGroup.needUpdate = !1, colGroup.setAttribute("width", proxy.table.getColWidth(colGroup.col));
106
106
  }
107
107
 
108
+ function updateColGroupContentAsync(colGroup, proxy) {
109
+ if (!colGroup) return;
110
+ const screenTopRow = proxy.screenTopRow, topRow = Math.max(proxy.bodyTopRow, screenTopRow - 1 * proxy.screenRowCount), bottomRow = Math.min(proxy.bodyBottomRow, screenTopRow + 2 * proxy.screenRowCount);
111
+ for (let row = topRow; row <= bottomRow; row++) {
112
+ const cellGroup = proxy.highPerformanceGetCell(colGroup.col, row, !0);
113
+ proxy.updateCellGroupContent(cellGroup);
114
+ }
115
+ proxy.rowUpdatePos = proxy.rowStart, colGroup.needUpdate = !1, colGroup.setAttribute("width", proxy.table.getColWidth(colGroup.col));
116
+ }
117
+
108
118
  function updatePartColPosition(startCol, endCol, direction, proxy) {
109
119
  for (let col = startCol; col <= endCol; col++) proxy.table.scenegraph.bodyGroup.childrenCount > 0 && "group" === proxy.table.scenegraph.bodyGroup.firstChild.type && updateColPosition(proxy.table.scenegraph.bodyGroup, direction, proxy),
110
120
  proxy.table.scenegraph.colHeaderGroup.childrenCount > 0 && "group" === proxy.table.scenegraph.colHeaderGroup.firstChild.type && updateColPosition(proxy.table.scenegraph.colHeaderGroup, direction, proxy),
@@ -125,8 +135,6 @@ function updateColPosition(containerGroup, direction, proxy) {
125
135
 
126
136
  function updateColContent(syncLeftCol, syncRightCol, proxy) {
127
137
  for (let col = syncLeftCol; col <= syncRightCol; col++) {
128
- const colGroup = proxy.table.scenegraph.getColGroup(col);
129
- colGroup && updateColGroupContent(colGroup, proxy);
130
138
  const colHeaderColGroup = proxy.table.scenegraph.getColGroup(col, !0);
131
139
  colHeaderColGroup && updateColGroupContent(colHeaderColGroup, proxy);
132
140
  const bottomColGroup = proxy.table.scenegraph.getColGroupInBottom(col);
@@ -135,7 +143,10 @@ function updateColContent(syncLeftCol, syncRightCol, proxy) {
135
143
  rightTopColGroup && updateColGroupContent(rightTopColGroup, proxy);
136
144
  const rightBottomColGroup = proxy.table.scenegraph.getColGroupInRightBottomCorner(col);
137
145
  rightBottomColGroup && updateColGroupContent(rightBottomColGroup, proxy);
146
+ const colGroup = proxy.table.scenegraph.getColGroup(col);
147
+ colGroup && updateColGroupContentAsync(colGroup, proxy);
138
148
  }
149
+ proxy.progress();
139
150
  }
140
151
 
141
152
  function updateAllColPosition(distStartColY, count, direction, proxy) {