@visactor/vtable 1.21.1 → 1.22.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/ListTable.d.ts +3 -2
- package/cjs/ListTable.js +54 -14
- package/cjs/ListTable.js.map +1 -1
- package/cjs/PivotTable.d.ts +1 -1
- package/cjs/PivotTable.js +1 -1
- package/cjs/PivotTable.js.map +1 -1
- package/cjs/core/BaseTable.js +1 -1
- package/cjs/core/BaseTable.js.map +1 -1
- package/cjs/core/TABLE_EVENT_TYPE.d.ts +7 -0
- package/cjs/core/TABLE_EVENT_TYPE.js +8 -1
- package/cjs/core/TABLE_EVENT_TYPE.js.map +1 -1
- package/cjs/core/record-helper.d.ts +2 -2
- package/cjs/core/record-helper.js +141 -129
- package/cjs/core/record-helper.js.map +1 -1
- package/cjs/core/tableHelper.js +6 -1
- package/cjs/core/tableHelper.js.map +1 -1
- package/cjs/data/CachedDataSource.js +2 -2
- package/cjs/data/CachedDataSource.js.map +1 -1
- package/cjs/event/listener/table-group.js +2 -1
- package/cjs/event/listener/table-group.js.map +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +1 -1
- package/cjs/index.js.map +1 -1
- package/cjs/scenegraph/group-creater/cell-type/progress-bar-cell.js +8 -2
- package/cjs/scenegraph/group-creater/cell-type/progress-bar-cell.js.map +1 -1
- package/cjs/scenegraph/group-creater/progress/proxy.js +1 -1
- package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/cjs/scenegraph/scenegraph.js +1 -1
- package/cjs/scenegraph/scenegraph.js.map +1 -1
- package/cjs/scenegraph/select/update-select-border.js +6 -1
- package/cjs/scenegraph/select/update-select-border.js.map +1 -1
- package/cjs/scenegraph/utils/text-icon-layout.js +17 -3
- package/cjs/scenegraph/utils/text-icon-layout.js.map +1 -1
- package/cjs/ts-types/events.d.ts +51 -2
- package/cjs/ts-types/events.js.map +1 -1
- package/cjs/vrender.js.map +1 -1
- package/dist/vtable.js +354 -210
- package/dist/vtable.min.js +2 -2
- package/es/ListTable.d.ts +3 -2
- package/es/ListTable.js +54 -14
- package/es/ListTable.js.map +1 -1
- package/es/PivotTable.d.ts +1 -1
- package/es/PivotTable.js +1 -1
- package/es/PivotTable.js.map +1 -1
- package/es/core/BaseTable.js +1 -1
- package/es/core/BaseTable.js.map +1 -1
- package/es/core/TABLE_EVENT_TYPE.d.ts +7 -0
- package/es/core/TABLE_EVENT_TYPE.js +8 -1
- package/es/core/TABLE_EVENT_TYPE.js.map +1 -1
- package/es/core/record-helper.d.ts +2 -2
- package/es/core/record-helper.js +141 -129
- package/es/core/record-helper.js.map +1 -1
- package/es/core/tableHelper.js +7 -2
- package/es/core/tableHelper.js.map +1 -1
- package/es/data/CachedDataSource.js +2 -2
- package/es/data/CachedDataSource.js.map +1 -1
- package/es/event/listener/table-group.js +2 -1
- package/es/event/listener/table-group.js.map +1 -1
- package/es/index.d.ts +1 -1
- package/es/index.js +1 -1
- package/es/index.js.map +1 -1
- package/es/scenegraph/group-creater/cell-type/progress-bar-cell.js +8 -2
- package/es/scenegraph/group-creater/cell-type/progress-bar-cell.js.map +1 -1
- package/es/scenegraph/group-creater/progress/proxy.js +1 -1
- package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
- package/es/scenegraph/scenegraph.js +1 -1
- package/es/scenegraph/scenegraph.js.map +1 -1
- package/es/scenegraph/select/update-select-border.js +7 -0
- package/es/scenegraph/select/update-select-border.js.map +1 -1
- package/es/scenegraph/utils/text-icon-layout.js +18 -2
- package/es/scenegraph/utils/text-icon-layout.js.map +1 -1
- package/es/ts-types/events.d.ts +51 -2
- package/es/ts-types/events.js.map +1 -1
- package/es/vrender.js.map +1 -1
- package/package.json +4 -4
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{ createRect, createLine } from './../../../vrender';\nimport type { ProgressBarStyle } from '../../../body-helper/style/ProgressBarStyle';\nimport { str, getOrApply } from '../../../tools/helper';\nimport { Group } from '../../graphic/group';\nimport { getProp } from '../../utils/get-prop';\nimport { getQuadProps } from '../../utils/padding';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { isNumber } from '@visactor/vutils';\nimport type { CellRange, StylePropertyFunctionArg } from '../../../ts-types';\n\nexport function createProgressBarCell(\n progressBarDefine: {\n min?: number | ((args: StylePropertyFunctionArg) => number);\n max?: number | ((args: StylePropertyFunctionArg) => number);\n barType?: 'default' | 'negative' | 'negative_no_axis'; // 进度图类型\n dependField?: string; // 指定其他列数据(风神使用),\n },\n style: ProgressBarStyle,\n width: number,\n // height: number,\n value: string,\n dataValue: string,\n col: number,\n row: number,\n padding: [number, number, number, number],\n table: BaseTableAPI,\n range?: CellRange\n) {\n if (progressBarDefine.dependField) {\n const dependField = getOrApply(progressBarDefine.dependField, {\n col,\n row,\n table,\n value,\n dataValue,\n cellHeaderPaths: undefined\n });\n dataValue = (table.getCellOriginRecord(col, row) as any)?.[dependField] ?? dataValue;\n }\n\n const barType =\n getOrApply(progressBarDefine.barType, {\n col,\n row,\n table,\n value,\n dataValue,\n cellHeaderPaths: undefined\n }) ?? 'default';\n\n const min: number =\n getOrApply(progressBarDefine.min, {\n col,\n row,\n table,\n value,\n dataValue,\n cellHeaderPaths: undefined\n }) ?? 0;\n const max: number =\n getOrApply(progressBarDefine.max, {\n col,\n row,\n table,\n value,\n dataValue,\n cellHeaderPaths: undefined\n }) ?? min + 100;\n\n let height = 0;\n if (range) {\n height = table.getRowsHeight(range.start.row, range.end.row);\n } else {\n height = table.getRowHeight(row);\n }\n let contentWidth = width;\n let contentHeight = height;\n let _contentOffset = 0;\n if (isNumber(table.theme._contentOffset)) {\n _contentOffset = table.theme._contentOffset;\n }\n const percentCompleteBarGroup = new Group({\n x: -_contentOffset,\n y: -_contentOffset,\n width: contentWidth,\n height: contentHeight\n });\n percentCompleteBarGroup.name = 'progress-bar';\n\n const {\n showBar,\n barColor,\n barBgColor,\n // bgColor,\n barPositiveColor,\n barNegativeColor,\n barAxisColor,\n barRightToLeft,\n showBarMark,\n barMarkPositiveColor,\n barMarkNegativeColor,\n barMarkWidth,\n barMarkPosition,\n barMarkInBar\n } = style;\n let { barHeight, barBottom, barPadding } = style;\n // const { col, row, dataValue: originalValue } = context;\n\n // 完善四元组\n if (barPadding.length === 1) {\n barPadding = [barPadding[0], barPadding[0], barPadding[0], barPadding[0]];\n } else if (barPadding.length === 2) {\n barPadding = [barPadding[0], barPadding[1], barPadding[0], barPadding[1]];\n } else if (barPadding.length === 3) {\n barPadding = [barPadding[0], barPadding[1], barPadding[2], barPadding[1]];\n }\n\n // 将百分比值转换为数值\n barPadding = barPadding.map((v, i) => {\n if (typeof v === 'string' && str.endsWith(v, '%')) {\n const num = Number(v.substr(0, v.length - 1));\n if (i === 0 || i === 2) {\n return (height * num) / 100;\n }\n return (width * num) / 100;\n }\n return Number(v);\n });\n\n const borderWidth = getQuadProps(getProp('borderLineWidth', style, col, row, table));\n const barPaddingTop = Math.max((barPadding as number[])[0], Math.ceil(borderWidth[0] / 2));\n let barPaddingRight = Math.max((barPadding as number[])[1], Math.floor(borderWidth[1] / 2));\n const barPaddingBottom = Math.max((barPadding as number[])[2], Math.floor(borderWidth[2] / 2));\n let barPaddingLeft = Math.max((barPadding as number[])[3], Math.ceil(borderWidth[3] / 2));\n\n if (showBarMark && barMarkWidth > 0 && barMarkPosition === 'right' && barMarkInBar === false) {\n barPaddingRight += barMarkWidth;\n barPaddingLeft += barMarkWidth;\n }\n\n contentWidth -= barPaddingRight + barPaddingLeft;\n contentHeight -= barPaddingBottom + barPaddingTop;\n if (row === table.rowCount - 1 && [0, '0'].includes(barBottom)) {\n // 单元格边框在表格边界会向内缩进1px,为了避免进度图矩形覆盖边框,这里在最后一行向内缩进1px\n // 详见 packages/vtable/src/scenegraph/graphic/contributions/group-contribution-render.ts getCellSizeForDraw()\n contentHeight -= 1;\n }\n\n // if (barPaddingTop & 1) {\n // // barPaddingTop += 0.5;\n // contentWidth += borderWidth[0];\n // }\n // if (barPaddingLeft & 1) {\n // // barPaddingLeft += 0.5;\n // contentHeight += borderWidth[0];\n // }\n\n const top = barPaddingTop;\n const left = barPaddingLeft;\n const right = contentWidth;\n const bottom = contentHeight;\n\n if (typeof barHeight === 'string' && str.endsWith(barHeight, '%')) {\n barHeight = Number(barHeight.substr(0, barHeight.length - 1));\n barHeight = (contentHeight * barHeight) / 100;\n } else {\n barHeight = Number(barHeight);\n }\n if (typeof barBottom === 'string' && str.endsWith(barBottom, '%')) {\n barBottom = Number(barBottom.substr(0, barBottom.length - 1));\n barBottom = (contentHeight * barBottom) / 100;\n } else {\n barBottom = Number(barBottom);\n }\n\n const show = getOrApply(showBar as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue\n });\n\n if (show) {\n let svalue = `${dataValue}`;\n if (str.endsWith(svalue, '%')) {\n svalue = svalue.substr(0, svalue.length - 1);\n }\n const num = Number(svalue);\n if (isNaN(num)) {\n return percentCompleteBarGroup;\n }\n\n if ((barType ?? 'default') === 'default') {\n const percentile = num < min ? 0 : num > max ? 1 : (num - min) / (max - min);\n\n const barMaxWidth = contentWidth;\n const barTop = top + contentHeight - (barHeight as number) - (barBottom as number);\n // const barLeft = 0 + barPaddingLeft;\n let barSize = Math.min(barMaxWidth * percentile, barMaxWidth);\n const barLeft = barRightToLeft ? left + right - barSize : left;\n if (col === table.colCount - 1 && percentile === 1 && !barRightToLeft) {\n // 单元格边框在表格边界会向内缩进1px,为了避免进度图矩形覆盖边框,这里在最后一行向内缩进1px\n // 详见 packages/vtable/src/scenegraph/graphic/contributions/group-contribution-render.ts getCellSizeForDraw()\n barSize -= 1;\n }\n const bgFillColor = getOrApply(barBgColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile\n });\n\n if (bgFillColor) {\n const barBack = createRect({\n x: barLeft,\n y: barTop,\n width: barMaxWidth,\n height: barHeight,\n fill: bgFillColor\n });\n percentCompleteBarGroup.addChild(barBack);\n }\n\n const fillColor =\n getOrApply(barColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile\n }) || '#20a8d8';\n const barMain = createRect({\n x: barLeft,\n y: barTop,\n width: barSize,\n height: barHeight,\n fill: fillColor\n });\n percentCompleteBarGroup.addChild(barMain);\n } else if (barType === 'negative') {\n // negative模式参考风神现有数据条样式,显示坐标轴和正负数据条\n // 计算坐标轴位置\n const negativeRange = min < 0 ? -min : 0;\n const positiveRange = max > 0 ? max : 0;\n\n const negativeFactor = negativeRange / (negativeRange + positiveRange);\n const positiveFactor = 1 - negativeFactor;\n\n // 计算rate\n const positiveRate = num > 0 ? num / positiveRange : 0;\n const negativeRate = num < 0 ? -num / negativeRange : 0;\n\n // 绘制\n // 绘制背景\n const barMaxWidth = contentWidth;\n const barTop = top + contentHeight - (barHeight as number) - (barBottom as number);\n const barLeft = left;\n const bgFillColor = getOrApply(barBgColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile: positiveRate\n });\n if (bgFillColor) {\n const barBack = createRect({\n x: barLeft,\n y: barTop,\n width: barMaxWidth,\n height: barHeight,\n fill: bgFillColor\n });\n percentCompleteBarGroup.addChild(barBack);\n }\n\n // 坐标轴距离左侧边界距离\n const positiveLeft = barRightToLeft ? positiveFactor * barMaxWidth : negativeFactor * barMaxWidth;\n\n // 绘制负值区域\n const barSizeNega = Math.min(barMaxWidth * negativeFactor * negativeRate, barMaxWidth);\n const barRectNega = barRightToLeft\n ? {\n left: barLeft + positiveLeft,\n top: barTop,\n width: barSizeNega,\n height: barHeight as number\n }\n : {\n left: barLeft + positiveLeft - barSizeNega,\n top: barTop,\n width: barSizeNega,\n height: barHeight as number\n };\n const barNagiFillColor =\n getOrApply(barNegativeColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile: negativeRate\n }) || '#20a8d8';\n const barNega = createRect({\n x: barRectNega.left,\n y: barRectNega.top,\n width: barRectNega.width,\n height: barRectNega.height,\n fill: barNagiFillColor\n });\n percentCompleteBarGroup.addChild(barNega);\n\n // 绘制正值区域\n let barSizePosi = Math.min(barMaxWidth * positiveFactor * positiveRate, barMaxWidth);\n if (col === table.colCount - 1 && positiveRate === 1 && !barRightToLeft) {\n // 单元格边框在表格边界会向内缩进1px,为了避免进度图矩形覆盖边框,这里在最后一行向内缩进1px\n // 详见 packages/vtable/src/scenegraph/graphic/contributions/group-contribution-render.ts getCellSizeForDraw()\n barSizePosi -= 1;\n }\n const barRectPosi = barRightToLeft\n ? {\n left: barLeft + positiveLeft - barSizePosi,\n top: barTop,\n width: barSizePosi,\n height: barHeight as number\n }\n : {\n left: barLeft + positiveLeft,\n top: barTop,\n width: barSizePosi,\n height: barHeight as number\n };\n const barPosiFillColor =\n getOrApply(barPositiveColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile: positiveRate\n }) || '#20a8d8';\n const barPosi = createRect({\n x: barRectPosi.left,\n y: barRectPosi.top,\n width: barRectPosi.width,\n height: barRectPosi.height,\n fill: barPosiFillColor\n });\n percentCompleteBarGroup.addChild(barPosi);\n\n // 绘制坐标轴\n const lineLeft = barRightToLeft ? barRectNega.left : barRectPosi.left;\n const lineStrokeColor = getOrApply(barAxisColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile: positiveRate\n });\n const line = createLine({\n x: 0,\n y: 0,\n stroke: lineStrokeColor,\n lineWidth: 1,\n lineDash: [2, 2],\n points: [\n { x: lineLeft, y: 0 },\n { x: lineLeft, y: height }\n ]\n });\n percentCompleteBarGroup.addChild(line);\n\n // 绘制mark\n if (showBarMark && (positiveRate || negativeRate)) {\n const lineWidth = barMarkWidth;\n const points = [];\n let barMarkStrokeColor;\n if (positiveRate > 0) {\n barMarkStrokeColor =\n getOrApply(barMarkPositiveColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile: positiveRate\n }) || '#20a8d8';\n if (barMarkPosition === 'right') {\n const markLeft = barRightToLeft\n ? barRectPosi.left + barMarkWidth / 2\n : barRectPosi.left + barRectPosi.width + (barMarkInBar ? -barMarkWidth / 2 : barMarkWidth / 2);\n points.push({ x: markLeft, y: barRectPosi.top });\n points.push({ x: markLeft, y: barRectPosi.top + barRectPosi.height });\n } else if (barMarkPosition === 'bottom') {\n points.push({\n x: barRectPosi.left,\n y: barRectPosi.top + barRectPosi.height - barMarkWidth / 2\n });\n points.push({\n x: barRectPosi.left + barRectPosi.width,\n y: barRectPosi.top + barRectPosi.height - barMarkWidth / 2\n });\n }\n } else if (negativeRate > 0) {\n barMarkStrokeColor =\n getOrApply(barMarkNegativeColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile: negativeRate\n }) || '#20a8d8';\n if (barMarkPosition === 'right') {\n const markLeft = barRightToLeft\n ? barRectNega.left + barRectNega.width - barMarkWidth / 2\n : barRectNega.left + barMarkWidth / 2;\n points.push({ x: markLeft, y: barRectNega.top });\n points.push({ x: markLeft, y: barRectNega.top + barRectNega.height });\n } else if (barMarkPosition === 'bottom') {\n points.push({\n x: barRectNega.left,\n y: barRectNega.top + barRectNega.height - barMarkWidth / 2\n });\n points.push({\n x: barRectNega.left + barRectNega.width,\n y: barRectNega.top + barRectNega.height - barMarkWidth / 2\n });\n }\n }\n const barMark = createLine({\n x: 0,\n y: 0,\n stroke: barMarkStrokeColor,\n lineWidth,\n points\n });\n percentCompleteBarGroup.addChild(barMark);\n }\n } else if (barType === 'negative_no_axis') {\n // negative_no_axis模式不显示坐标轴,正负数据条同向,区分颜色\n // 计算range\n const _negativeRange = min < 0 ? -min : 0;\n const _positiveRange = max > 0 ? max : 0;\n const range = Math.max(_negativeRange, _positiveRange);\n\n // 计算rate\n const percentile = range === 0 ? 0 : Math.abs(num) / range;\n\n // 绘制\n // 绘制背景\n // const barMaxWidth = width - barPaddingLeft - barPaddingRight - 1; /*罫線*/\n const barMaxWidth = contentWidth;\n let barSize = Math.min(barMaxWidth * percentile, barMaxWidth);\n if (col === table.colCount - 1 && percentile === 1 && !barRightToLeft) {\n // 单元格边框在表格边界会向内缩进1px,为了避免进度图矩形覆盖边框,这里在最后一行向内缩进1px\n // 详见 packages/vtable/src/scenegraph/graphic/contributions/group-contribution-render.ts getCellSizeForDraw()\n barSize -= 1;\n }\n // const barTop = bottom - barPaddingBottom - (barHeight as number) - (barBottom as number) - 1; /*罫線*/\n const barTop = top + contentHeight - (barHeight as number) - (barBottom as number);\n // const barLeft = barRightToLeft ? right - barPaddingRight - barSize : left + barPaddingLeft;\n const barLeft = barRightToLeft ? left + right - barSize : left;\n\n const bgFillColor = getOrApply(barBgColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile\n });\n if (bgFillColor) {\n const barBack = createRect({\n x: barLeft,\n y: barTop,\n width: barMaxWidth,\n height: barHeight,\n fill: bgFillColor\n });\n percentCompleteBarGroup.addChild(barBack);\n }\n\n // 绘制bar\n const barRect = {\n left: barLeft,\n top: barTop,\n width: barSize,\n height: barHeight as number\n };\n let barRectFillColor;\n if (num >= 0) {\n barRectFillColor =\n getOrApply(barPositiveColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n percentile,\n dataValue\n }) || '#20a8d8';\n } else {\n barRectFillColor =\n getOrApply(barNegativeColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile\n }) || '#20a8d8';\n }\n const bar = createRect({\n x: barRect.left,\n y: barRect.top,\n width: barRect.width,\n height: barRect.height,\n fill: barRectFillColor\n });\n percentCompleteBarGroup.addChild(bar);\n\n // 绘制mark\n if (showBarMark && num) {\n const lineWidth = barMarkWidth;\n const points = [];\n let barMarkStrokeColor;\n if (num >= 0) {\n barMarkStrokeColor =\n getOrApply(barMarkPositiveColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile\n }) || '#20a8d8';\n } else {\n barMarkStrokeColor =\n getOrApply(barMarkNegativeColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile\n }) || '#20a8d8';\n }\n if (barMarkPosition === 'right') {\n const markLeft = barRightToLeft\n ? barRect.left + barMarkWidth / 2\n : barRect.left + barRect.width - barMarkWidth / 2;\n points.push({ x: markLeft, y: barRect.top });\n points.push({ x: markLeft, y: barRect.top + barRect.height });\n } else if (barMarkPosition === 'bottom') {\n points.push({\n x: barRect.left,\n y: barRect.top + barRect.height - barMarkWidth / 2\n });\n points.push({\n x: barRect.left + barRect.width,\n y: barRect.top + barRect.height - barMarkWidth / 2\n });\n }\n const barMark = createLine({\n x: 0,\n y: 0,\n stroke: barMarkStrokeColor,\n lineWidth,\n points\n });\n percentCompleteBarGroup.addChild(barMark);\n }\n }\n }\n return percentCompleteBarGroup;\n}\n\nexport type CreateProgressBarCell = typeof createProgressBarCell;\n"]}
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{ createRect, createLine } from './../../../vrender';\nimport type { ProgressBarStyle } from '../../../body-helper/style/ProgressBarStyle';\nimport { str, getOrApply } from '../../../tools/helper';\nimport { Group } from '../../graphic/group';\nimport { getProp } from '../../utils/get-prop';\nimport { getQuadProps } from '../../utils/padding';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { isNumber } from '@visactor/vutils';\nimport type { CellRange, StylePropertyFunctionArg } from '../../../ts-types';\n\nexport function createProgressBarCell(\n progressBarDefine: {\n min?: number | ((args: StylePropertyFunctionArg) => number);\n max?: number | ((args: StylePropertyFunctionArg) => number);\n barType?: 'default' | 'negative' | 'negative_no_axis'; // 进度图类型\n dependField?: string; // 指定其他列数据(风神使用),\n },\n style: ProgressBarStyle,\n width: number,\n // height: number,\n value: string,\n dataValue: string,\n col: number,\n row: number,\n padding: [number, number, number, number],\n table: BaseTableAPI,\n range?: CellRange\n) {\n if (progressBarDefine.dependField) {\n const dependField = getOrApply(progressBarDefine.dependField, {\n col,\n row,\n table,\n value,\n dataValue,\n cellHeaderPaths: undefined\n });\n dataValue = (table.getCellOriginRecord(col, row) as any)?.[dependField] ?? dataValue;\n }\n\n const barType =\n getOrApply(progressBarDefine.barType, {\n col,\n row,\n table,\n value,\n dataValue,\n cellHeaderPaths: undefined\n }) ?? 'default';\n\n const min: number =\n getOrApply(progressBarDefine.min, {\n col,\n row,\n table,\n value,\n dataValue,\n cellHeaderPaths: undefined\n }) ?? 0;\n const max: number =\n getOrApply(progressBarDefine.max, {\n col,\n row,\n table,\n value,\n dataValue,\n cellHeaderPaths: undefined\n }) ?? min + 100;\n\n let height = 0;\n if (range) {\n height = table.getRowsHeight(range.start.row, range.end.row);\n } else {\n height = table.getRowHeight(row);\n }\n \n // 检查是否有主从表插件,如果有则使用原始高度\n if ((table as any).pluginManager) {\n const masterDetailPlugin = (table as any).pluginManager.getPluginByName('Master Detail Plugin');\n if (masterDetailPlugin) {\n // 如果是展开行,使用原始高度而不是展开后的高度\n const bodyRowIndex = row - table.columnHeaderLevelCount;\n const internalProps = (table as any).internalProps;\n const originalHeight = internalProps?.originalRowHeights?.get(bodyRowIndex);\n if (originalHeight !== undefined && originalHeight > 0) {\n height = originalHeight;\n }\n }\n }\n let contentWidth = width;\n let contentHeight = height;\n let _contentOffset = 0;\n if (isNumber(table.theme._contentOffset)) {\n _contentOffset = table.theme._contentOffset;\n }\n const percentCompleteBarGroup = new Group({\n x: -_contentOffset,\n y: -_contentOffset,\n width: contentWidth,\n height: contentHeight\n });\n percentCompleteBarGroup.name = 'progress-bar';\n\n const {\n showBar,\n barColor,\n barBgColor,\n // bgColor,\n barPositiveColor,\n barNegativeColor,\n barAxisColor,\n barRightToLeft,\n showBarMark,\n barMarkPositiveColor,\n barMarkNegativeColor,\n barMarkWidth,\n barMarkPosition,\n barMarkInBar\n } = style;\n let { barHeight, barBottom, barPadding } = style;\n // const { col, row, dataValue: originalValue } = context;\n\n // 完善四元组\n if (barPadding.length === 1) {\n barPadding = [barPadding[0], barPadding[0], barPadding[0], barPadding[0]];\n } else if (barPadding.length === 2) {\n barPadding = [barPadding[0], barPadding[1], barPadding[0], barPadding[1]];\n } else if (barPadding.length === 3) {\n barPadding = [barPadding[0], barPadding[1], barPadding[2], barPadding[1]];\n }\n\n // 将百分比值转换为数值\n barPadding = barPadding.map((v, i) => {\n if (typeof v === 'string' && str.endsWith(v, '%')) {\n const num = Number(v.substr(0, v.length - 1));\n if (i === 0 || i === 2) {\n return (height * num) / 100;\n }\n return (width * num) / 100;\n }\n return Number(v);\n });\n\n const borderWidth = getQuadProps(getProp('borderLineWidth', style, col, row, table));\n const barPaddingTop = Math.max((barPadding as number[])[0], Math.ceil(borderWidth[0] / 2));\n let barPaddingRight = Math.max((barPadding as number[])[1], Math.floor(borderWidth[1] / 2));\n const barPaddingBottom = Math.max((barPadding as number[])[2], Math.floor(borderWidth[2] / 2));\n let barPaddingLeft = Math.max((barPadding as number[])[3], Math.ceil(borderWidth[3] / 2));\n\n if (showBarMark && barMarkWidth > 0 && barMarkPosition === 'right' && barMarkInBar === false) {\n barPaddingRight += barMarkWidth;\n barPaddingLeft += barMarkWidth;\n }\n\n contentWidth -= barPaddingRight + barPaddingLeft;\n contentHeight -= barPaddingBottom + barPaddingTop;\n if (row === table.rowCount - 1 && [0, '0'].includes(barBottom)) {\n // 单元格边框在表格边界会向内缩进1px,为了避免进度图矩形覆盖边框,这里在最后一行向内缩进1px\n // 详见 packages/vtable/src/scenegraph/graphic/contributions/group-contribution-render.ts getCellSizeForDraw()\n contentHeight -= 1;\n }\n\n // if (barPaddingTop & 1) {\n // // barPaddingTop += 0.5;\n // contentWidth += borderWidth[0];\n // }\n // if (barPaddingLeft & 1) {\n // // barPaddingLeft += 0.5;\n // contentHeight += borderWidth[0];\n // }\n\n const top = barPaddingTop;\n const left = barPaddingLeft;\n const right = contentWidth;\n const bottom = contentHeight;\n\n if (typeof barHeight === 'string' && str.endsWith(barHeight, '%')) {\n barHeight = Number(barHeight.substr(0, barHeight.length - 1));\n barHeight = (contentHeight * barHeight) / 100;\n } else {\n barHeight = Number(barHeight);\n }\n if (typeof barBottom === 'string' && str.endsWith(barBottom, '%')) {\n barBottom = Number(barBottom.substr(0, barBottom.length - 1));\n barBottom = (contentHeight * barBottom) / 100;\n } else {\n barBottom = Number(barBottom);\n }\n\n const show = getOrApply(showBar as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue\n });\n\n if (show) {\n let svalue = `${dataValue}`;\n if (str.endsWith(svalue, '%')) {\n svalue = svalue.substr(0, svalue.length - 1);\n }\n const num = Number(svalue);\n if (isNaN(num)) {\n return percentCompleteBarGroup;\n }\n\n if ((barType ?? 'default') === 'default') {\n const percentile = num < min ? 0 : num > max ? 1 : (num - min) / (max - min);\n\n const barMaxWidth = contentWidth;\n const barTop = top + contentHeight - (barHeight as number) - (barBottom as number);\n // const barLeft = 0 + barPaddingLeft;\n let barSize = Math.min(barMaxWidth * percentile, barMaxWidth);\n const barLeft = barRightToLeft ? left + right - barSize : left;\n if (col === table.colCount - 1 && percentile === 1 && !barRightToLeft) {\n // 单元格边框在表格边界会向内缩进1px,为了避免进度图矩形覆盖边框,这里在最后一行向内缩进1px\n // 详见 packages/vtable/src/scenegraph/graphic/contributions/group-contribution-render.ts getCellSizeForDraw()\n barSize -= 1;\n }\n const bgFillColor = getOrApply(barBgColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile\n });\n\n if (bgFillColor) {\n const barBack = createRect({\n x: barLeft,\n y: barTop,\n width: barMaxWidth,\n height: barHeight,\n fill: bgFillColor\n });\n percentCompleteBarGroup.addChild(barBack);\n }\n\n const fillColor =\n getOrApply(barColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile\n }) || '#20a8d8';\n const barMain = createRect({\n x: barLeft,\n y: barTop,\n width: barSize,\n height: barHeight,\n fill: fillColor\n });\n percentCompleteBarGroup.addChild(barMain);\n } else if (barType === 'negative') {\n // negative模式参考风神现有数据条样式,显示坐标轴和正负数据条\n // 计算坐标轴位置\n const negativeRange = min < 0 ? -min : 0;\n const positiveRange = max > 0 ? max : 0;\n\n const negativeFactor = negativeRange / (negativeRange + positiveRange);\n const positiveFactor = 1 - negativeFactor;\n\n // 计算rate\n const positiveRate = num > 0 ? num / positiveRange : 0;\n const negativeRate = num < 0 ? -num / negativeRange : 0;\n\n // 绘制\n // 绘制背景\n const barMaxWidth = contentWidth;\n const barTop = top + contentHeight - (barHeight as number) - (barBottom as number);\n const barLeft = left;\n const bgFillColor = getOrApply(barBgColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile: positiveRate\n });\n if (bgFillColor) {\n const barBack = createRect({\n x: barLeft,\n y: barTop,\n width: barMaxWidth,\n height: barHeight,\n fill: bgFillColor\n });\n percentCompleteBarGroup.addChild(barBack);\n }\n\n // 坐标轴距离左侧边界距离\n const positiveLeft = barRightToLeft ? positiveFactor * barMaxWidth : negativeFactor * barMaxWidth;\n\n // 绘制负值区域\n const barSizeNega = Math.min(barMaxWidth * negativeFactor * negativeRate, barMaxWidth);\n const barRectNega = barRightToLeft\n ? {\n left: barLeft + positiveLeft,\n top: barTop,\n width: barSizeNega,\n height: barHeight as number\n }\n : {\n left: barLeft + positiveLeft - barSizeNega,\n top: barTop,\n width: barSizeNega,\n height: barHeight as number\n };\n const barNagiFillColor =\n getOrApply(barNegativeColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile: negativeRate\n }) || '#20a8d8';\n const barNega = createRect({\n x: barRectNega.left,\n y: barRectNega.top,\n width: barRectNega.width,\n height: barRectNega.height,\n fill: barNagiFillColor\n });\n percentCompleteBarGroup.addChild(barNega);\n\n // 绘制正值区域\n let barSizePosi = Math.min(barMaxWidth * positiveFactor * positiveRate, barMaxWidth);\n if (col === table.colCount - 1 && positiveRate === 1 && !barRightToLeft) {\n // 单元格边框在表格边界会向内缩进1px,为了避免进度图矩形覆盖边框,这里在最后一行向内缩进1px\n // 详见 packages/vtable/src/scenegraph/graphic/contributions/group-contribution-render.ts getCellSizeForDraw()\n barSizePosi -= 1;\n }\n const barRectPosi = barRightToLeft\n ? {\n left: barLeft + positiveLeft - barSizePosi,\n top: barTop,\n width: barSizePosi,\n height: barHeight as number\n }\n : {\n left: barLeft + positiveLeft,\n top: barTop,\n width: barSizePosi,\n height: barHeight as number\n };\n const barPosiFillColor =\n getOrApply(barPositiveColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile: positiveRate\n }) || '#20a8d8';\n const barPosi = createRect({\n x: barRectPosi.left,\n y: barRectPosi.top,\n width: barRectPosi.width,\n height: barRectPosi.height,\n fill: barPosiFillColor\n });\n percentCompleteBarGroup.addChild(barPosi);\n\n // 绘制坐标轴\n const lineLeft = barRightToLeft ? barRectNega.left : barRectPosi.left;\n const lineStrokeColor = getOrApply(barAxisColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile: positiveRate\n });\n const line = createLine({\n x: 0,\n y: 0,\n stroke: lineStrokeColor,\n lineWidth: 1,\n lineDash: [2, 2],\n points: [\n { x: lineLeft, y: 0 },\n { x: lineLeft, y: height }\n ]\n });\n percentCompleteBarGroup.addChild(line);\n\n // 绘制mark\n if (showBarMark && (positiveRate || negativeRate)) {\n const lineWidth = barMarkWidth;\n const points = [];\n let barMarkStrokeColor;\n if (positiveRate > 0) {\n barMarkStrokeColor =\n getOrApply(barMarkPositiveColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile: positiveRate\n }) || '#20a8d8';\n if (barMarkPosition === 'right') {\n const markLeft = barRightToLeft\n ? barRectPosi.left + barMarkWidth / 2\n : barRectPosi.left + barRectPosi.width + (barMarkInBar ? -barMarkWidth / 2 : barMarkWidth / 2);\n points.push({ x: markLeft, y: barRectPosi.top });\n points.push({ x: markLeft, y: barRectPosi.top + barRectPosi.height });\n } else if (barMarkPosition === 'bottom') {\n points.push({\n x: barRectPosi.left,\n y: barRectPosi.top + barRectPosi.height - barMarkWidth / 2\n });\n points.push({\n x: barRectPosi.left + barRectPosi.width,\n y: barRectPosi.top + barRectPosi.height - barMarkWidth / 2\n });\n }\n } else if (negativeRate > 0) {\n barMarkStrokeColor =\n getOrApply(barMarkNegativeColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile: negativeRate\n }) || '#20a8d8';\n if (barMarkPosition === 'right') {\n const markLeft = barRightToLeft\n ? barRectNega.left + barRectNega.width - barMarkWidth / 2\n : barRectNega.left + barMarkWidth / 2;\n points.push({ x: markLeft, y: barRectNega.top });\n points.push({ x: markLeft, y: barRectNega.top + barRectNega.height });\n } else if (barMarkPosition === 'bottom') {\n points.push({\n x: barRectNega.left,\n y: barRectNega.top + barRectNega.height - barMarkWidth / 2\n });\n points.push({\n x: barRectNega.left + barRectNega.width,\n y: barRectNega.top + barRectNega.height - barMarkWidth / 2\n });\n }\n }\n const barMark = createLine({\n x: 0,\n y: 0,\n stroke: barMarkStrokeColor,\n lineWidth,\n points\n });\n percentCompleteBarGroup.addChild(barMark);\n }\n } else if (barType === 'negative_no_axis') {\n // negative_no_axis模式不显示坐标轴,正负数据条同向,区分颜色\n // 计算range\n const _negativeRange = min < 0 ? -min : 0;\n const _positiveRange = max > 0 ? max : 0;\n const range = Math.max(_negativeRange, _positiveRange);\n\n // 计算rate\n const percentile = range === 0 ? 0 : Math.abs(num) / range;\n\n // 绘制\n // 绘制背景\n // const barMaxWidth = width - barPaddingLeft - barPaddingRight - 1; /*罫線*/\n const barMaxWidth = contentWidth;\n let barSize = Math.min(barMaxWidth * percentile, barMaxWidth);\n if (col === table.colCount - 1 && percentile === 1 && !barRightToLeft) {\n // 单元格边框在表格边界会向内缩进1px,为了避免进度图矩形覆盖边框,这里在最后一行向内缩进1px\n // 详见 packages/vtable/src/scenegraph/graphic/contributions/group-contribution-render.ts getCellSizeForDraw()\n barSize -= 1;\n }\n // const barTop = bottom - barPaddingBottom - (barHeight as number) - (barBottom as number) - 1; /*罫線*/\n const barTop = top + contentHeight - (barHeight as number) - (barBottom as number);\n // const barLeft = barRightToLeft ? right - barPaddingRight - barSize : left + barPaddingLeft;\n const barLeft = barRightToLeft ? left + right - barSize : left;\n\n const bgFillColor = getOrApply(barBgColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile\n });\n if (bgFillColor) {\n const barBack = createRect({\n x: barLeft,\n y: barTop,\n width: barMaxWidth,\n height: barHeight,\n fill: bgFillColor\n });\n percentCompleteBarGroup.addChild(barBack);\n }\n\n // 绘制bar\n const barRect = {\n left: barLeft,\n top: barTop,\n width: barSize,\n height: barHeight as number\n };\n let barRectFillColor;\n if (num >= 0) {\n barRectFillColor =\n getOrApply(barPositiveColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n percentile,\n dataValue\n }) || '#20a8d8';\n } else {\n barRectFillColor =\n getOrApply(barNegativeColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile\n }) || '#20a8d8';\n }\n const bar = createRect({\n x: barRect.left,\n y: barRect.top,\n width: barRect.width,\n height: barRect.height,\n fill: barRectFillColor\n });\n percentCompleteBarGroup.addChild(bar);\n\n // 绘制mark\n if (showBarMark && num) {\n const lineWidth = barMarkWidth;\n const points = [];\n let barMarkStrokeColor;\n if (num >= 0) {\n barMarkStrokeColor =\n getOrApply(barMarkPositiveColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile\n }) || '#20a8d8';\n } else {\n barMarkStrokeColor =\n getOrApply(barMarkNegativeColor as any, {\n col,\n row,\n table,\n context: null,\n value,\n dataValue,\n percentile\n }) || '#20a8d8';\n }\n if (barMarkPosition === 'right') {\n const markLeft = barRightToLeft\n ? barRect.left + barMarkWidth / 2\n : barRect.left + barRect.width - barMarkWidth / 2;\n points.push({ x: markLeft, y: barRect.top });\n points.push({ x: markLeft, y: barRect.top + barRect.height });\n } else if (barMarkPosition === 'bottom') {\n points.push({\n x: barRect.left,\n y: barRect.top + barRect.height - barMarkWidth / 2\n });\n points.push({\n x: barRect.left + barRect.width,\n y: barRect.top + barRect.height - barMarkWidth / 2\n });\n }\n const barMark = createLine({\n x: 0,\n y: 0,\n stroke: barMarkStrokeColor,\n lineWidth,\n points\n });\n percentCompleteBarGroup.addChild(barMark);\n }\n }\n }\n return percentCompleteBarGroup;\n}\n\nexport type CreateProgressBarCell = typeof createProgressBarCell;\n"]}
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@@ -297,7 +297,7 @@ class SceneProxy {
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} else if (this.rowEnd === this.bodyBottomRow) {
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const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowEnd, !0);
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if ("cell" === cellGroup.role) {
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const deltaY = cellGroup.attribute.y +
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const actualRowHeight = this.table.getRowHeight(this.rowEnd), deltaY = cellGroup.attribute.y + actualRowHeight - (this.table.getAllRowsHeight() - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight());
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this.deltaY = -deltaY;
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}
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} else if ((0, vutils_1.isValid)(screenTopY) && (0, vutils_1.isValid)(screenTopRow)) {
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@@ -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';\nimport type { ColumnInfo, RowInfo } from '../../../ts-types';\nimport { TABLE_EVENT_TYPE } from '../../../core/TABLE_EVENT_TYPE';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 200;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n // bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向,up表示从下往上挨个更新,down表示从上往下挨个更新\n screenTopRow: number = 0; // 当前屏幕范围内显示的第一行的row number\n totalActualBodyRowCount: number; // 实际表格body部分的行数\n deltaY: number = 0;\n deltaHeight: number = 0;\n\n colLimit = 100;\n // bodyLeftCol: number; // table body部分的第一列col number\n bodyRightCol: number; // table body部分的最后一列col number\n totalCol: number; // 渐进完成最后一列的col number\n colStart: number; // 当前维护的部分第一列的col number\n colEnd: number; // 当前维护的部分最后一列的col number\n taskColCount: number; // 一次任务生成/更新的col count\n xLimitLeft: number; // x > xLimitLeft动态更新,否则直接修改xy\n xLimitRight: number; // x < xLimitRight动态更新,否则直接修改xy\n screenColCount: number; // 预计屏幕范围内显示的col count\n firstScreenColLimit: number; // 首屏同步加载部分最后一列的col number\n colUpdatePos: number; // 异步任务目前更新到的列的col number\n currentCol: number; // 目前渐进生成的col number\n referenceCol: number; // 当前维护的部分中间一列的col number,认为referenceCol对应当前屏幕显示范围的第一列\n screenLeftCol: number = 0; // 当前屏幕范围内显示的第一列的col number\n colUpdateDirection: 'left' | 'right'; // 当前列更新方向\n totalActualBodyColCount: number; // 实际表格body部分的列数\n deltaX: number = 0;\n deltaWidth: number = 0;\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n\n if (this.table.isPivotChart()) {\n // this.rowLimit = 100;\n // this.colLimit = 100;\n this.rowLimit = Math.max(100, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n } else if (this.table.isAutoRowHeight(table.columnHeaderLevelCount)) {\n // this.rowLimit = 100;\n this.rowLimit = Math.max(100, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n } else if (this.table.widthMode === 'autoWidth') {\n // this.colLimit = 100;\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n } else {\n this.rowLimit = Math.max(200, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n }\n\n if (this.table.internalProps.transpose) {\n this.mode = 'row';\n } else if (this.table.isPivotTable()) {\n this.mode = 'pivot';\n }\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n if (this.table.options.maintainedColumnCount) {\n this.colLimit = this.table.options.maintainedColumnCount;\n }\n if (this.table.heightMode === 'adaptive') {\n this.rowLimit = this.table.rowCount;\n }\n if (this.table.widthMode === 'adaptive') {\n this.colLimit = this.table.colCount;\n }\n }\n\n get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n get bodyTopRow(): number {\n return this.table.frozenRowCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n this.colEnd = this.totalCol; // temp for first screen, will replace in createGroupForFirstScreen()\n const defaultColWidth = this.table.defaultColWidth;\n // const defaultColWidth = getDefaultHeight(this.table);\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n\n // 确定动态更新限制\n const totalBodyWidth = defaultColWidth * totalActualBodyColCount;\n const totalWidth = defaultColWidth * (this.bodyRightCol - this.bodyLeftCol + 1);\n this.xLimitLeft = totalBodyWidth / 2;\n this.xLimitRight = totalWidth - totalBodyWidth / 2;\n\n // 确定首屏高度范围\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = Math.max(\n 15, // min firstScreenColLimit\n this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.colUpdatePos = this.bodyRightCol;\n }\n\n setParamsForRow() {\n // this.bodyTopRow = this.table.frozenRowCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n this.rowEnd = this.totalRow; // temp for first screen, will replace in createGroupForFirstScreen()\n const defaultRowHeight = this.table.defaultRowHeight;\n // const defaultRowHeight = getDefaultWidth(this.table);\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n\n // 确定动态更新限制\n const totalBodyHeight = defaultRowHeight * totalActualBodyRowCount;\n const totalHeight = defaultRowHeight * (this.bodyBottomRow - this.bodyTopRow + 1);\n this.yLimitTop = totalBodyHeight / 2;\n this.yLimitBottom = totalHeight - totalBodyHeight / 2;\n // this.bottomOffset = totalHeight - totalBodyHeight / 2;\n\n // 确定首屏高度范围\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = Math.max(\n 30, // min firstScreenRowLimit\n this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n refreshRowCount() {\n // this.bodyTopRow = this.table.frozenRowCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.rowStart + totalActualBodyRowCount - 1; // 目标渐进完成的row\n\n // this.rowStart = this.bodyTopRow;\n // this.rowEnd = this.totalRow; // temp for first screen, will replace in createGroupForFirstScreen()\n }\n\n refreshColCount() {\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n\n this.colStart = this.bodyLeftCol;\n this.colEnd = this.totalCol; // temp for first screen, will replace in createGroupForFirstScreen()\n }\n\n resize() {\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth));\n\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight));\n }\n\n createGroupForFirstScreen(\n cornerHeaderGroup: Group,\n colHeaderGroup: Group,\n rowHeaderGroup: Group,\n rightFrozenGroup: Group,\n bottomFrozenGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\n );\n }\n // async progress() {\n // if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // // 先更新\n // await this.updateCellGroupsAsync();\n // await this.progress();\n // } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // // 先更新没有需要更新的节点,在生成新节点\n // await this.createRow();\n // await this.progress();\n // }\n // }\n async progress() {\n if (this.isProgressing) {\n return;\n }\n this.isProgressing = true;\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n this.isProgressing = false;\n if (this.isRelease) {\n return;\n }\n // console.log('before: createRow', table.scenegraph.bodyGroup.lastChild.attribute);\n // if (this.isSkipProgress) {\n // await this.progress();\n // } else\n if (this.colUpdatePos <= this.colEnd) {\n // console.log('progress colUpdatePos', this.colUpdatePos);\n await this.updateColCellGroupsAsync();\n await this.progress();\n } else if (this.rowUpdatePos <= this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n await this.updateRowCellGroupsAsync();\n await this.progress();\n } else if (this.currentCol < this.totalCol) {\n await this.createCol();\n await this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n await this.createRow();\n await this.progress();\n }\n handleTextStick(this.table);\n this.table.scenegraph.updateNextFrame();\n resolve();\n }, 16);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n // console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n async createCol() {\n if (!this.taskColCount) {\n return;\n }\n // console.log('createCol', this.currentCol, this.currentCol + this.taskColCount);\n this.createColGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n // compute rows height\n if (this.table.heightMode !== 'adaptive') {\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n }\n\n this.rowEnd = endRow;\n\n if (this.table.frozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.frozenColCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.defaultRowHeight,\n this.table\n // cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isPivotChart() ? 'rowHeader' : 'body'; // isHeader\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.defaultRowHeight,\n this.table\n // cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n const cellLocation = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.defaultRowHeight,\n this.table\n // cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowUpdatePos = this.rowEnd;\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n createColGroup(onceCount: number) {\n // compute rows height\n const endCol = Math.min(this.totalCol, this.currentCol + onceCount);\n if (this.table.widthMode !== 'adaptive') {\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n }\n\n this.colEnd = endCol;\n\n // update last merge cell size\n for (let row = 0; row < this.table.rowCount; row++) {\n const cellGroup = this.highPerformanceGetCell(this.currentCol, row);\n if (cellGroup.role === 'cell' && isNumber(cellGroup.mergeStartCol) && cellGroup.mergeStartCol > this.currentCol) {\n this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n }\n }\n\n // create column\n if (this.table.frozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create colHeaderGroup\n createColGroup(\n this.table.scenegraph.colHeaderGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n 0, // rowStart\n this.table.frozenRowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n if (this.table.bottomFrozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bottomFrozenGroup.lastChild instanceof Group\n ? this.table.scenegraph.bottomFrozenGroup.lastChild\n : this.table.scenegraph.bottomFrozenGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bottomFrozenGroup\n createColGroup(\n this.table.scenegraph.bottomFrozenGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.table.rowCount - this.table.bottomFrozenRowCount, // rowStart\n this.table.rowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n // create colGroup\n let lastColumnGroup =\n this.table.scenegraph.bodyGroup.lastChild &&\n ((this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev) as Group);\n if (!lastColumnGroup) {\n lastColumnGroup =\n this.table.scenegraph.colHeaderGroup.lastChild &&\n ((this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev) as Group);\n }\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bodyGroup\n createColGroup(\n this.table.scenegraph.bodyGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.rowStart, // rowStart\n this.rowEnd, // rowEnd\n 'body', // isHeader\n this.table\n );\n\n this.currentCol = endCol;\n this.colUpdatePos = this.colEnd;\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n async setY(y: number, isEnd = false) {\n const yLimitTop =\n this.table.getRowsHeight(this.bodyTopRow, this.bodyTopRow + (this.rowEnd - this.rowStart + 1)) / 2;\n const yLimitBottom = this.table.getAllRowsHeight() - yLimitTop;\n\n const screenTop = this.table.getTargetRowAt(y + this.table.scenegraph.colHeaderGroup.attribute.height);\n if (screenTop) {\n this.screenTopRow = screenTop.row;\n }\n\n if (y < yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (y > yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (\n (!this.table.scenegraph.bodyGroup.firstChild ||\n this.table.scenegraph.bodyGroup.firstChild.type !== 'group' ||\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0) &&\n (!this.table.scenegraph.rowHeaderGroup.firstChild ||\n this.table.scenegraph.rowHeaderGroup.firstChild.type !== 'group' ||\n this.table.scenegraph.rowHeaderGroup.firstChild.childrenCount === 0)\n ) {\n this.updateDeltaY(y);\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollTop执行dynamicSetY会出错\n this.updateBody(y - this.deltaY);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y, screenTop, isEnd);\n }\n }\n\n async setX(x: number, isEnd = false) {\n const xLimitLeft =\n this.table.getColsWidth(this.bodyLeftCol, this.bodyLeftCol + (this.colEnd - this.colStart + 1)) / 2;\n const xLimitRight = this.table.getAllColsWidth() - xLimitLeft;\n\n const screenLeft = this.table.getTargetColAt(x + this.table.scenegraph.rowHeaderGroup.attribute.width);\n if (screenLeft) {\n this.screenLeftCol = screenLeft.col;\n }\n\n if (x < xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (x > xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (\n // 注意判断关系 这里不是 || 而是 &&\n this.table.scenegraph.bodyGroup.firstChild &&\n this.table.scenegraph.bodyGroup.firstChild.type === 'group' &&\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollLeft执行dynamicSetX会出错\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x, screenLeft, isEnd);\n }\n }\n\n async dynamicSetY(y: number, screenTop: RowInfo | null, isEnd = false) {\n dynamicSetY(y, screenTop, isEnd, this);\n }\n async dynamicSetX(x: number, screenLeft: ColumnInfo | null, isEnd = false) {\n dynamicSetX(x, screenLeft, isEnd, this);\n }\n\n updateBody(y: number) {\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n }\n\n async updateRowCellGroupsAsync() {\n this.updateCellGroups(this.taskRowCount);\n }\n\n updateCellGroups(count: number) {\n const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);\n // console.log('updateCellGroups', this.rowUpdatePos, distRow);\n if (this.table.isAutoRowHeight(this.rowUpdatePos)) {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.isAutoRowHeight(this.rowUpdatePos)) {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateBottomFrozenCellGroups() {\n const startRow = this.table.rowCount - this.table.bottomFrozenRowCount;\n const endRow = this.table.rowCount - 1;\n if (this.table.isAutoRowHeight(startRow)) {\n computeRowsHeight(this.table, startRow, endRow, false);\n }\n updateRowContent(startRow, endRow, this);\n\n if (this.table.isAutoRowHeight(startRow)) {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateRightFrozenCellGroups() {\n const startCol = this.table.colCount - this.table.rightFrozenColCount;\n const endCol = this.table.colCount - 1;\n if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, startCol, endCol, false);\n }\n console.log('updateRightFrozenCellGroups', startCol, endCol);\n updateColContent(startCol, endCol, this);\n\n if (this.table.isAutoRowHeight(this.rowStart)) {\n // body group\n updateAutoColumn(startCol, endCol, this.table, this.colUpdateDirection);\n }\n }\n async updateColCellGroupsAsync() {\n this.updateColGroups(this.taskRowCount);\n }\n\n updateColGroups(count: number) {\n const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);\n // console.log('updateCellGroups', this.colUpdatePos, distCol);\n // for (let col = this.colUpdatePos; col <= distCol; col++) {\n // const colGroup = this.table.scenegraph.getColGroup(col);\n // if (colGroup) {\n // // colGroup.forEachChildren((cellGroup: Group) => {\n // // this.updateCellGroupContent(cellGroup);\n // // });\n // // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // // const cellGroup = this.highPerformanceGetCell(colGroup.col, row);\n // // this.updateCellGroupContent(cellGroup);\n // // }\n // let cellGroup = colGroup.firstChild;\n // while (cellGroup) {\n // // this.updateCellGroupContent(cellGroup as Group);\n // // cellGroup = cellGroup._next;\n // const newCellGroup = this.updateCellGroupContent(cellGroup as Group);\n // cellGroup = newCellGroup._next;\n // }\n // colGroup.needUpdate = false;\n // }\n // }\n if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, this.colUpdatePos, distCol);\n }\n updateColContent(this.colUpdatePos, distCol, this);\n this.colUpdatePos = distCol + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeEndRow = undefined;\n cellGroup.setAttribute('y', y);\n (cellGroup as any).needUpdate = true;\n (cellGroup as any).needUpdateForAutoRowHeight = true;\n }\n\n updateCellGroupContent(cellGroup: Group) {\n if (!cellGroup.needUpdate || cellGroup.role !== 'cell') {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCellVertical() {\n await sortVertical(this);\n }\n\n async sortCellHorizontal() {\n await sortHorizontal(this);\n }\n\n highPerformanceGetCell(\n col: number,\n row: number,\n // rowStart: number = this.rowStart,\n // rowEnd: number = this.rowEnd,\n getShadow?: boolean\n ) {\n // if (row < rowStart || row > rowEnd) {\n // return emptyGroup;\n // }\n // if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) {\n // return emptyGroup;\n // }\n\n if (\n row >= this.table.frozenRowCount && // not column header\n row < this.table.rowCount - this.table.bottomFrozenRowCount && // not bottom frozen\n (row < this.rowStart || row > this.rowEnd) // not in proxy row range\n ) {\n return emptyGroup;\n }\n\n if (\n col >= this.table.frozenColCount && // not row header\n col < this.table.colCount - this.table.rightFrozenColCount && // not right frozen\n (col < this.colStart || col > this.colEnd) // not in proxy col range\n ) {\n return emptyGroup;\n }\n\n if (this.cellCache.get(col)) {\n const cacheCellGoup = this.cellCache.get(col);\n if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {\n // 由缓存单元格向前后查找要快于从头查找\n let cellGroup = getCellByCache(cacheCellGoup, row);\n if (!cellGroup || (!getShadow && cellGroup.role === 'shadow-cell')) {\n cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n }\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n\n updateDeltaY(y: number, screenTopY?: number, screenTopRow?: number) {\n if (this.rowStart === this.bodyTopRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowStart, true);\n if (cellGroup.role === 'cell') {\n const deltaY = cellGroup.attribute.y;\n this.deltaY = -deltaY;\n }\n } else if (this.rowEnd === this.bodyBottomRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowEnd, true);\n if (cellGroup.role === 'cell') {\n // const deltaY =\n // cellGroup.attribute.y +\n // cellGroup.attribute.height -\n // (this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight()) -\n // y;\n const deltaY =\n cellGroup.attribute.y +\n cellGroup.attribute.height -\n (this.table.getAllRowsHeight() - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight());\n this.deltaY = -deltaY;\n }\n } else if (isValid(screenTopY) && isValid(screenTopRow)) {\n let cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, screenTopRow, true);\n if (cellGroup.role !== 'cell') {\n cellGroup = this.table.scenegraph.highPerformanceGetCell(0, screenTopRow, true);\n }\n const bodyY = y - this.deltaY;\n const distRowYOffset = screenTopY - bodyY; // dist cell 距离表格顶部的位置差\n const currentRowYOffset = cellGroup.attribute.y - bodyY + this.table.getFrozenRowsHeight(); // current cell 距离表格顶部的位置差\n // const deltaY = screenTopY - (cellGroup.attribute.y + );\n this.deltaY = distRowYOffset - currentRowYOffset;\n }\n }\n\n updateDeltaX(x: number, screenLeftX?: number, screenLeftCol?: number) {\n if (this.colStart === this.bodyLeftCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colStart);\n if (colGroup) {\n const deltaX = colGroup.attribute.x;\n this.deltaX = -deltaX;\n }\n } else if (this.colEnd === this.bodyRightCol) {\n const colGroup = this.table.scenegraph.getColGroup(this.colEnd);\n if (colGroup) {\n const deltaX =\n colGroup.attribute.x +\n colGroup.attribute.width -\n (this.table.getAllColsWidth() - this.table.getFrozenColsWidth() - this.table.getRightFrozenColsWidth());\n this.deltaX = -deltaX;\n }\n } else if (isValid(screenLeftX) && isValid(screenLeftCol)) {\n const colGroup =\n this.table.scenegraph.getColGroup(screenLeftCol) || this.table.scenegraph.getColGroup(screenLeftCol, true);\n // const deltaX = screenLeftX - (colGroup.attribute.x + this.table.getFrozenColsWidth() + this.deltaX);\n // this.deltaX = deltaX + this.deltaX;\n const bodyX = x - this.deltaX;\n const distColXOffset = screenLeftX - bodyX; // dist col 距离表格左侧的位置差\n const currentColXOffset = colGroup.attribute.x - bodyX + this.table.getFrozenColsWidth(); // current col 距离表格左侧的位置差\n this.deltaX = distColXOffset - currentColXOffset;\n }\n }\n release() {\n this.isRelease = true;\n }\n}\n\nfunction getCellByCache(cacheCellGroup: Group, row: number): Group | null {\n if (!cacheCellGroup) {\n return null;\n }\n if (cacheCellGroup.row === row) {\n return cacheCellGroup;\n }\n const prev = cacheCellGroup._prev as Group;\n const next = cacheCellGroup._next as Group;\n // cacheCellGroup may have wrong order\n if (cacheCellGroup.row > row && prev && prev.row === cacheCellGroup.row - 1) {\n return getCellByCache(prev, row);\n }\n if (cacheCellGroup.row < row && next && next.row === cacheCellGroup.row + 1) {\n return getCellByCache(next, row);\n }\n return null;\n}\n"]}
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+
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{ isNumber, isValid } from '@visactor/vutils';\nimport type { BaseTableAPI } from '../../../ts-types/base-table';\nimport { Group } from '../../graphic/group';\nimport { computeColsWidth } from '../../layout/compute-col-width';\nimport { computeRowsHeight } from '../../layout/compute-row-height';\nimport { emptyGroup } from '../../utils/empty-group';\nimport { createColGroup } from '../column';\nimport { createComplexColumn } from '../column-helper';\nimport { createGroupForFirstScreen } from './create-group-for-first-screen';\nimport { dynamicSetX, updateColContent } from './update-position/dynamic-set-x';\nimport { dynamicSetY, updateRowContent } from './update-position/dynamic-set-y';\nimport { updateAutoRow } from './update-position/update-auto-row';\nimport { sortVertical } from './update-position/sort-vertical';\nimport { sortHorizontal } from './update-position/sort-horizontal';\nimport { updateAutoColumn } from './update-position/update-auto-column';\nimport { getDefaultHeight, getDefaultWidth } from './default-width-height';\nimport { handleTextStick } from '../../stick-text';\nimport type { ColumnInfo, RowInfo } from '../../../ts-types';\nimport { TABLE_EVENT_TYPE } from '../../../core/TABLE_EVENT_TYPE';\n\nexport class SceneProxy {\n table: BaseTableAPI;\n isRelease: boolean = false;\n mode: 'column' | 'row' | 'pivot' = 'column';\n isProgressing: boolean;\n\n rowLimit = 200;\n currentRow = 0; // 目前渐进生成的row number\n totalRow: number; // 渐进完成最后一行的row number\n yLimitTop: number; // y > yLimitTop动态更新,否则直接修改xy\n yLimitBottom: number; // y < yLimitBottom动态更新,否则直接修改xy\n rowStart = 0; // 当前维护的部分第一行的row number\n rowEnd = 0; // 当前维护的部分最后一行的row number\n referenceRow = 0; // 当前维护的部分中间一行的row number,认为referenceRow对应当前屏幕显示范围的第一行\n // bodyTopRow: number; // table body部分的第一行row number\n bodyBottomRow: number; // table body部分的最后一行row number\n screenRowCount: number; // 预计屏幕范围内显示的row count\n firstScreenRowLimit: number; // 首屏同步加载部分最后一行的row number\n taskRowCount: number; // 一次任务生成/更新的row count\n rowUpdatePos: number; // 异步任务目前更新到的行的row number\n rowUpdateDirection: 'up' | 'down'; // 当前行更新的方向,up表示从下往上挨个更新,down表示从上往下挨个更新\n screenTopRow: number = 0; // 当前屏幕范围内显示的第一行的row number\n totalActualBodyRowCount: number; // 实际表格body部分的行数\n deltaY: number = 0;\n deltaHeight: number = 0;\n\n colLimit = 100;\n // bodyLeftCol: number; // table body部分的第一列col number\n bodyRightCol: number; // table body部分的最后一列col number\n totalCol: number; // 渐进完成最后一列的col number\n colStart: number; // 当前维护的部分第一列的col number\n colEnd: number; // 当前维护的部分最后一列的col number\n taskColCount: number; // 一次任务生成/更新的col count\n xLimitLeft: number; // x > xLimitLeft动态更新,否则直接修改xy\n xLimitRight: number; // x < xLimitRight动态更新,否则直接修改xy\n screenColCount: number; // 预计屏幕范围内显示的col count\n firstScreenColLimit: number; // 首屏同步加载部分最后一列的col number\n colUpdatePos: number; // 异步任务目前更新到的列的col number\n currentCol: number; // 目前渐进生成的col number\n referenceCol: number; // 当前维护的部分中间一列的col number,认为referenceCol对应当前屏幕显示范围的第一列\n screenLeftCol: number = 0; // 当前屏幕范围内显示的第一列的col number\n colUpdateDirection: 'left' | 'right'; // 当前列更新方向\n totalActualBodyColCount: number; // 实际表格body部分的列数\n deltaX: number = 0;\n deltaWidth: number = 0;\n\n cellCache: Map<number, Group> = new Map(); // 单元格位置快速查找缓存\n\n constructor(table: BaseTableAPI) {\n this.table = table;\n\n if (this.table.isPivotChart()) {\n // this.rowLimit = 100;\n // this.colLimit = 100;\n this.rowLimit = Math.max(100, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n } else if (this.table.isAutoRowHeight(table.columnHeaderLevelCount)) {\n // this.rowLimit = 100;\n this.rowLimit = Math.max(100, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n } else if (this.table.widthMode === 'autoWidth') {\n // this.colLimit = 100;\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n } else {\n this.rowLimit = Math.max(200, Math.ceil((table.tableNoFrameHeight * 2) / table.defaultRowHeight));\n this.colLimit = Math.max(100, Math.ceil((table.tableNoFrameWidth * 2) / table.defaultColWidth));\n }\n\n if (this.table.internalProps.transpose) {\n this.mode = 'row';\n } else if (this.table.isPivotTable()) {\n this.mode = 'pivot';\n }\n if (this.table.options.maintainedDataCount) {\n this.rowLimit = this.table.options.maintainedDataCount;\n }\n if (this.table.options.maintainedColumnCount) {\n this.colLimit = this.table.options.maintainedColumnCount;\n }\n if (this.table.heightMode === 'adaptive') {\n this.rowLimit = this.table.rowCount;\n }\n if (this.table.widthMode === 'adaptive') {\n this.colLimit = this.table.colCount;\n }\n }\n\n get bodyLeftCol(): number {\n return this.table.frozenColCount;\n }\n get bodyTopRow(): number {\n return this.table.frozenRowCount;\n }\n\n setParamsForColumn() {\n // this.bodyLeftCol = this.table.frozenColCount;\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // compute the column info about progress creation\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n this.colStart = this.bodyLeftCol;\n this.colEnd = this.totalCol; // temp for first screen, will replace in createGroupForFirstScreen()\n const defaultColWidth = this.table.defaultColWidth;\n // const defaultColWidth = getDefaultHeight(this.table);\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n\n // 确定动态更新限制\n const totalBodyWidth = defaultColWidth * totalActualBodyColCount;\n const totalWidth = defaultColWidth * (this.bodyRightCol - this.bodyLeftCol + 1);\n this.xLimitLeft = totalBodyWidth / 2;\n this.xLimitRight = totalWidth - totalBodyWidth / 2;\n\n // 确定首屏高度范围\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = Math.max(\n 15, // min firstScreenColLimit\n this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.colUpdatePos = this.bodyRightCol;\n }\n\n setParamsForRow() {\n // this.bodyTopRow = this.table.frozenRowCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n // this.bodyLeftCol = 0;\n // this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n\n // 计算渐进加载数量\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.bodyTopRow + totalActualBodyRowCount - 1; // 目标渐进完成的row\n this.rowStart = this.bodyTopRow;\n this.rowEnd = this.totalRow; // temp for first screen, will replace in createGroupForFirstScreen()\n const defaultRowHeight = this.table.defaultRowHeight;\n // const defaultRowHeight = getDefaultWidth(this.table);\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n\n // 确定动态更新限制\n const totalBodyHeight = defaultRowHeight * totalActualBodyRowCount;\n const totalHeight = defaultRowHeight * (this.bodyBottomRow - this.bodyTopRow + 1);\n this.yLimitTop = totalBodyHeight / 2;\n this.yLimitBottom = totalHeight - totalBodyHeight / 2;\n // this.bottomOffset = totalHeight - totalBodyHeight / 2;\n\n // 确定首屏高度范围\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = Math.max(\n 30, // min firstScreenRowLimit\n this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight))\n );\n // this.firstScreenRowLimit = this.bodyBottomRow;\n\n this.rowUpdatePos = this.bodyBottomRow;\n }\n\n refreshRowCount() {\n // this.bodyTopRow = this.table.frozenRowCount;\n this.bodyBottomRow = this.table.rowCount - 1 - this.table.bottomFrozenRowCount;\n const totalActualBodyRowCount = Math.min(this.rowLimit, this.bodyBottomRow - this.bodyTopRow + 1); // 渐进加载总row数量\n this.totalActualBodyRowCount = totalActualBodyRowCount;\n this.totalRow = this.rowStart + totalActualBodyRowCount - 1; // 目标渐进完成的row\n\n // this.rowStart = this.bodyTopRow;\n // this.rowEnd = this.totalRow; // temp for first screen, will replace in createGroupForFirstScreen()\n }\n\n refreshColCount() {\n this.bodyRightCol = this.table.colCount - 1 - this.table.rightFrozenColCount;\n const totalActualBodyColCount = Math.min(this.colLimit, this.bodyRightCol - this.bodyLeftCol + 1);\n this.totalActualBodyColCount = totalActualBodyColCount;\n this.totalCol = this.bodyLeftCol + totalActualBodyColCount - 1; // 目标渐进完成的col\n\n this.colStart = this.bodyLeftCol;\n this.colEnd = this.totalCol; // temp for first screen, will replace in createGroupForFirstScreen()\n }\n\n resize() {\n const defaultColWidth = this.table.defaultColWidth;\n this.taskColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth) * 1;\n const widthLimit = this.table.tableNoFrameWidth * 5;\n this.screenColCount = Math.ceil(this.table.tableNoFrameWidth / defaultColWidth);\n this.firstScreenColLimit = this.bodyLeftCol + Math.min(this.colLimit, Math.ceil(widthLimit / defaultColWidth));\n\n const defaultRowHeight = this.table.defaultRowHeight;\n this.taskRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight) * 1;\n const heightLimit = this.table.tableNoFrameHeight * 5;\n this.screenRowCount = Math.ceil(this.table.tableNoFrameHeight / defaultRowHeight);\n this.firstScreenRowLimit = this.bodyTopRow + Math.min(this.rowLimit, Math.ceil(heightLimit / defaultRowHeight));\n }\n\n createGroupForFirstScreen(\n cornerHeaderGroup: Group,\n colHeaderGroup: Group,\n rowHeaderGroup: Group,\n rightFrozenGroup: Group,\n bottomFrozenGroup: Group,\n bodyGroup: Group,\n xOrigin: number,\n yOrigin: number\n ) {\n createGroupForFirstScreen(\n cornerHeaderGroup,\n colHeaderGroup,\n rowHeaderGroup,\n rightFrozenGroup,\n bottomFrozenGroup,\n bodyGroup,\n xOrigin,\n yOrigin,\n this\n );\n }\n // async progress() {\n // if (this.rowUpdatePos < this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // // 先更新\n // await this.updateCellGroupsAsync();\n // await this.progress();\n // } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // // 先更新没有需要更新的节点,在生成新节点\n // await this.createRow();\n // await this.progress();\n // }\n // }\n async progress() {\n if (this.isProgressing) {\n return;\n }\n this.isProgressing = true;\n return new Promise<void>((resolve, reject) => {\n setTimeout(async () => {\n this.isProgressing = false;\n if (this.isRelease) {\n return;\n }\n // console.log('before: createRow', table.scenegraph.bodyGroup.lastChild.attribute);\n // if (this.isSkipProgress) {\n // await this.progress();\n // } else\n if (this.colUpdatePos <= this.colEnd) {\n // console.log('progress colUpdatePos', this.colUpdatePos);\n await this.updateColCellGroupsAsync();\n await this.progress();\n } else if (this.rowUpdatePos <= this.rowEnd) {\n // console.log('progress rowUpdatePos', this.rowUpdatePos);\n // 先更新\n await this.updateRowCellGroupsAsync();\n await this.progress();\n } else if (this.currentCol < this.totalCol) {\n await this.createCol();\n await this.progress();\n } else if (this.currentRow < this.totalRow) {\n // console.log('progress currentRow', this.currentRow);\n // 先更新没有需要更新的节点,在生成新节点\n await this.createRow();\n await this.progress();\n }\n handleTextStick(this.table);\n this.table.scenegraph.updateNextFrame();\n resolve();\n }, 16);\n });\n }\n\n async createRow() {\n if (!this.taskRowCount) {\n return;\n }\n // console.log('createRow', this.currentRow, this.currentRow + this.taskRowCount);\n this.createRowCellGroup(this.taskRowCount);\n }\n\n async createCol() {\n if (!this.taskColCount) {\n return;\n }\n // console.log('createCol', this.currentCol, this.currentCol + this.taskColCount);\n this.createColGroup(this.taskRowCount);\n }\n\n createRowCellGroup(onceCount: number) {\n const endRow = Math.min(this.totalRow, this.currentRow + onceCount);\n // compute rows height\n if (this.table.heightMode !== 'adaptive') {\n computeRowsHeight(this.table, this.currentRow + 1, endRow, false);\n }\n\n this.rowEnd = endRow;\n\n if (this.table.frozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = 0; col < this.table.frozenColCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isListTable() ? 'body' : 'rowHeader';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.defaultRowHeight,\n this.table\n // cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rowHeaderGroup.setAttribute('height', maxHeight);\n }\n }\n\n if (this.table.rightFrozenColCount) {\n // create row header row cellGroup\n let maxHeight = 0;\n for (let col = this.table.colCount - this.table.rightFrozenColCount; col < this.table.colCount; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n const cellLocation = this.table.isPivotChart() ? 'rowHeader' : 'body'; // isHeader\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.defaultRowHeight,\n this.table\n // cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n this.table.scenegraph.rightFrozenGroup.setAttribute('height', maxHeight);\n }\n }\n\n // create body row cellGroup\n let maxHeight = 0;\n for (let col = this.bodyLeftCol; col <= this.bodyRightCol; col++) {\n const colGroup = this.table.scenegraph.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n const cellLocation = col < this.table.rowHeaderLevelCount ? 'rowHeader' : 'body';\n const { height } = createComplexColumn(\n colGroup,\n col,\n colGroup.attribute.width,\n this.currentRow + 1,\n endRow,\n this.table.scenegraph.mergeMap,\n this.table.defaultRowHeight,\n this.table\n // cellLocation\n );\n maxHeight = Math.max(maxHeight, height);\n }\n this.table.scenegraph.bodyGroup.setAttribute('height', maxHeight);\n\n this.currentRow = endRow;\n this.rowUpdatePos = this.rowEnd;\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n createColGroup(onceCount: number) {\n // compute rows height\n const endCol = Math.min(this.totalCol, this.currentCol + onceCount);\n if (this.table.widthMode !== 'adaptive') {\n computeColsWidth(this.table, this.currentCol + 1, endCol);\n }\n\n this.colEnd = endCol;\n\n // update last merge cell size\n for (let row = 0; row < this.table.rowCount; row++) {\n const cellGroup = this.highPerformanceGetCell(this.currentCol, row);\n if (cellGroup.role === 'cell' && isNumber(cellGroup.mergeStartCol) && cellGroup.mergeStartCol > this.currentCol) {\n this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n }\n }\n\n // create column\n if (this.table.frozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create colHeaderGroup\n createColGroup(\n this.table.scenegraph.colHeaderGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n 0, // rowStart\n this.table.frozenRowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n if (this.table.bottomFrozenRowCount) {\n // create colGroup\n const lastColumnGroup = (\n this.table.scenegraph.bottomFrozenGroup.lastChild instanceof Group\n ? this.table.scenegraph.bottomFrozenGroup.lastChild\n : this.table.scenegraph.bottomFrozenGroup.lastChild._prev\n ) as Group;\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bottomFrozenGroup\n createColGroup(\n this.table.scenegraph.bottomFrozenGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.table.rowCount - this.table.bottomFrozenRowCount, // rowStart\n this.table.rowCount - 1, // rowEnd\n 'columnHeader', // isHeader\n this.table\n );\n }\n // create colGroup\n let lastColumnGroup =\n this.table.scenegraph.bodyGroup.lastChild &&\n ((this.table.scenegraph.bodyGroup.lastChild instanceof Group\n ? this.table.scenegraph.bodyGroup.lastChild\n : this.table.scenegraph.bodyGroup.lastChild._prev) as Group);\n if (!lastColumnGroup) {\n lastColumnGroup =\n this.table.scenegraph.colHeaderGroup.lastChild &&\n ((this.table.scenegraph.colHeaderGroup.lastChild instanceof Group\n ? this.table.scenegraph.colHeaderGroup.lastChild\n : this.table.scenegraph.colHeaderGroup.lastChild._prev) as Group);\n }\n const xOrigin = lastColumnGroup.attribute.x + lastColumnGroup.attribute.width;\n const yOrigin = lastColumnGroup.attribute.y;\n // create bodyGroup\n createColGroup(\n this.table.scenegraph.bodyGroup,\n xOrigin,\n yOrigin,\n this.currentCol + 1, // colStart\n endCol, // colEnd\n this.rowStart, // rowStart\n this.rowEnd, // rowEnd\n 'body', // isHeader\n this.table\n );\n\n this.currentCol = endCol;\n this.colUpdatePos = this.colEnd;\n\n // update container group size and border\n this.table.scenegraph.updateContainer();\n this.table.scenegraph.updateBorderSizeAndPosition();\n }\n\n async setY(y: number, isEnd = false) {\n const yLimitTop =\n this.table.getRowsHeight(this.bodyTopRow, this.bodyTopRow + (this.rowEnd - this.rowStart + 1)) / 2;\n const yLimitBottom = this.table.getAllRowsHeight() - yLimitTop;\n\n const screenTop = this.table.getTargetRowAt(y + this.table.scenegraph.colHeaderGroup.attribute.height);\n if (screenTop) {\n this.screenTopRow = screenTop.row;\n }\n\n if (y < yLimitTop && this.rowStart === this.bodyTopRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (y > yLimitBottom && this.rowEnd === this.bodyBottomRow) {\n // 执行真实body group坐标修改\n this.updateDeltaY(y);\n this.updateBody(y - this.deltaY);\n } else if (\n (!this.table.scenegraph.bodyGroup.firstChild ||\n this.table.scenegraph.bodyGroup.firstChild.type !== 'group' ||\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0) &&\n (!this.table.scenegraph.rowHeaderGroup.firstChild ||\n this.table.scenegraph.rowHeaderGroup.firstChild.type !== 'group' ||\n this.table.scenegraph.rowHeaderGroup.firstChild.childrenCount === 0)\n ) {\n this.updateDeltaY(y);\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollTop执行dynamicSetY会出错\n this.updateBody(y - this.deltaY);\n } else {\n // 执行动态更新节点\n this.dynamicSetY(y, screenTop, isEnd);\n }\n }\n\n async setX(x: number, isEnd = false) {\n const xLimitLeft =\n this.table.getColsWidth(this.bodyLeftCol, this.bodyLeftCol + (this.colEnd - this.colStart + 1)) / 2;\n const xLimitRight = this.table.getAllColsWidth() - xLimitLeft;\n\n const screenLeft = this.table.getTargetColAt(x + this.table.scenegraph.rowHeaderGroup.attribute.width);\n if (screenLeft) {\n this.screenLeftCol = screenLeft.col;\n }\n\n if (x < xLimitLeft && this.colStart === this.bodyLeftCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (x > xLimitRight && this.colEnd === this.bodyRightCol) {\n // 执行真实body group坐标修改\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else if (\n // 注意判断关系 这里不是 || 而是 &&\n this.table.scenegraph.bodyGroup.firstChild &&\n this.table.scenegraph.bodyGroup.firstChild.type === 'group' &&\n this.table.scenegraph.bodyGroup.firstChild.childrenCount === 0\n ) {\n // 兼容异步加载数据promise的情况 childrenCount=0 如果用户立即调用setScrollLeft执行dynamicSetX会出错\n this.updateDeltaX(x);\n this.table.scenegraph.setBodyAndColHeaderX(-x + this.deltaX);\n } else {\n // 执行动态更新节点\n this.dynamicSetX(x, screenLeft, isEnd);\n }\n }\n\n async dynamicSetY(y: number, screenTop: RowInfo | null, isEnd = false) {\n dynamicSetY(y, screenTop, isEnd, this);\n }\n async dynamicSetX(x: number, screenLeft: ColumnInfo | null, isEnd = false) {\n dynamicSetX(x, screenLeft, isEnd, this);\n }\n\n updateBody(y: number) {\n this.table.scenegraph.setBodyAndRowHeaderY(-y);\n }\n\n async updateRowCellGroupsAsync() {\n this.updateCellGroups(this.taskRowCount);\n }\n\n updateCellGroups(count: number) {\n const distRow = Math.min(this.bodyBottomRow, this.rowUpdatePos + count);\n // console.log('updateCellGroups', this.rowUpdatePos, distRow);\n if (this.table.isAutoRowHeight(this.rowUpdatePos)) {\n computeRowsHeight(this.table, this.rowUpdatePos, distRow, false);\n }\n\n updateRowContent(this.rowUpdatePos, distRow, this);\n\n if (this.table.isAutoRowHeight(this.rowUpdatePos)) {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n this.rowUpdatePos, // rowStart\n distRow, // rowEnd\n this.table,\n this.rowUpdateDirection,\n true\n );\n }\n\n this.rowUpdatePos = distRow + 1;\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateBottomFrozenCellGroups() {\n const startRow = this.table.rowCount - this.table.bottomFrozenRowCount;\n const endRow = this.table.rowCount - 1;\n if (this.table.isAutoRowHeight(startRow)) {\n computeRowsHeight(this.table, startRow, endRow, false);\n }\n updateRowContent(startRow, endRow, this);\n\n if (this.table.isAutoRowHeight(startRow)) {\n // body group\n updateAutoRow(\n this.bodyLeftCol, // colStart\n this.bodyRightCol, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // row header group\n updateAutoRow(\n 0, // colStart\n this.table.frozenColCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n // right frozen group\n updateAutoRow(\n this.table.colCount - this.table.rightFrozenColCount, // colStart\n this.table.colCount - 1, // colEnd\n startRow, // rowStart\n endRow, // rowEnd\n this.table,\n this.rowUpdateDirection\n );\n }\n }\n /** 更新底部冻结行的单元格内容 包括两边的角头 */\n updateRightFrozenCellGroups() {\n const startCol = this.table.colCount - this.table.rightFrozenColCount;\n const endCol = this.table.colCount - 1;\n if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, startCol, endCol, false);\n }\n console.log('updateRightFrozenCellGroups', startCol, endCol);\n updateColContent(startCol, endCol, this);\n\n if (this.table.isAutoRowHeight(this.rowStart)) {\n // body group\n updateAutoColumn(startCol, endCol, this.table, this.colUpdateDirection);\n }\n }\n async updateColCellGroupsAsync() {\n this.updateColGroups(this.taskRowCount);\n }\n\n updateColGroups(count: number) {\n const distCol = Math.min(this.bodyRightCol, this.colUpdatePos + count);\n // console.log('updateCellGroups', this.colUpdatePos, distCol);\n // for (let col = this.colUpdatePos; col <= distCol; col++) {\n // const colGroup = this.table.scenegraph.getColGroup(col);\n // if (colGroup) {\n // // colGroup.forEachChildren((cellGroup: Group) => {\n // // this.updateCellGroupContent(cellGroup);\n // // });\n // // for (let row = (colGroup.firstChild as Group).row; row <= (colGroup.lastChild as Group).row; row++) {\n // // const cellGroup = this.highPerformanceGetCell(colGroup.col, row);\n // // this.updateCellGroupContent(cellGroup);\n // // }\n // let cellGroup = colGroup.firstChild;\n // while (cellGroup) {\n // // this.updateCellGroupContent(cellGroup as Group);\n // // cellGroup = cellGroup._next;\n // const newCellGroup = this.updateCellGroupContent(cellGroup as Group);\n // cellGroup = newCellGroup._next;\n // }\n // colGroup.needUpdate = false;\n // }\n // }\n if (this.table.widthMode === 'autoWidth') {\n computeColsWidth(this.table, this.colUpdatePos, distCol);\n }\n updateColContent(this.colUpdatePos, distCol, this);\n this.colUpdatePos = distCol + 1;\n }\n\n updateCellGroupPosition(cellGroup: Group, newRow: number, y: number) {\n // 更新位置&row\n cellGroup.row = newRow;\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeEndRow = undefined;\n cellGroup.setAttribute('y', y);\n (cellGroup as any).needUpdate = true;\n (cellGroup as any).needUpdateForAutoRowHeight = true;\n }\n\n updateCellGroupContent(cellGroup: Group) {\n if (!cellGroup.needUpdate || cellGroup.role !== 'cell') {\n return cellGroup;\n }\n\n const newCellGroup = this.table.scenegraph.updateCellContent(cellGroup.col, cellGroup.row);\n cellGroup.needUpdate = false;\n return newCellGroup || cellGroup;\n }\n\n async sortCellVertical() {\n await sortVertical(this);\n }\n\n async sortCellHorizontal() {\n await sortHorizontal(this);\n }\n\n highPerformanceGetCell(\n col: number,\n row: number,\n // rowStart: number = this.rowStart,\n // rowEnd: number = this.rowEnd,\n getShadow?: boolean\n ) {\n // if (row < rowStart || row > rowEnd) {\n // return emptyGroup;\n // }\n // if (row < this.rowStart || row > this.rowEnd || col < this.colStart || col > this.colEnd) {\n // return emptyGroup;\n // }\n\n if (\n row >= this.table.frozenRowCount && // not column header\n row < this.table.rowCount - this.table.bottomFrozenRowCount && // not bottom frozen\n (row < this.rowStart || row > this.rowEnd) // not in proxy row range\n ) {\n return emptyGroup;\n }\n\n if (\n col >= this.table.frozenColCount && // not row header\n col < this.table.colCount - this.table.rightFrozenColCount && // not right frozen\n (col < this.colStart || col > this.colEnd) // not in proxy col range\n ) {\n return emptyGroup;\n }\n\n if (this.cellCache.get(col)) {\n const cacheCellGoup = this.cellCache.get(col);\n if ((cacheCellGoup._next || cacheCellGoup._prev) && Math.abs(cacheCellGoup.row - row) < row) {\n // 由缓存单元格向前后查找要快于从头查找\n let cellGroup = getCellByCache(cacheCellGoup, row);\n if (!cellGroup || (!getShadow && cellGroup.role === 'shadow-cell')) {\n cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n }\n cellGroup.row && this.cellCache.set(col, cellGroup);\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n const cellGroup = this.table.scenegraph.getCell(col, row, getShadow);\n // cellGroup.row && this.cellCache.set(col, cellGroup);\n if (cellGroup.col === col && cellGroup.row) {\n this.cellCache.set(col, cellGroup);\n }\n return cellGroup;\n }\n\n updateDeltaY(y: number, screenTopY?: number, screenTopRow?: number) {\n if (this.rowStart === this.bodyTopRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowStart, true);\n if (cellGroup.role === 'cell') {\n const deltaY = cellGroup.attribute.y;\n this.deltaY = -deltaY;\n }\n } else if (this.rowEnd === this.bodyBottomRow) {\n const cellGroup = this.table.scenegraph.highPerformanceGetCell(this.colStart, this.rowEnd, true);\n if (cellGroup.role === 'cell') {\n // const deltaY =\n // cellGroup.attribute.y +\n // cellGroup.attribute.height -\n // (this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight()) -\n // y;\n const actualRowHeight = this.table.getRowHeight(this.rowEnd); // 获取实际行高\n // 使用实际行高而不是cellGroup.attribute.height\n const deltaY =\n cellGroup.attribute.y +\n actualRowHeight -\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 release() {\n this.isRelease = true;\n }\n}\n\nfunction getCellByCache(cacheCellGroup: Group, row: number): Group | null {\n if (!cacheCellGroup) {\n return null;\n }\n if (cacheCellGroup.row === row) {\n return cacheCellGroup;\n }\n const prev = cacheCellGroup._prev as Group;\n const next = cacheCellGroup._next as Group;\n // cacheCellGroup may have wrong order\n if (cacheCellGroup.row > row && prev && prev.row === cacheCellGroup.row - 1) {\n return getCellByCache(prev, row);\n }\n if (cacheCellGroup.row < row && next && next.row === cacheCellGroup.row + 1) {\n return getCellByCache(next, row);\n }\n return null;\n}\n"]}
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@@ -569,7 +569,7 @@ class Scenegraph {
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569
569
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setBodyAndRowHeaderY(y) {
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570
570
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var _a, _b, _c, _d, _e, _f;
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571
571
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const firstBodyCell = null !== (_b = null === (_a = this.bodyGroup.firstChild) || void 0 === _a ? void 0 : _a.firstChild) && void 0 !== _b ? _b : null === (_c = this.rowHeaderGroup.firstChild) || void 0 === _c ? void 0 : _c.firstChild, lastBodyCell = null !== (_e = null === (_d = this.bodyGroup.firstChild) || void 0 === _d ? void 0 : _d.lastChild) && void 0 !== _e ? _e : null === (_f = this.rowHeaderGroup.firstChild) || void 0 === _f ? void 0 : _f.lastChild;
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572
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-
0 === y && firstBodyCell && firstBodyCell.row === this.table.frozenRowCount && firstBodyCell.attribute.y + y < 0 ? y = -firstBodyCell.attribute.y : lastBodyCell && this.table.tableNoFrameHeight < this.table.getAllRowsHeight() && lastBodyCell.row === this.table.rowCount - this.table.bottomFrozenRowCount - 1 && lastBodyCell.attribute.y + lastBodyCell.
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572
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+
0 === y && firstBodyCell && firstBodyCell.row === this.table.frozenRowCount && firstBodyCell.attribute.y + y < 0 ? y = -firstBodyCell.attribute.y : lastBodyCell && this.table.tableNoFrameHeight < this.table.getAllRowsHeight() && lastBodyCell.row === this.table.rowCount - this.table.bottomFrozenRowCount - 1 && lastBodyCell.attribute.y + this.table.getRowHeight(lastBodyCell.row) + y < this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight() && (y = this.table.tableNoFrameHeight - this.table.getFrozenRowsHeight() - this.table.getBottomFrozenRowsHeight() - lastBodyCell.attribute.y - this.table.getRowHeight(lastBodyCell.row)),
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573
573
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this.colHeaderGroup.attribute.height + y !== this.bodyGroup.attribute.y && (this.bodyGroup.setAttribute("y", this.colHeaderGroup.attribute.height + y),
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574
574
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this.rowHeaderGroup.setAttribute("y", this.cornerHeaderGroup.attribute.height + y),
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575
575
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this.table.rightFrozenColCount > 0 && this.rightFrozenGroup.setAttribute("y", this.rightTopCornerGroup.attribute.height + y),
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