@visactor/vtable 1.22.11-alpha.8 → 1.22.11
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/PivotChart.d.ts +0 -3
- package/cjs/PivotChart.js +5 -12
- package/cjs/PivotChart.js.map +1 -1
- package/cjs/PivotTable-all.js.map +1 -1
- package/cjs/core/BaseTable.d.ts +3 -0
- package/cjs/core/BaseTable.js +22 -6
- package/cjs/core/BaseTable.js.map +1 -1
- package/cjs/dataset/dataset.js +92 -84
- package/cjs/dataset/dataset.js.map +1 -1
- package/cjs/edit/edit-manager.js +10 -9
- package/cjs/edit/edit-manager.js.map +1 -1
- package/cjs/event/listener/container-dom.js +1 -1
- package/cjs/event/listener/container-dom.js.map +1 -1
- package/cjs/event/listener/scroll-bar.js +2 -8
- package/cjs/event/listener/scroll-bar.js.map +1 -1
- package/cjs/event/listener/table-group.js +8 -14
- package/cjs/event/listener/table-group.js.map +1 -1
- package/cjs/event/media-click.js +1 -1
- package/cjs/event/scroll.js +1 -1
- package/cjs/event/sparkline-event.js +1 -1
- package/cjs/event/util.js +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +1 -1
- package/cjs/index.js.map +1 -1
- package/cjs/layout/index.js +1 -2
- package/cjs/layout/pivot-header-layout.d.ts +0 -6
- package/cjs/layout/pivot-header-layout.js +21 -40
- package/cjs/layout/pivot-header-layout.js.map +1 -1
- package/cjs/plugins/custom-cell-style.d.ts +5 -0
- package/cjs/plugins/custom-cell-style.js +66 -18
- package/cjs/plugins/custom-cell-style.js.map +1 -1
- package/cjs/plugins/interface.js +1 -1
- package/cjs/plugins/invert-highlight.js +2 -1
- package/cjs/plugins/list-tree-stick-cell.js +1 -1
- package/cjs/plugins/plugin-manager.js +1 -1
- package/cjs/scenegraph/graphic/active-cell-chart-list.d.ts +2 -15
- package/cjs/scenegraph/graphic/active-cell-chart-list.js +75 -198
- package/cjs/scenegraph/graphic/active-cell-chart-list.js.map +1 -1
- package/cjs/scenegraph/graphic/chart.d.ts +1 -10
- package/cjs/scenegraph/graphic/chart.js +27 -61
- package/cjs/scenegraph/graphic/chart.js.map +1 -1
- package/cjs/scenegraph/graphic/contributions/chart-render.js +4 -3
- package/cjs/scenegraph/graphic/contributions/chart-render.js.map +1 -1
- package/cjs/scenegraph/group-creater/cell-type/progress-bar-cell.js.map +1 -1
- package/cjs/scenegraph/layout/update-row.js +16 -1
- package/cjs/scenegraph/layout/update-row.js.map +1 -1
- package/cjs/scenegraph/refresh-node/update-chart.d.ts +1 -1
- package/cjs/scenegraph/refresh-node/update-chart.js +1 -2
- package/cjs/scenegraph/refresh-node/update-chart.js.map +1 -1
- package/cjs/scenegraph/scenegraph.d.ts +2 -2
- package/cjs/scenegraph/scenegraph.js +11 -44
- package/cjs/scenegraph/scenegraph.js.map +1 -1
- package/cjs/scenegraph/select/update-select-border.js.map +1 -1
- package/cjs/state/select/update-position.js +3 -3
- package/cjs/state/select/update-position.js.map +1 -1
- package/cjs/tools/util.d.ts +0 -5
- package/cjs/tools/util.js +4 -22
- package/cjs/tools/util.js.map +1 -1
- package/cjs/ts-types/base-table.d.ts +3 -0
- package/cjs/ts-types/base-table.js.map +1 -1
- package/cjs/ts-types/new-data-set.d.ts +1 -0
- package/cjs/ts-types/new-data-set.js.map +1 -1
- package/cjs/ts-types/table-engine.d.ts +0 -7
- package/cjs/ts-types/table-engine.js.map +1 -1
- package/cjs/vrender.js.map +1 -1
- package/dist/vtable.js +380 -596
- package/dist/vtable.min.js +2 -2
- package/es/PivotChart.d.ts +0 -3
- package/es/PivotChart.js +4 -13
- package/es/PivotChart.js.map +1 -1
- package/es/PivotTable-all.js.map +1 -1
- package/es/core/BaseTable.d.ts +3 -0
- package/es/core/BaseTable.js +22 -6
- package/es/core/BaseTable.js.map +1 -1
- package/es/dataset/dataset.js +92 -84
- package/es/dataset/dataset.js.map +1 -1
- package/es/edit/edit-manager.js +10 -9
- package/es/edit/edit-manager.js.map +1 -1
- package/es/event/listener/container-dom.js +1 -1
- package/es/event/listener/container-dom.js.map +1 -1
- package/es/event/listener/scroll-bar.js +2 -8
- package/es/event/listener/scroll-bar.js.map +1 -1
- package/es/event/listener/table-group.js +8 -13
- package/es/event/listener/table-group.js.map +1 -1
- package/es/event/media-click.js +1 -1
- package/es/event/scroll.js +1 -1
- package/es/event/sparkline-event.js +1 -1
- package/es/event/util.js +1 -1
- package/es/index.d.ts +1 -1
- package/es/index.js +1 -1
- package/es/index.js.map +1 -1
- package/es/layout/index.js +1 -2
- package/es/layout/pivot-header-layout.d.ts +0 -6
- package/es/layout/pivot-header-layout.js +21 -40
- package/es/layout/pivot-header-layout.js.map +1 -1
- package/es/plugins/custom-cell-style.d.ts +5 -0
- package/es/plugins/custom-cell-style.js +64 -18
- package/es/plugins/custom-cell-style.js.map +1 -1
- package/es/plugins/interface.js +1 -1
- package/es/plugins/invert-highlight.js +2 -1
- package/es/plugins/list-tree-stick-cell.js +1 -1
- package/es/plugins/plugin-manager.js +1 -1
- package/es/scenegraph/graphic/active-cell-chart-list.d.ts +2 -15
- package/es/scenegraph/graphic/active-cell-chart-list.js +68 -186
- package/es/scenegraph/graphic/active-cell-chart-list.js.map +1 -1
- package/es/scenegraph/graphic/chart.d.ts +1 -10
- package/es/scenegraph/graphic/chart.js +25 -58
- package/es/scenegraph/graphic/chart.js.map +1 -1
- package/es/scenegraph/graphic/contributions/chart-render.js +4 -3
- package/es/scenegraph/graphic/contributions/chart-render.js.map +1 -1
- package/es/scenegraph/group-creater/cell-type/progress-bar-cell.js.map +1 -1
- package/es/scenegraph/layout/update-row.js +16 -1
- package/es/scenegraph/layout/update-row.js.map +1 -1
- package/es/scenegraph/refresh-node/update-chart.d.ts +1 -1
- package/es/scenegraph/refresh-node/update-chart.js +1 -2
- package/es/scenegraph/refresh-node/update-chart.js.map +1 -1
- package/es/scenegraph/scenegraph.d.ts +2 -2
- package/es/scenegraph/scenegraph.js +10 -43
- package/es/scenegraph/scenegraph.js.map +1 -1
- package/es/scenegraph/select/update-select-border.js.map +1 -1
- package/es/state/select/update-position.js +4 -2
- package/es/state/select/update-position.js.map +1 -1
- package/es/tools/util.d.ts +0 -5
- package/es/tools/util.js +0 -18
- package/es/tools/util.js.map +1 -1
- package/es/ts-types/base-table.d.ts +3 -0
- package/es/ts-types/base-table.js.map +1 -1
- package/es/ts-types/new-data-set.d.ts +1 -0
- package/es/ts-types/new-data-set.js.map +1 -1
- package/es/ts-types/table-engine.d.ts +0 -7
- package/es/ts-types/table-engine.js.map +1 -1
- package/es/vrender.js.map +1 -1
- package/package.json +5 -5
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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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{ 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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@@ -36,7 +36,7 @@ function updateRow(removeCells, addCells, updateCells, table, skipUpdateProxy) {
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rowUpdatePos = (0, vutils_1.isValid)(rowUpdatePos) ? (0, vutils_1.isValid)(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos : pos;
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}
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let updateAfter;
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if (scene.table._clearRowRangeHeightsMap(), addRows.forEach((row => {
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if (scene.table._clearRowRangeHeightsMap(), verifyProxyRowStatus(scene), addRows.forEach((row => {
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const needUpdateAfter = addRow(row, scene, skipUpdateProxy);
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updateAfter = null != updateAfter ? updateAfter : needUpdateAfter, rowHeightsMap.insert(row);
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})), resetRowNumberAndY(scene), addRows.length) {
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@@ -288,5 +288,20 @@ function setRowSeriesNumberCellNeedUpdate(startUpdateRow, scene) {
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cell_helper_1.updateCell)(0, row, scene.table, !1);
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}
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function verifyProxyRowStatus(scene) {
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const proxy = scene.proxy, {rowStart: rowStart, rowEnd: rowEnd, rowLimit: rowLimit, totalRow: totalRow} = proxy;
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if (rowStart > rowEnd) return proxy.rowStart = scene.table.columnHeaderLevelCount,
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proxy.rowEnd = Math.min(totalRow, proxy.rowStart + rowLimit - 1), void (proxy.currentRow = 0);
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if (rowStart + rowLimit - 1 > totalRow) {
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const oldRowStart = proxy.rowStart, newRowStart = Math.max(scene.table.columnHeaderLevelCount, totalRow - rowLimit + 1);
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if (newRowStart === oldRowStart) return;
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proxy.rowStart = newRowStart, proxy.rowEnd = Math.min(totalRow, newRowStart + rowLimit - 1),
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proxy.currentRow = proxy.rowEnd + 1;
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const addRowCount = oldRowStart - proxy.rowStart;
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for (let i = 0; i < addRowCount; i++) addRowCellGroup(proxy.rowStart + i, scene);
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proxy.rowUpdatePos = proxy.rowStart;
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}
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}
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exports.updateRow = updateRow;
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//# sourceMappingURL=update-row.js.map
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@@ -1 +1 @@
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{ isNumber, isValid } from '@visactor/vutils';\nimport type { CellAddress, CellRange } from '../../ts-types';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport { Group } from '../graphic/group';\nimport { updateCell } from '../group-creater/cell-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { deduplication } from '../../tools/util';\nimport { checkHaveTextStick, resetTextStick } from '../stick-text';\n\n/**\n * add and remove rows in scenegraph\n */\nexport function updateRow(\n removeCells: CellAddress[],\n addCells: CellAddress[],\n updateCells: CellAddress[],\n table: BaseTableAPI,\n skipUpdateProxy?: boolean\n) {\n if (checkHaveTextStick(table)) {\n resetTextStick(table); // reset text stick\n }\n\n const scene = table.scenegraph;\n // deduplication\n const removeRows = deduplication(removeCells.map(cell => cell.row)).sort((a, b) => b - a);\n const addRows = deduplication(addCells.map(cell => cell.row)).sort((a, b) => a - b);\n const updateRows = deduplication(updateCells.map(cell => cell.row)).sort((a, b) => a - b);\n\n let rowUpdatePos;\n if (updateRows.length) {\n const beforeRow = updateRows[0] - 1;\n const afterRow = updateRows[updateRows.length - 1] + 1;\n rowUpdatePos = _getUpdateRowIndexUseCellNode(beforeRow, afterRow, scene);\n }\n if (addRows.length) {\n const beforeRow = addRows[0] - 1;\n const afterRow = addRows[addRows.length - 1] + 1;\n const pos = _getUpdateRowIndexUseCellNode(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n if (removeRows.length) {\n const beforeRow = removeRows[0] - 1;\n const afterRow = removeRows[removeRows.length - 1] + 1;\n const pos = _getUpdateRowIndexUseCellNode(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n // remove cells\n removeRows.forEach(row => {\n removeRow(row, scene, skipUpdateProxy);\n });\n\n const rowHeightsMap = table.rowHeightsMap;\n removeRows.forEach(row => {\n rowHeightsMap.delete(row);\n });\n\n if (removeRows.length) {\n resetRowNumber(scene);\n const beforeRow = removeRows[removeRows.length - 1] - 1;\n const afterRow = removeRows[0] - removeRows.length + 1;\n const pos = _getUpdateRowIndex(beforeRow, afterRow, scene);\n // isNumber(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n scene.table._clearRowRangeHeightsMap();\n\n // add cells\n let updateAfter: number;\n addRows.forEach(row => {\n const needUpdateAfter = addRow(row, scene, skipUpdateProxy);\n updateAfter = updateAfter ?? needUpdateAfter;\n rowHeightsMap.insert(row);\n });\n\n // reset attribute y and row number in CellGroup\n // const newTotalHeight = resetRowNumberAndY(scene);\n resetRowNumberAndY(scene);\n\n if (addRows.length) {\n const beforeRow = addRows[0] - 1;\n const afterRow = addRows[addRows.length - 1] + 1;\n const pos = _getUpdateRowIndex(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n //下面合并单元格情况有重复调用updateCell问题,需要优化。用这个变量记录已经处理过的合并单元格位置,避免重复处理。\n const batchMergePos = new Set<string>();\n for (let col = 0; col < table.colCount; col++) {\n // add cells\n updateRows.forEach(row => {\n if (row < table.frozenRowCount) {\n // top frozen\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo) {\n for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n const key = `${col}-${row}`;\n if (!batchMergePos.has(key)) {\n updateCell(col, row, scene.table, false);\n batchMergePos.add(key);\n }\n }\n }\n } else {\n updateCell(col, row, scene.table, false);\n }\n } else if (\n // row < table.frozenRowCount || // not top frozen\n row > table.rowCount - 1 || // greater than rowCount - 1\n (row < scene.table.rowCount - scene.table.bottomFrozenRowCount && // not bottom frozen\n (row < scene.proxy.rowStart || row > scene.proxy.rowEnd)) // not in row range\n ) {\n removeCellGroup(row, scene);\n } else {\n // updateRowAttr(row, scene);\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo) {\n for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n const key = `${col}-${row}`;\n if (!batchMergePos.has(key)) {\n updateCell(col, row, scene.table, false);\n batchMergePos.add(key);\n }\n }\n }\n } else {\n updateCell(col, row, scene.table, false);\n }\n }\n });\n }\n\n if (updateRows.length) {\n const beforeRow = updateRows[0] - 1;\n const afterRow = updateRows[updateRows.length - 1] + 1;\n const pos = _getUpdateRowIndex(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n if (isNumber(updateAfter)) {\n for (let col = 0; col < Math.max(table.colCount, table.internalProps._oldColCount ?? table.colCount); col++) {\n for (\n let row = updateAfter;\n row < Math.max(table.rowCount, table.internalProps._oldRowCount ?? table.rowCount);\n row++\n ) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n cellGroup && (cellGroup.needUpdate = true);\n }\n }\n rowUpdatePos = isValid(rowUpdatePos)\n ? isValid(updateAfter)\n ? Math.min(rowUpdatePos, updateAfter)\n : rowUpdatePos\n : updateAfter;\n // scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, updateAfter);\n }\n isNumber(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));\n if (addRows.length) {\n if (!isNumber(updateAfter)) {\n const minRow = Math.min(...addRows);\n scene.proxy.rowUpdatePos = Math.min(minRow, scene.proxy.rowUpdatePos);\n }\n // 对于列表,折叠展开时最上行(按钮行行)位置不变,为基准向下更新,所以这里配置方向为up(从上向下更新)\n // 对于透视表,最上行以上以下都也可能会变,目前采区重新建立场景树方案\n scene.proxy.rowUpdateDirection = 'up';\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n updateBottomFrozeCellGroups();\n // scene.proxy.progress();\n } else if (removeRows.length) {\n setRowSeriesNumberCellNeedUpdate(removeRows[removeRows.length - 1], scene);\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n\n updateBottomFrozeCellGroups();\n // scene.proxy.progress();\n }\n scene.proxy.progress();\n\n // update table size\n const newTotalHeight = table.getRowsHeight(table.frozenRowCount, table.rowCount - 1 - table.bottomFrozenRowCount);\n scene.updateContainerHeight(scene.table.frozenRowCount, newTotalHeight - scene.bodyGroup.attribute.height);\n\n function updateBottomFrozeCellGroups() {\n if (\n addRows?.[addRows?.length - 1] >= table.rowCount - table.bottomFrozenRowCount ||\n updateRows?.[updateRows?.length - 1] >= table.rowCount - table.bottomFrozenRowCount ||\n removeRows?.[0] >= table.rowCount - table.bottomFrozenRowCount\n ) {\n for (let col = 0; col < table.colCount; col++) {\n for (let row = table.rowCount - table.bottomFrozenRowCount; row < table.rowCount; row++) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n cellGroup && (cellGroup.needUpdate = true);\n }\n }\n scene.proxy.updateBottomFrozenCellGroups();\n }\n }\n}\nfunction removeRow(row: number, scene: Scenegraph, skipUpdateProxy?: boolean) {\n // const infectCellRange = removeCellGroup(row, scene);\n // for (let i = 0; i < infectCellRange.length; i++) {\n // const { mergeStartCol, mergeEndCol, mergeStartRow, mergeEndRow } = infectCellRange[i];\n // for (let col = mergeStartCol; col <= mergeEndCol; col++) {\n // for (let row = mergeStartRow; row <= mergeEndRow; row++) {\n // const cellGroup = scene.getCell(col, row, true);\n // if (cellGroup) {\n // cellGroup.needUpdate = true;\n // }\n // }\n // }\n // }\n\n const proxy = scene.proxy;\n\n // TODO 需要整体更新proxy的状态\n if (row >= proxy.rowStart && row <= proxy.rowEnd) {\n removeCellGroup(row, scene);\n proxy.rowEnd--;\n proxy.currentRow--;\n }\n if (!skipUpdateProxy) {\n proxy.bodyBottomRow--;\n // proxy.totalRow--;\n const totalActualBodyRowCount = Math.min(proxy.rowLimit, proxy.bodyBottomRow - proxy.bodyTopRow + 1); // 渐进加载总row数量\n proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n proxy.totalRow = Math.min(proxy.table.rowCount - 1, proxy.rowStart + totalActualBodyRowCount - 1); // 目标渐进完成的row\n }\n}\n\nfunction addRow(row: number, scene: Scenegraph, skipUpdateProxy?: boolean) {\n const proxy = scene.proxy;\n if (!skipUpdateProxy) {\n proxy.bodyBottomRow++;\n // proxy.totalRow++;\n const totalActualBodyRowCount = Math.min(proxy.rowLimit, proxy.bodyBottomRow - proxy.bodyTopRow + 1); // 渐进加载总row数量\n proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n proxy.totalRow = proxy.rowStart + totalActualBodyRowCount - 1; // 目标渐进完成的row\n }\n\n if (row < proxy.rowStart) {\n return undefined;\n } else if (row > proxy.rowEnd) {\n if (proxy.rowEnd - proxy.rowStart + 1 < proxy.rowLimit) {\n // can add row\n proxy.rowEnd++;\n proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n return row;\n }\n return undefined;\n }\n if (proxy.rowEnd - proxy.rowStart + 1 < proxy.rowLimit) {\n // can add row\n proxy.rowEnd++;\n proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n return row;\n }\n\n // update rows after\n return row;\n\n // return undefined;\n\n // // TODO 需要整体更新proxy的状态\n // scene.proxy.bodyBottomRow++;\n // scene.proxy.totalRow++;\n // scene.proxy.rowEnd++;\n // scene.proxy.currentRow++;\n}\nfunction resetRowNumber(scene: Scenegraph) {\n scene.bodyGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n\n scene.rowHeaderGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n\n scene.rightFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.bottomFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.leftBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.rightBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n function processCell(cellGroup: Group, rowIndex: number) {\n cellGroup.row = rowIndex;\n const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n if (merge) {\n cellGroup.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeStartRow = merge.start.row;\n cellGroup.mergeEndRow = merge.end.row;\n } else {\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndRow = undefined;\n }\n }\n}\n\nfunction resetRowNumberAndY(scene: Scenegraph) {\n scene.bodyGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n\n scene.rowHeaderGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n\n scene.rightFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.bottomFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.leftBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.rightBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n function processCell(cellGroup: Group, rowIndex: number, y: number) {\n cellGroup.row = rowIndex;\n cellGroup.setAttribute('y', y);\n const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n if (merge) {\n cellGroup.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeStartRow = merge.start.row;\n cellGroup.mergeEndRow = merge.end.row;\n } else {\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndRow = undefined;\n }\n }\n}\nfunction addRowCellGroup(row: number, scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n // create cellGroup\n // const cellGroup = updateCell(col, row, scene.table, true);\n const cellGroup = new Group({\n x: 0,\n y: 0,\n width: scene.table.getColWidth(col),\n height: scene.table.getRowHeight(row)\n });\n cellGroup.role = 'cell';\n cellGroup.col = col;\n cellGroup.row = row;\n cellGroup.needUpdate = true;\n\n if (!cellGroup) {\n // TODO: deal with data promise situation\n continue;\n }\n\n // insert cellGroup in colGroup\n const colGroup = scene.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n\n if (colGroup.firstChild && row < (colGroup.firstChild as Group).row) {\n colGroup.insertBefore(cellGroup, colGroup.firstChild);\n (colGroup.firstChild as Group).row = (colGroup.firstChild as Group).row + 1;\n // if (\n // isNumber((colGroup.firstChild as Group).mergeStartRow) &&\n // isNumber((colGroup.firstChild as Group).mergeEndRow)\n // ) {\n // (colGroup.firstChild as Group).mergeStartRow = (colGroup.firstChild as Group).mergeStartRow + 1;\n // (colGroup.firstChild as Group).mergeEndRow = (colGroup.firstChild as Group).mergeEndRow + 1;\n // }\n } else if (colGroup.lastChild && row > (colGroup.lastChild as Group).row) {\n colGroup.appendChild(cellGroup);\n } else {\n // let cellBefore: Group;\n // colGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.row === row) {\n // cellBefore = cellGroup;\n // return true;\n // }\n // return false;\n // });\n\n const cellBefore = scene.highPerformanceGetCell(col, row, true);\n if (cellBefore !== cellGroup) {\n colGroup.insertBefore(cellGroup, cellBefore);\n cellBefore && (cellBefore.row = cellBefore.row + 1);\n // if (isNumber(cellBefore.mergeStartRow) && isNumber(cellBefore.mergeEndRow)) {\n // cellBefore.mergeStartRow = cellBefore.mergeStartRow + 1;\n // cellBefore.mergeEndRow = cellBefore.mergeEndRow + 1;\n // }\n if (cellBefore !== colGroup.lastChild) {\n colGroup.lastChild && ((colGroup.lastChild as Group).row = (colGroup.lastChild as Group).row + 1);\n // if (\n // isNumber((colGroup.lastChild as Group).mergeStartRow) &&\n // isNumber((colGroup.lastChild as Group).mergeEndRow)\n // ) {\n // (colGroup.lastChild as Group).mergeStartRow = (colGroup.lastChild as Group).mergeStartRow + 1;\n // (colGroup.lastChild as Group).mergeEndRow = (colGroup.lastChild as Group).mergeEndRow + 1;\n // }\n }\n }\n }\n\n // // reset row number\n // let rowIndex = (colGroup.firstChild as Group)?.row;\n // colGroup.forEachChildren((cellGroup: Group) => {\n // cellGroup.row = rowIndex;\n // rowIndex++;\n // });\n }\n}\n\nfunction removeCellGroup(row: number, scene: Scenegraph) {\n // const infectCellRange = [];\n for (let col = 0; col < scene.table.colCount; col++) {\n // const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n if (!colGroup) {\n continue;\n }\n\n // remove cellGroup in colGroup\n let cellGroup: Group;\n colGroup.forEachChildren((cell: Group) => {\n if (cell.row === row) {\n cellGroup = cell;\n return true;\n }\n return false;\n });\n if (cellGroup) {\n colGroup.updateColumnHeight(-(cellGroup as Group).attribute.height);\n colGroup.removeChild(cellGroup);\n // if (\n // isValid(cellGroup.mergeStartCol) &&\n // isValid(cellGroup.mergeEndCol) &&\n // isValid(cellGroup.mergeStartRow) &&\n // isValid(cellGroup.mergeEndRow)\n // ) {\n // infectCellRange.push({\n // col: cellGroup.col,\n // row: cellGroup.row,\n // mergeStartCol: cellGroup.mergeStartCol,\n // mergeEndCol: cellGroup.mergeEndCol,\n // mergeStartRow: cellGroup.mergeStartRow,\n // mergeEndRow: cellGroup.mergeEndRow\n // });\n // }\n }\n }\n // return infectCellRange;\n}\n\nfunction _getUpdateRowIndex(beforeRow: number, afterRow: number, scene: Scenegraph) {\n let updateRow;\n for (let col = 0; col < scene.table.colCount; col++) {\n const rangeBefore = scene.table.getCellRange(col, beforeRow);\n let row;\n if (rangeBefore.start.row <= beforeRow + 1 && rangeBefore.end.row >= beforeRow + 1) {\n addNeedUpdateTag(rangeBefore, scene);\n row = rangeBefore.start.row;\n }\n\n const rangeAfter = scene.table.getCellRange(col, afterRow);\n if (rangeAfter.start.row <= afterRow + 1 && rangeAfter.end.row >= afterRow + 1) {\n addNeedUpdateTag(rangeAfter, scene);\n row = rangeAfter.start.row;\n }\n if (isValid(row)) {\n updateRow = isValid(updateRow) ? Math.min(updateRow, row) : row;\n }\n }\n return updateRow;\n}\nfunction _getUpdateRowIndexUseCellNode(beforeRow: number, afterRow: number, scene: Scenegraph) {\n let updateRow;\n for (let col = 0; col < scene.table.colCount; col++) {\n let row;\n const beforeCell = scene.highPerformanceGetCell(col, beforeRow);\n if (beforeCell.mergeStartRow && beforeCell.mergeEndRow && beforeCell.mergeEndRow > beforeRow) {\n addNeedUpdateTag(\n {\n start: {\n row: beforeCell.mergeStartRow,\n col: scene.table.isAutoRowHeight(afterRow) ? 0 : beforeCell.mergeStartCol\n },\n end: {\n row: beforeCell.mergeEndRow,\n col: scene.table.isAutoRowHeight(afterRow) ? scene.table.colCount - 1 : beforeCell.mergeEndCol\n }\n },\n scene\n );\n row = beforeCell.mergeStartRow;\n }\n\n const afterCell = scene.highPerformanceGetCell(col, afterRow);\n if (afterCell.mergeStartRow && afterCell.mergeEndRow && afterCell.mergeStartRow < afterRow) {\n addNeedUpdateTag(\n {\n start: {\n row: afterCell.mergeStartRow,\n col: scene.table.isAutoRowHeight(afterRow) ? 0 : afterCell.mergeStartCol\n },\n end: {\n row: afterCell.mergeEndRow,\n col: scene.table.isAutoRowHeight(afterRow) ? scene.table.colCount - 1 : afterCell.mergeEndCol\n }\n },\n scene\n );\n row = afterCell.mergeStartRow;\n }\n if (isValid(row)) {\n updateRow = isValid(updateRow) ? Math.min(updateRow, row) : row;\n }\n }\n return updateRow;\n}\n\nfunction addNeedUpdateTag(range: CellRange, scene: Scenegraph) {\n const { start, end } = range;\n for (let col = start.col; col <= end.col; col++) {\n for (let row = start.row; row <= end.row; row++) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n if (!cellGroup) {\n continue;\n }\n cellGroup.needUpdate = true;\n }\n }\n}\n\nfunction setRowSeriesNumberCellNeedUpdate(startUpdateRow: number, scene: Scenegraph) {\n if (scene.table.isHasSeriesNumber()) {\n for (let row = startUpdateRow; row <= scene.table.rowCount - 1; row++) {\n updateCell(0, row, scene.table, false);\n }\n }\n}\n"]}
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+
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{ isNumber, isValid } from '@visactor/vutils';\nimport type { CellAddress, CellRange } from '../../ts-types';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport { Group } from '../graphic/group';\nimport { updateCell } from '../group-creater/cell-helper';\nimport type { Scenegraph } from '../scenegraph';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { deduplication } from '../../tools/util';\nimport { checkHaveTextStick, resetTextStick } from '../stick-text';\n\n/**\n * add and remove rows in scenegraph\n */\nexport function updateRow(\n removeCells: CellAddress[],\n addCells: CellAddress[],\n updateCells: CellAddress[],\n table: BaseTableAPI,\n skipUpdateProxy?: boolean\n) {\n if (checkHaveTextStick(table)) {\n resetTextStick(table); // reset text stick\n }\n\n const scene = table.scenegraph;\n // deduplication\n const removeRows = deduplication(removeCells.map(cell => cell.row)).sort((a, b) => b - a);\n const addRows = deduplication(addCells.map(cell => cell.row)).sort((a, b) => a - b);\n const updateRows = deduplication(updateCells.map(cell => cell.row)).sort((a, b) => a - b);\n\n let rowUpdatePos;\n if (updateRows.length) {\n const beforeRow = updateRows[0] - 1;\n const afterRow = updateRows[updateRows.length - 1] + 1;\n rowUpdatePos = _getUpdateRowIndexUseCellNode(beforeRow, afterRow, scene);\n }\n if (addRows.length) {\n const beforeRow = addRows[0] - 1;\n const afterRow = addRows[addRows.length - 1] + 1;\n const pos = _getUpdateRowIndexUseCellNode(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n if (removeRows.length) {\n const beforeRow = removeRows[0] - 1;\n const afterRow = removeRows[removeRows.length - 1] + 1;\n const pos = _getUpdateRowIndexUseCellNode(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n // remove cells\n removeRows.forEach(row => {\n removeRow(row, scene, skipUpdateProxy);\n });\n\n const rowHeightsMap = table.rowHeightsMap;\n removeRows.forEach(row => {\n rowHeightsMap.delete(row);\n });\n\n if (removeRows.length) {\n resetRowNumber(scene);\n const beforeRow = removeRows[removeRows.length - 1] - 1;\n const afterRow = removeRows[0] - removeRows.length + 1;\n const pos = _getUpdateRowIndex(beforeRow, afterRow, scene);\n // isNumber(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n scene.table._clearRowRangeHeightsMap();\n\n // verify proxy row status\n verifyProxyRowStatus(scene);\n\n // add cells\n let updateAfter: number;\n addRows.forEach(row => {\n const needUpdateAfter = addRow(row, scene, skipUpdateProxy);\n updateAfter = updateAfter ?? needUpdateAfter;\n rowHeightsMap.insert(row);\n });\n\n // reset attribute y and row number in CellGroup\n // const newTotalHeight = resetRowNumberAndY(scene);\n resetRowNumberAndY(scene);\n\n if (addRows.length) {\n const beforeRow = addRows[0] - 1;\n const afterRow = addRows[addRows.length - 1] + 1;\n const pos = _getUpdateRowIndex(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n //下面合并单元格情况有重复调用updateCell问题,需要优化。用这个变量记录已经处理过的合并单元格位置,避免重复处理。\n const batchMergePos = new Set<string>();\n for (let col = 0; col < table.colCount; col++) {\n // add cells\n updateRows.forEach(row => {\n if (row < table.frozenRowCount) {\n // top frozen\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo) {\n for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n const key = `${col}-${row}`;\n if (!batchMergePos.has(key)) {\n updateCell(col, row, scene.table, false);\n batchMergePos.add(key);\n }\n }\n }\n } else {\n updateCell(col, row, scene.table, false);\n }\n } else if (\n // row < table.frozenRowCount || // not top frozen\n row > table.rowCount - 1 || // greater than rowCount - 1\n (row < scene.table.rowCount - scene.table.bottomFrozenRowCount && // not bottom frozen\n (row < scene.proxy.rowStart || row > scene.proxy.rowEnd)) // not in row range\n ) {\n removeCellGroup(row, scene);\n } else {\n // updateRowAttr(row, scene);\n const mergeInfo = getCellMergeInfo(scene.table, col, row);\n if (mergeInfo) {\n for (let col = mergeInfo.start.col; col <= mergeInfo.end.col; col++) {\n for (let row = mergeInfo.start.row; row <= mergeInfo.end.row; row++) {\n const key = `${col}-${row}`;\n if (!batchMergePos.has(key)) {\n updateCell(col, row, scene.table, false);\n batchMergePos.add(key);\n }\n }\n }\n } else {\n updateCell(col, row, scene.table, false);\n }\n }\n });\n }\n\n if (updateRows.length) {\n const beforeRow = updateRows[0] - 1;\n const afterRow = updateRows[updateRows.length - 1] + 1;\n const pos = _getUpdateRowIndex(beforeRow, afterRow, scene);\n rowUpdatePos = isValid(rowUpdatePos) ? (isValid(pos) ? Math.min(rowUpdatePos, pos) : rowUpdatePos) : pos;\n }\n\n if (isNumber(updateAfter)) {\n for (let col = 0; col < Math.max(table.colCount, table.internalProps._oldColCount ?? table.colCount); col++) {\n for (\n let row = updateAfter;\n row < Math.max(table.rowCount, table.internalProps._oldRowCount ?? table.rowCount);\n row++\n ) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n cellGroup && (cellGroup.needUpdate = true);\n }\n }\n rowUpdatePos = isValid(rowUpdatePos)\n ? isValid(updateAfter)\n ? Math.min(rowUpdatePos, updateAfter)\n : rowUpdatePos\n : updateAfter;\n // scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, updateAfter);\n }\n isNumber(rowUpdatePos) && (scene.proxy.rowUpdatePos = Math.min(scene.proxy.rowUpdatePos, rowUpdatePos));\n if (addRows.length) {\n if (!isNumber(updateAfter)) {\n const minRow = Math.min(...addRows);\n scene.proxy.rowUpdatePos = Math.min(minRow, scene.proxy.rowUpdatePos);\n }\n // 对于列表,折叠展开时最上行(按钮行行)位置不变,为基准向下更新,所以这里配置方向为up(从上向下更新)\n // 对于透视表,最上行以上以下都也可能会变,目前采区重新建立场景树方案\n scene.proxy.rowUpdateDirection = 'up';\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n updateBottomFrozeCellGroups();\n // scene.proxy.progress();\n } else if (removeRows.length) {\n setRowSeriesNumberCellNeedUpdate(removeRows[removeRows.length - 1], scene);\n scene.proxy.updateCellGroups(scene.proxy.screenRowCount * 2);\n\n updateBottomFrozeCellGroups();\n // scene.proxy.progress();\n }\n scene.proxy.progress();\n\n // update table size\n const newTotalHeight = table.getRowsHeight(table.frozenRowCount, table.rowCount - 1 - table.bottomFrozenRowCount);\n scene.updateContainerHeight(scene.table.frozenRowCount, newTotalHeight - scene.bodyGroup.attribute.height);\n\n function updateBottomFrozeCellGroups() {\n if (\n addRows?.[addRows?.length - 1] >= table.rowCount - table.bottomFrozenRowCount ||\n updateRows?.[updateRows?.length - 1] >= table.rowCount - table.bottomFrozenRowCount ||\n removeRows?.[0] >= table.rowCount - table.bottomFrozenRowCount\n ) {\n for (let col = 0; col < table.colCount; col++) {\n for (let row = table.rowCount - table.bottomFrozenRowCount; row < table.rowCount; row++) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n cellGroup && (cellGroup.needUpdate = true);\n }\n }\n scene.proxy.updateBottomFrozenCellGroups();\n }\n }\n}\nfunction removeRow(row: number, scene: Scenegraph, skipUpdateProxy?: boolean) {\n // const infectCellRange = removeCellGroup(row, scene);\n // for (let i = 0; i < infectCellRange.length; i++) {\n // const { mergeStartCol, mergeEndCol, mergeStartRow, mergeEndRow } = infectCellRange[i];\n // for (let col = mergeStartCol; col <= mergeEndCol; col++) {\n // for (let row = mergeStartRow; row <= mergeEndRow; row++) {\n // const cellGroup = scene.getCell(col, row, true);\n // if (cellGroup) {\n // cellGroup.needUpdate = true;\n // }\n // }\n // }\n // }\n\n const proxy = scene.proxy;\n\n // TODO 需要整体更新proxy的状态\n if (row >= proxy.rowStart && row <= proxy.rowEnd) {\n removeCellGroup(row, scene);\n proxy.rowEnd--;\n proxy.currentRow--;\n }\n if (!skipUpdateProxy) {\n proxy.bodyBottomRow--;\n // proxy.totalRow--;\n const totalActualBodyRowCount = Math.min(proxy.rowLimit, proxy.bodyBottomRow - proxy.bodyTopRow + 1); // 渐进加载总row数量\n proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n proxy.totalRow = Math.min(proxy.table.rowCount - 1, proxy.rowStart + totalActualBodyRowCount - 1); // 目标渐进完成的row\n }\n}\n\nfunction addRow(row: number, scene: Scenegraph, skipUpdateProxy?: boolean) {\n const proxy = scene.proxy;\n if (!skipUpdateProxy) {\n proxy.bodyBottomRow++;\n // proxy.totalRow++;\n const totalActualBodyRowCount = Math.min(proxy.rowLimit, proxy.bodyBottomRow - proxy.bodyTopRow + 1); // 渐进加载总row数量\n proxy.totalActualBodyRowCount = totalActualBodyRowCount;\n proxy.totalRow = proxy.rowStart + totalActualBodyRowCount - 1; // 目标渐进完成的row\n }\n\n if (row < proxy.rowStart) {\n return undefined;\n } else if (row > proxy.rowEnd) {\n if (proxy.rowEnd - proxy.rowStart + 1 < proxy.rowLimit) {\n // can add row\n proxy.rowEnd++;\n proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n return row;\n }\n return undefined;\n }\n if (proxy.rowEnd - proxy.rowStart + 1 < proxy.rowLimit) {\n // can add row\n proxy.rowEnd++;\n proxy.currentRow++;\n\n addRowCellGroup(row, scene);\n return row;\n }\n\n // update rows after\n return row;\n\n // return undefined;\n\n // // TODO 需要整体更新proxy的状态\n // scene.proxy.bodyBottomRow++;\n // scene.proxy.totalRow++;\n // scene.proxy.rowEnd++;\n // scene.proxy.currentRow++;\n}\nfunction resetRowNumber(scene: Scenegraph) {\n scene.bodyGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n\n scene.rowHeaderGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n\n scene.rightFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.bottomFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.leftBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n scene.rightBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex);\n rowIndex++;\n });\n });\n function processCell(cellGroup: Group, rowIndex: number) {\n cellGroup.row = rowIndex;\n const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n if (merge) {\n cellGroup.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeStartRow = merge.start.row;\n cellGroup.mergeEndRow = merge.end.row;\n } else {\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndRow = undefined;\n }\n }\n}\n\nfunction resetRowNumberAndY(scene: Scenegraph) {\n scene.bodyGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n\n scene.rowHeaderGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n\n scene.rightFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.bodyRowStart;\n // let y = (colGroup.firstChild as IGraphic).attribute.y;\n let y = scene.getCellGroupY(rowIndex);\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.bottomFrozenGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.leftBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n scene.rightBottomCornerGroup.forEachChildren((colGroup: Group) => {\n let rowIndex = scene.table.rowCount - scene.table.bottomFrozenRowCount;\n let y = 0;\n colGroup?.forEachChildren((cellGroup: Group) => {\n processCell(cellGroup, rowIndex, y);\n rowIndex++;\n y += cellGroup.attribute.height;\n });\n });\n function processCell(cellGroup: Group, rowIndex: number, y: number) {\n cellGroup.row = rowIndex;\n cellGroup.setAttribute('y', y);\n const merge = getCellMergeInfo(scene.table, cellGroup.col, cellGroup.row);\n if (merge) {\n cellGroup.mergeStartCol = merge.start.col;\n cellGroup.mergeEndCol = merge.end.col;\n cellGroup.mergeStartRow = merge.start.row;\n cellGroup.mergeEndRow = merge.end.row;\n } else {\n cellGroup.mergeStartCol = undefined;\n cellGroup.mergeEndCol = undefined;\n cellGroup.mergeStartRow = undefined;\n cellGroup.mergeEndRow = undefined;\n }\n }\n}\nfunction addRowCellGroup(row: number, scene: Scenegraph) {\n for (let col = 0; col < scene.table.colCount; col++) {\n // create cellGroup\n // const cellGroup = updateCell(col, row, scene.table, true);\n const cellGroup = new Group({\n x: 0,\n y: 0,\n width: scene.table.getColWidth(col),\n height: scene.table.getRowHeight(row)\n });\n cellGroup.role = 'cell';\n cellGroup.col = col;\n cellGroup.row = row;\n cellGroup.needUpdate = true;\n\n if (!cellGroup) {\n // TODO: deal with data promise situation\n continue;\n }\n\n // insert cellGroup in colGroup\n const colGroup = scene.getColGroup(col);\n if (!colGroup) {\n continue;\n }\n\n if (colGroup.firstChild && row < (colGroup.firstChild as Group).row) {\n colGroup.insertBefore(cellGroup, colGroup.firstChild);\n (colGroup.firstChild as Group).row = (colGroup.firstChild as Group).row + 1;\n // if (\n // isNumber((colGroup.firstChild as Group).mergeStartRow) &&\n // isNumber((colGroup.firstChild as Group).mergeEndRow)\n // ) {\n // (colGroup.firstChild as Group).mergeStartRow = (colGroup.firstChild as Group).mergeStartRow + 1;\n // (colGroup.firstChild as Group).mergeEndRow = (colGroup.firstChild as Group).mergeEndRow + 1;\n // }\n } else if (colGroup.lastChild && row > (colGroup.lastChild as Group).row) {\n colGroup.appendChild(cellGroup);\n } else {\n // let cellBefore: Group;\n // colGroup.forEachChildren((cellGroup: Group) => {\n // if (cellGroup.row === row) {\n // cellBefore = cellGroup;\n // return true;\n // }\n // return false;\n // });\n\n const cellBefore = scene.highPerformanceGetCell(col, row, true);\n if (cellBefore !== cellGroup) {\n colGroup.insertBefore(cellGroup, cellBefore);\n cellBefore && (cellBefore.row = cellBefore.row + 1);\n // if (isNumber(cellBefore.mergeStartRow) && isNumber(cellBefore.mergeEndRow)) {\n // cellBefore.mergeStartRow = cellBefore.mergeStartRow + 1;\n // cellBefore.mergeEndRow = cellBefore.mergeEndRow + 1;\n // }\n if (cellBefore !== colGroup.lastChild) {\n colGroup.lastChild && ((colGroup.lastChild as Group).row = (colGroup.lastChild as Group).row + 1);\n // if (\n // isNumber((colGroup.lastChild as Group).mergeStartRow) &&\n // isNumber((colGroup.lastChild as Group).mergeEndRow)\n // ) {\n // (colGroup.lastChild as Group).mergeStartRow = (colGroup.lastChild as Group).mergeStartRow + 1;\n // (colGroup.lastChild as Group).mergeEndRow = (colGroup.lastChild as Group).mergeEndRow + 1;\n // }\n }\n }\n }\n\n // // reset row number\n // let rowIndex = (colGroup.firstChild as Group)?.row;\n // colGroup.forEachChildren((cellGroup: Group) => {\n // cellGroup.row = rowIndex;\n // rowIndex++;\n // });\n }\n}\n\nfunction removeCellGroup(row: number, scene: Scenegraph) {\n // const infectCellRange = [];\n for (let col = 0; col < scene.table.colCount; col++) {\n // const headerColGroup = scene.getColGroup(col, true);\n const colGroup = scene.getColGroup(col, false);\n if (!colGroup) {\n continue;\n }\n\n // remove cellGroup in colGroup\n let cellGroup: Group;\n colGroup.forEachChildren((cell: Group) => {\n if (cell.row === row) {\n cellGroup = cell;\n return true;\n }\n return false;\n });\n if (cellGroup) {\n colGroup.updateColumnHeight(-(cellGroup as Group).attribute.height);\n colGroup.removeChild(cellGroup);\n // if (\n // isValid(cellGroup.mergeStartCol) &&\n // isValid(cellGroup.mergeEndCol) &&\n // isValid(cellGroup.mergeStartRow) &&\n // isValid(cellGroup.mergeEndRow)\n // ) {\n // infectCellRange.push({\n // col: cellGroup.col,\n // row: cellGroup.row,\n // mergeStartCol: cellGroup.mergeStartCol,\n // mergeEndCol: cellGroup.mergeEndCol,\n // mergeStartRow: cellGroup.mergeStartRow,\n // mergeEndRow: cellGroup.mergeEndRow\n // });\n // }\n }\n }\n // return infectCellRange;\n}\n\nfunction _getUpdateRowIndex(beforeRow: number, afterRow: number, scene: Scenegraph) {\n let updateRow;\n for (let col = 0; col < scene.table.colCount; col++) {\n const rangeBefore = scene.table.getCellRange(col, beforeRow);\n let row;\n if (rangeBefore.start.row <= beforeRow + 1 && rangeBefore.end.row >= beforeRow + 1) {\n addNeedUpdateTag(rangeBefore, scene);\n row = rangeBefore.start.row;\n }\n\n const rangeAfter = scene.table.getCellRange(col, afterRow);\n if (rangeAfter.start.row <= afterRow + 1 && rangeAfter.end.row >= afterRow + 1) {\n addNeedUpdateTag(rangeAfter, scene);\n row = rangeAfter.start.row;\n }\n if (isValid(row)) {\n updateRow = isValid(updateRow) ? Math.min(updateRow, row) : row;\n }\n }\n return updateRow;\n}\nfunction _getUpdateRowIndexUseCellNode(beforeRow: number, afterRow: number, scene: Scenegraph) {\n let updateRow;\n for (let col = 0; col < scene.table.colCount; col++) {\n let row;\n const beforeCell = scene.highPerformanceGetCell(col, beforeRow);\n if (beforeCell.mergeStartRow && beforeCell.mergeEndRow && beforeCell.mergeEndRow > beforeRow) {\n addNeedUpdateTag(\n {\n start: {\n row: beforeCell.mergeStartRow,\n col: scene.table.isAutoRowHeight(afterRow) ? 0 : beforeCell.mergeStartCol\n },\n end: {\n row: beforeCell.mergeEndRow,\n col: scene.table.isAutoRowHeight(afterRow) ? scene.table.colCount - 1 : beforeCell.mergeEndCol\n }\n },\n scene\n );\n row = beforeCell.mergeStartRow;\n }\n\n const afterCell = scene.highPerformanceGetCell(col, afterRow);\n if (afterCell.mergeStartRow && afterCell.mergeEndRow && afterCell.mergeStartRow < afterRow) {\n addNeedUpdateTag(\n {\n start: {\n row: afterCell.mergeStartRow,\n col: scene.table.isAutoRowHeight(afterRow) ? 0 : afterCell.mergeStartCol\n },\n end: {\n row: afterCell.mergeEndRow,\n col: scene.table.isAutoRowHeight(afterRow) ? scene.table.colCount - 1 : afterCell.mergeEndCol\n }\n },\n scene\n );\n row = afterCell.mergeStartRow;\n }\n if (isValid(row)) {\n updateRow = isValid(updateRow) ? Math.min(updateRow, row) : row;\n }\n }\n return updateRow;\n}\n\nfunction addNeedUpdateTag(range: CellRange, scene: Scenegraph) {\n const { start, end } = range;\n for (let col = start.col; col <= end.col; col++) {\n for (let row = start.row; row <= end.row; row++) {\n const cellGroup = scene.highPerformanceGetCell(col, row, true);\n if (!cellGroup) {\n continue;\n }\n cellGroup.needUpdate = true;\n }\n }\n}\n\nfunction setRowSeriesNumberCellNeedUpdate(startUpdateRow: number, scene: Scenegraph) {\n if (scene.table.isHasSeriesNumber()) {\n for (let row = startUpdateRow; row <= scene.table.rowCount - 1; row++) {\n updateCell(0, row, scene.table, false);\n }\n }\n}\n\nfunction verifyProxyRowStatus(scene: Scenegraph) {\n const proxy = scene.proxy;\n const { rowStart, rowEnd, rowLimit, totalRow } = proxy;\n\n if (rowStart > rowEnd) {\n // 当前维护行全部清空, 重置proxy row状态\n proxy.rowStart = scene.table.columnHeaderLevelCount;\n proxy.rowEnd = Math.min(totalRow, proxy.rowStart + rowLimit - 1);\n proxy.currentRow = 0;\n\n return;\n }\n\n // 当前维护行部分清空,并且rowEnd向下已经超出范围,rowStart 需要向上更新\n if (rowStart + rowLimit - 1 > totalRow) {\n const oldRowStart = proxy.rowStart;\n const newRowStart = Math.max(scene.table.columnHeaderLevelCount, totalRow - rowLimit + 1);\n\n if (newRowStart === oldRowStart) {\n return;\n }\n proxy.rowStart = newRowStart;\n proxy.rowEnd = Math.min(totalRow, newRowStart + rowLimit - 1);\n proxy.currentRow = proxy.rowEnd + 1;\n\n const addRowCount = oldRowStart - proxy.rowStart;\n\n // 补充缺失的空行\n for (let i = 0; i < addRowCount; i++) {\n addRowCellGroup(proxy.rowStart + i, scene);\n }\n\n // 更新行内容\n proxy.rowUpdatePos = proxy.rowStart;\n }\n}\n"]}
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@@ -4,4 +4,4 @@ export declare function updateChartSizeForResizeRowHeight(scenegraph: Scenegraph
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4
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export declare function clearChartCacheImage(scenegraph: Scenegraph): void;
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export declare function clearCellChartCacheImage(col: number, row: number, scenegraph: Scenegraph): void;
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export declare function updateChartData(scenegraph: Scenegraph): void;
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-
export declare function updateChartState(scenegraph: Scenegraph, datum: any
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7
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+
export declare function updateChartState(scenegraph: Scenegraph, datum: any): void;
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@@ -146,10 +146,9 @@ function updateChartData(scenegraph) {
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updateTableAxes(scenegraph.rightFrozenGroup, scenegraph.table), updateTableAxes(scenegraph.bottomFrozenGroup, scenegraph.table);
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}
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function updateChartState(scenegraph, datum
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149
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+
function updateChartState(scenegraph, datum) {
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const table = scenegraph.table;
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if (table.isPivotChart()) {
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-
table._selectedDataMode = selectedDataMode;
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const preSelectItemsCount = table._selectedDataItemsInChart.length;
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if ((null == datum || 0 === (null == datum ? void 0 : datum.length) || 0 === Object.keys(datum).length) && 0 === preSelectItemsCount) return;
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const newSelectedDataItemsInChart = [];
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