@visactor/vtable 1.22.11-alpha.9 → 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.
Files changed (103) hide show
  1. package/cjs/ListTable.d.ts +7 -34
  2. package/cjs/ListTable.js +18 -138
  3. package/cjs/ListTable.js.map +1 -1
  4. package/cjs/PivotTable-all.js.map +1 -1
  5. package/cjs/components/index.js +1 -1
  6. package/cjs/core/BaseTable.d.ts +3 -0
  7. package/cjs/core/BaseTable.js +22 -6
  8. package/cjs/core/BaseTable.js.map +1 -1
  9. package/cjs/core/TABLE_EVENT_TYPE.d.ts +0 -1
  10. package/cjs/core/TABLE_EVENT_TYPE.js +0 -1
  11. package/cjs/core/TABLE_EVENT_TYPE.js.map +1 -1
  12. package/cjs/core/record-helper.d.ts +2 -4
  13. package/cjs/core/record-helper.js +47 -120
  14. package/cjs/core/record-helper.js.map +1 -1
  15. package/cjs/data/DataSource.d.ts +4 -13
  16. package/cjs/data/DataSource.js +60 -174
  17. package/cjs/data/DataSource.js.map +1 -1
  18. package/cjs/dataset/dataset.js +92 -84
  19. package/cjs/dataset/dataset.js.map +1 -1
  20. package/cjs/edit/edit-manager.js +10 -9
  21. package/cjs/edit/edit-manager.js.map +1 -1
  22. package/cjs/event/event.d.ts +1 -2
  23. package/cjs/event/event.js +9 -20
  24. package/cjs/event/event.js.map +1 -1
  25. package/cjs/index.d.ts +1 -1
  26. package/cjs/index.js +1 -1
  27. package/cjs/index.js.map +1 -1
  28. package/cjs/layout/pivot-header-layout.js +1 -1
  29. package/cjs/layout/pivot-header-layout.js.map +1 -1
  30. package/cjs/plugins/custom-cell-style.d.ts +5 -5
  31. package/cjs/plugins/custom-cell-style.js +64 -25
  32. package/cjs/plugins/custom-cell-style.js.map +1 -1
  33. package/cjs/scenegraph/group-creater/cell-type/progress-bar-cell.js.map +1 -1
  34. package/cjs/scenegraph/layout/update-row.js +16 -1
  35. package/cjs/scenegraph/layout/update-row.js.map +1 -1
  36. package/cjs/scenegraph/select/update-select-border.js.map +1 -1
  37. package/cjs/state/select/update-position.js +3 -3
  38. package/cjs/state/select/update-position.js.map +1 -1
  39. package/cjs/ts-types/base-table.d.ts +5 -2
  40. package/cjs/ts-types/base-table.js.map +1 -1
  41. package/cjs/ts-types/events.d.ts +0 -15
  42. package/cjs/ts-types/events.js.map +1 -1
  43. package/cjs/ts-types/new-data-set.d.ts +1 -0
  44. package/cjs/ts-types/new-data-set.js.map +1 -1
  45. package/cjs/ts-types/table-engine.d.ts +6 -33
  46. package/cjs/ts-types/table-engine.js.map +1 -1
  47. package/cjs/vrender.js.map +1 -1
  48. package/dist/vtable.js +332 -735
  49. package/dist/vtable.min.js +2 -2
  50. package/es/ListTable.d.ts +7 -34
  51. package/es/ListTable.js +18 -134
  52. package/es/ListTable.js.map +1 -1
  53. package/es/PivotTable-all.js.map +1 -1
  54. package/es/components/index.js +1 -1
  55. package/es/core/BaseTable.d.ts +3 -0
  56. package/es/core/BaseTable.js +22 -6
  57. package/es/core/BaseTable.js.map +1 -1
  58. package/es/core/TABLE_EVENT_TYPE.d.ts +0 -1
  59. package/es/core/TABLE_EVENT_TYPE.js +0 -1
  60. package/es/core/TABLE_EVENT_TYPE.js.map +1 -1
  61. package/es/core/record-helper.d.ts +2 -4
  62. package/es/core/record-helper.js +43 -114
  63. package/es/core/record-helper.js.map +1 -1
  64. package/es/data/DataSource.d.ts +4 -13
  65. package/es/data/DataSource.js +60 -174
  66. package/es/data/DataSource.js.map +1 -1
  67. package/es/dataset/dataset.js +92 -84
  68. package/es/dataset/dataset.js.map +1 -1
  69. package/es/edit/edit-manager.js +10 -9
  70. package/es/edit/edit-manager.js.map +1 -1
  71. package/es/event/event.d.ts +1 -2
  72. package/es/event/event.js +9 -20
  73. package/es/event/event.js.map +1 -1
  74. package/es/index.d.ts +1 -1
  75. package/es/index.js +1 -1
  76. package/es/index.js.map +1 -1
  77. package/es/layout/pivot-header-layout.js +1 -1
  78. package/es/layout/pivot-header-layout.js.map +1 -1
  79. package/es/plugins/custom-cell-style.d.ts +5 -5
  80. package/es/plugins/custom-cell-style.js +62 -25
  81. package/es/plugins/custom-cell-style.js.map +1 -1
  82. package/es/scenegraph/group-creater/cell-type/progress-bar-cell.js.map +1 -1
  83. package/es/scenegraph/layout/update-row.js +16 -1
  84. package/es/scenegraph/layout/update-row.js.map +1 -1
  85. package/es/scenegraph/select/update-select-border.js.map +1 -1
  86. package/es/state/select/update-position.js +4 -2
  87. package/es/state/select/update-position.js.map +1 -1
  88. package/es/ts-types/base-table.d.ts +5 -2
  89. package/es/ts-types/base-table.js.map +1 -1
  90. package/es/ts-types/events.d.ts +0 -15
  91. package/es/ts-types/events.js.map +1 -1
  92. package/es/ts-types/new-data-set.d.ts +1 -0
  93. package/es/ts-types/new-data-set.js.map +1 -1
  94. package/es/ts-types/table-engine.d.ts +6 -33
  95. package/es/ts-types/table-engine.js.map +1 -1
  96. package/es/vrender.js.map +1 -1
  97. package/package.json +3 -3
  98. package/cjs/core/index.d.ts +0 -1
  99. package/cjs/core/index.js +0 -30
  100. package/cjs/core/index.js.map +0 -1
  101. package/es/core/index.d.ts +0 -1
  102. package/es/core/index.js +0 -2
  103. package/es/core/index.js.map +0 -1
@@ -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"]}
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 // 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"]}
@@ -1 +1 @@
1
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{ type IRect } from './../../vrender';\nimport type { Scenegraph } from '../scenegraph';\nimport type { CellRange, CellSubLocation } from '../../ts-types';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { calculateCellRangeDistribution } from '../utils/cell-pos';\nimport { TABLE_EVENT_TYPE } from '../../core/TABLE_EVENT_TYPE';\n\nexport function updateAllSelectComponent(scene: Scenegraph) {\n scene.customSelectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n });\n\n scene.selectingRangeComponents.forEach(\n (selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n }\n );\n scene.selectedRangeComponents.forEach(\n (selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n }\n );\n}\n\nfunction updateComponent(\n selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation },\n key: string,\n scene: Scenegraph\n) {\n const table = scene.table;\n const [startColStr, startRowStr, endColStr, endRowStr] = key.split('-');\n const startCol = parseInt(startColStr, 10);\n const startRow = parseInt(startRowStr, 10);\n const endCol = parseInt(endColStr, 10);\n const endRow = parseInt(endRowStr, 10);\n // 下面为计算选中区域使用的行列值\n let computeRectCellRangeStartCol = startCol;\n let computeRectCellRangeStartRow = startRow;\n let computeRectCellRangeEndCol = endCol;\n let computeRectCellRangeEndRow = endRow;\n // 下面逻辑根据选中区域所属表格部分 来判断可视区域内容的选中单元格范围\n let visibleCellRange;\n switch (selectComp.role) {\n case 'rowHeader':\n visibleCellRange = table.getBodyVisibleRowRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'columnHeader':\n visibleCellRange = table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'cornerHeader':\n break;\n case 'bottomFrozen':\n visibleCellRange = table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'rightFrozen':\n visibleCellRange = table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'rightTopCorner':\n break;\n case 'leftBottomCorner':\n break;\n case 'rightBottomCorner':\n break;\n default:\n visibleCellRange = table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n }\n // const cellRange = table.getCellRange(startCol, startRow);\n // const colsWidth = table.getColsWidth(cellRange.start.col, endCol);\n // const rowsHeight = table.getRowsHeight(cellRange.start.row, endRow);\n const colsWidth = table.getColsWidth(computeRectCellRangeStartCol, computeRectCellRangeEndCol);\n const rowsHeight = table.getRowsHeight(computeRectCellRangeStartRow, computeRectCellRangeEndRow);\n \n const firstCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeStartCol,\n computeRectCellRangeStartRow\n ).globalAABBBounds;\n\n selectComp.rect.setAttributes({\n x: firstCellBound.x1 - scene.tableGroup.attribute.x, //坐标xy在下面的逻辑中会做适当调整\n y: firstCellBound.y1 - scene.tableGroup.attribute.y,\n width: colsWidth,\n height: rowsHeight,\n visible: true\n });\n\n if (table.hasListeners(TABLE_EVENT_TYPE.AFTER_UPDATE_SELECT_BORDER_HEIGHT)) {\n table.fireListeners(TABLE_EVENT_TYPE.AFTER_UPDATE_SELECT_BORDER_HEIGHT, {\n startRow: computeRectCellRangeStartRow,\n endRow: computeRectCellRangeEndRow,\n currentHeight: rowsHeight,\n selectComp\n });\n }\n if (selectComp.fillhandle) {\n const fillHandle = scene.table.options.excelOptions?.fillHandle;\n let visible = true;\n if (typeof fillHandle === 'function') {\n visible = fillHandle({ selectRanges: scene.table.stateManager.select.ranges, table: scene.table });\n }\n //#region 计算填充柄小方块的位置\n\n let lastCellBound;\n let handlerX;\n //当选择区域没有到到最后一列时\n if (endCol < table.colCount - 1) {\n lastCellBound = scene.highPerformanceGetCell(endCol, endRow).globalAABBBounds;\n handlerX = lastCellBound.x2 - scene.tableGroup.attribute.x - 3;\n } else {\n // 最后一列\n // computeRectCellRangeStartCol 而且是第一列时\n if (startCol === 0) {\n //解决issue #4376 但还是有问题当存在冻结的时候。以及需要处理类似情况下面逻辑最后一行的情况\n lastCellBound = scene.highPerformanceGetCell(0, endRow).globalAABBBounds;\n handlerX = lastCellBound.x1 - scene.tableGroup.attribute.x;\n } else {\n lastCellBound = scene.highPerformanceGetCell(startCol - 1, endRow).globalAABBBounds;\n handlerX = lastCellBound.x2 - scene.tableGroup.attribute.x - 3;\n }\n }\n // const handlerX = lastCellBound.x2 - scene.tableGroup.attribute.x - 3;\n //当选择区域没有到到最后一行时\n if (endRow < table.rowCount - 1) {\n lastCellBound = scene.highPerformanceGetCell(endCol, endRow).globalAABBBounds;\n } else {\n // 最后一行\n lastCellBound = scene.highPerformanceGetCell(endCol, startRow - 1).globalAABBBounds;\n }\n const handlerY = lastCellBound.y2 - scene.tableGroup.attribute.y - 3;\n //#endregion\n\n selectComp.fillhandle?.setAttributes({\n x: handlerX, // 调整小方块位置\n y: handlerY, // 调整小方块位置\n width: 6,\n height: 6,\n visible\n });\n }\n\n //#region 判断是不是按着表头部分的选中框 因为绘制层级的原因 线宽会被遮住一半,因此需要动态调整层级\n let isNearRowHeader = table.frozenColCount ? startCol === table.frozenColCount : false;\n if (!isNearRowHeader && table.frozenColCount && table.scrollLeft > 0 && startCol >= table.frozenColCount) {\n const startColRelativePosition = table.getColsWidth(0, startCol - 1) - table.scrollLeft;\n if (startColRelativePosition < table.getFrozenColsWidth()) {\n isNearRowHeader = true;\n }\n }\n\n let isNearRightRowHeader = table.rightFrozenColCount\n ? table.rightFrozenColCount > 0 && endCol === table.colCount - table.rightFrozenColCount - 1\n : false;\n if (!isNearRightRowHeader && table.rightFrozenColCount && endCol < table.colCount - table.rightFrozenColCount) {\n const endColRelativePosition = table.getColsWidth(0, endCol) - table.scrollLeft;\n if (endColRelativePosition > table.tableNoFrameWidth - table.getRightFrozenColsWidth()) {\n isNearRightRowHeader = true;\n }\n }\n\n let isNearColHeader = table.frozenRowCount ? startRow === table.frozenRowCount : true;\n if (!isNearColHeader && table.frozenRowCount && table.scrollTop > 0 && startRow >= table.frozenRowCount) {\n const startRowRelativePosition = table.getRowsHeight(0, startRow - 1) - table.scrollTop;\n if (startRowRelativePosition < table.getFrozenRowsHeight()) {\n isNearColHeader = true;\n }\n }\n\n let isNearBottomColHeader = table.bottomFrozenRowCount\n ? endRow === table.rowCount - table.bottomFrozenRowCount - 1\n : false;\n if (!isNearBottomColHeader && table.bottomFrozenRowCount && endRow < table.rowCount - table.bottomFrozenRowCount) {\n const endRowRelativePosition = table.getRowsHeight(0, endRow) - table.scrollTop;\n if (endRowRelativePosition > table.tableNoFrameHeight - table.getBottomFrozenRowsHeight()) {\n isNearBottomColHeader = true;\n }\n }\n\n const { dynamicUpdateSelectionSize } = table.theme.selectionStyle;\n if (\n (isNearRowHeader && (selectComp.rect.attribute.stroke[3] || dynamicUpdateSelectionSize)) ||\n (isNearRightRowHeader && (selectComp.rect.attribute.stroke[1] || dynamicUpdateSelectionSize)) ||\n (isNearColHeader && (selectComp.rect.attribute.stroke[0] || dynamicUpdateSelectionSize)) ||\n (isNearBottomColHeader && (selectComp.rect.attribute.stroke[2] || dynamicUpdateSelectionSize))\n ) {\n if (isNearRowHeader && selectComp.rect.attribute.stroke[3]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.leftBottomCornerGroup\n : scene.rowHeaderGroup\n );\n }\n\n if (isNearBottomColHeader && selectComp.rect.attribute.stroke[2]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightBottomCornerGroup\n : scene.bottomFrozenGroup\n );\n }\n\n if (isNearColHeader && selectComp.rect.attribute.stroke[0]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightTopCornerGroup\n : scene.colHeaderGroup\n );\n }\n if (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.rightBottomCornerGroup\n : scene.rightFrozenGroup\n );\n }\n\n //#region 调整层级后 滚动情况下会出现绘制范围出界 如body的选中框 渲染在了rowheader上面,所有需要调整选中框rect的 边界\n if (\n selectComp.rect.attribute.x < table.getFrozenColsWidth() &&\n // selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rowHeaderGroup.attribute.width &&\n table.scrollLeft > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n const width = selectComp.rect.attribute.width - (table.getFrozenColsWidth() - selectComp.rect.attribute.x);\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + (table.getFrozenColsWidth() - selectComp.rect.attribute.x),\n width: width > 0 ? width : 0\n });\n selectComp.fillhandle?.setAttributes({\n visible: width > 0\n });\n }\n if (\n // selectComp.rect.attribute.x < scene.rightFrozenGroup.attribute.x &&\n table.getRightFrozenColsWidth() > 0 && // right冻结列存在的情况下\n scene.rightFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rightFrozenGroup.attribute.x &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n const width = scene.rightFrozenGroup.attribute.x - selectComp.rect.attribute.x;\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x,\n width: width > 0 ? width : 0\n });\n selectComp.fillhandle?.setAttributes({\n visible: width - colsWidth > 0\n });\n }\n if (\n selectComp.rect.attribute.y < scene.colHeaderGroup.attribute.height &&\n table.scrollTop > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n const height =\n selectComp.rect.attribute.height - (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y);\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y),\n height: height > 0 ? height : 0\n });\n selectComp.fillhandle?.setAttributes({\n visible: height > 0\n });\n }\n if (\n scene.bottomFrozenGroup.attribute.width > 0 &&\n scene.bottomFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.y + selectComp.rect.attribute.height > scene.bottomFrozenGroup.attribute.y &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n const height = scene.bottomFrozenGroup.attribute.y - selectComp.rect.attribute.y;\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y,\n height: height > 0 ? height : 0\n });\n selectComp.fillhandle?.setAttributes({\n visible: height - rowsHeight > 0\n });\n }\n //#endregion\n } else {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'body'\n ? scene.bodyGroup\n : selectComp.role === 'columnHeader'\n ? scene.colHeaderGroup\n : selectComp.role === 'rowHeader'\n ? scene.rowHeaderGroup\n : selectComp.role === 'cornerHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightTopCorner'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightFrozenGroup\n : selectComp.role === 'leftBottomCorner'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.bottomFrozenGroup\n : scene.rightBottomCornerGroup\n );\n }\n //#endregion\n\n //#region 处理边缘被截问题\n let diffSize = 0;\n if (typeof selectComp.rect.attribute.lineWidth === 'number') {\n diffSize = Math.ceil(selectComp.rect.attribute.lineWidth / 2);\n }\n if (endCol === table.colCount - 1) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[1] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n width: selectComp.rect.attribute.width - diffSize\n });\n // selectComp.fillhandle?.setAttributes({\n // width: selectComp.rect.attribute.width - diffSize\n // });\n }\n if (startCol === 0) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[3] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + diffSize,\n width: selectComp.rect.attribute.width - diffSize\n });\n // selectComp.fillhandle?.setAttributes({\n // x: selectComp.rect.attribute.x + diffSize,\n // width: selectComp.rect.attribute.width - diffSize\n // });\n }\n if (endRow === table.rowCount - 1) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[2] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n height: selectComp.rect.attribute.height - diffSize\n });\n // selectComp.fillhandle?.setAttributes({\n // height: selectComp.rect.attribute.height - diffSize\n // });\n }\n if (startRow === 0) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[0] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + diffSize,\n height: selectComp.rect.attribute.height - diffSize\n });\n // selectComp.fillhandle?.setAttributes({\n // y: selectComp.rect.attribute.y + diffSize,\n // height: selectComp.rect.attribute.height - diffSize\n // });\n }\n //#endregion\n}\n\nexport function updateCellSelectBorder(\n scene: Scenegraph,\n selectRange: CellRange & { skipBodyMerge?: boolean },\n ifExtendSelectRange: boolean = true\n) {\n const table = scene.table;\n const newStartCol = selectRange.start.col;\n const newStartRow = selectRange.start.row;\n const newEndCol = selectRange.end.col;\n const newEndRow = selectRange.end.row;\n const skipBodyMerge = selectRange.skipBodyMerge;\n\n let startCol = Math.max(Math.min(newEndCol, newStartCol), 0);\n let startRow = Math.max(Math.min(newEndRow, newStartRow), 0);\n let endCol = Math.min(Math.max(newEndCol, newStartCol), table.colCount - 1);\n let endRow = Math.min(Math.max(newEndRow, newStartRow), table.rowCount - 1);\n //#region region 校验四周的单元格有没有合并的情况,如有则扩大范围\n const extendSelectRange = () => {\n let isExtend = false;\n for (let col = startCol; col <= endCol; col++) {\n if (col === startCol) {\n for (let row = startRow; row <= endRow; row++) {\n if (!table.isHeader(col, row) && skipBodyMerge) {\n continue;\n }\n const mergeInfo = getCellMergeInfo(table, col, row);\n if (mergeInfo && mergeInfo.start.col < startCol) {\n startCol = mergeInfo.start.col;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && col === endCol) {\n for (let row = startRow; row <= endRow; row++) {\n if (!table.isHeader(col, row) && skipBodyMerge) {\n continue;\n }\n const mergeInfo = getCellMergeInfo(table, col, row);\n if (mergeInfo && Math.min(mergeInfo.end.col, table.colCount - 1) > endCol) {\n endCol = mergeInfo.end.col;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n if (!isExtend) {\n for (let row = startRow; row <= endRow; row++) {\n if (row === startRow) {\n for (let col = startCol; col <= endCol; col++) {\n if (!table.isHeader(col, row) && skipBodyMerge) {\n continue;\n }\n const mergeInfo = getCellMergeInfo(table, col, row);\n if (mergeInfo && mergeInfo.start.row < startRow) {\n startRow = mergeInfo.start.row;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && row === endRow) {\n for (let col = startCol; col <= endCol; col++) {\n if (!table.isHeader(col, row) && skipBodyMerge) {\n continue;\n }\n const mergeInfo = getCellMergeInfo(table, col, row);\n if (mergeInfo && Math.min(mergeInfo.end.row, table.rowCount - 1) > endRow) {\n endRow = mergeInfo.end.row;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n }\n if (isExtend) {\n extendSelectRange();\n }\n };\n if (ifExtendSelectRange) {\n extendSelectRange();\n if (selectRange.start.col > selectRange.end.col) {\n selectRange.start.col = Math.max(startCol, endCol);\n selectRange.end.col = Math.min(startCol, endCol);\n } else {\n selectRange.start.col = Math.min(startCol, endCol);\n selectRange.end.col = Math.max(startCol, endCol);\n }\n if (selectRange.start.row > selectRange.end.row) {\n selectRange.start.row = Math.max(startRow, endRow);\n selectRange.end.row = Math.min(startRow, endRow);\n } else {\n selectRange.start.row = Math.min(startRow, endRow);\n selectRange.end.row = Math.max(startRow, endRow);\n }\n }\n //#endregion\n scene.selectingRangeComponents.forEach(\n (selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.delete();\n selectComp.fillhandle?.delete();\n }\n );\n scene.selectingRangeComponents = new Map();\n\n const {\n needRowHeader,\n needRightRowHeader,\n needColumnHeader,\n needBottomColumnHeader,\n needBody,\n needCornerHeader,\n needRightTopCornerHeader,\n needLeftBottomCornerHeader,\n needRightBottomCornerHeader\n } = calculateCellRangeDistribution(startCol, startRow, endCol, endRow, table);\n\n // TODO 可以尝试不拆分三个表头和body【前提是theme中合并配置】 用一个SelectBorder 需要结合clip,并动态设置border的范围【依据区域范围 已经是否跨表头及body】\n if (needCornerHeader) {\n const cornerEndCol = Math.min(endCol, table.frozenColCount - 1);\n const cornerEndRow = Math.min(endRow, table.frozenRowCount - 1);\n const strokeArray = [true, !needColumnHeader, !needRowHeader, true];\n scene.createCellSelectBorder(\n startCol,\n startRow,\n cornerEndCol,\n cornerEndRow,\n 'cornerHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightTopCornerHeader) {\n const cornerStartCol = Math.max(startCol, table.colCount - table.rightFrozenColCount);\n const cornerEndRow = Math.min(endRow, table.frozenRowCount - 1);\n const strokeArray = [true, true, !needRightRowHeader, !needColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n startRow,\n endCol,\n cornerEndRow,\n 'rightTopCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n\n if (needLeftBottomCornerHeader) {\n const cornerEndCol = Math.min(endCol, table.frozenColCount - 1);\n const cornerStartRow = Math.max(startRow, table.rowCount - table.bottomFrozenRowCount);\n const strokeArray = [!needRowHeader, !needBottomColumnHeader, true, true];\n scene.createCellSelectBorder(\n startCol,\n cornerStartRow,\n cornerEndCol,\n endRow,\n 'leftBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightBottomCornerHeader) {\n const cornerStartCol = Math.max(startCol, table.colCount - table.rightFrozenColCount);\n const cornerStartRow = Math.max(startRow, table.rowCount - table.bottomFrozenRowCount);\n const strokeArray = [!needRightRowHeader, true, true, !needBottomColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n cornerStartRow,\n endCol,\n endRow,\n 'rightBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, table.colCount - table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, table.frozenRowCount - 1);\n const strokeArray = [true, !needRightTopCornerHeader, !needBody, !needCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n startRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'columnHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBottomColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, table.colCount - table.rightFrozenColCount - 1);\n const columnHeaderStartRow = Math.max(startRow, table.rowCount - table.bottomFrozenRowCount);\n const strokeArray = [!needBody, !needRightBottomCornerHeader, true, !needLeftBottomCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n endRow,\n 'bottomFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, table.rowCount - table.bottomFrozenRowCount - 1);\n const columnHeaderEndCol = Math.min(endCol, table.frozenColCount - 1);\n const strokeArray = [!needCornerHeader, !needBody, !needLeftBottomCornerHeader, true];\n scene.createCellSelectBorder(\n startCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'rowHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, table.rowCount - table.bottomFrozenRowCount - 1);\n const columnHeaderStartCol = Math.max(startCol, table.colCount - table.rightFrozenColCount);\n const strokeArray = [!needRightTopCornerHeader, true, !needRightBottomCornerHeader, !needBody];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n endCol,\n columnHeaderEndRow,\n 'rightFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBody) {\n const columnHeaderStartCol = Math.max(startCol, table.frozenColCount);\n const columnHeaderStartRow = Math.max(startRow, table.frozenRowCount);\n const columnHeaderEndCol = Math.min(endCol, table.colCount - table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, table.rowCount - table.bottomFrozenRowCount - 1);\n const strokeArray = [!needColumnHeader, !needRightRowHeader, !needBottomColumnHeader, !needRowHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'body',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n}\n\nexport function hideCellSelectBorder(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('opacity', 0);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('opacity', 0);\n });\n}\n\nexport function restoreCellSelectBorder(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('opacity', 1);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('opacity', 1);\n });\n}\n"]}
1
+ 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{ type IRect } from './../../vrender';\nimport type { Scenegraph } from '../scenegraph';\nimport type { CellRange, CellSubLocation } from '../../ts-types';\nimport { getCellMergeInfo } from '../utils/get-cell-merge';\nimport { calculateCellRangeDistribution } from '../utils/cell-pos';\nimport { TABLE_EVENT_TYPE } from '../../core/TABLE_EVENT_TYPE';\n\nexport function updateAllSelectComponent(scene: Scenegraph) {\n scene.customSelectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n });\n\n scene.selectingRangeComponents.forEach(\n (selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n }\n );\n scene.selectedRangeComponents.forEach(\n (selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation }, key: string) => {\n updateComponent(selectComp, key, scene);\n }\n );\n}\n\nfunction updateComponent(\n selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation },\n key: string,\n scene: Scenegraph\n) {\n const table = scene.table;\n const [startColStr, startRowStr, endColStr, endRowStr] = key.split('-');\n const startCol = parseInt(startColStr, 10);\n const startRow = parseInt(startRowStr, 10);\n const endCol = parseInt(endColStr, 10);\n const endRow = parseInt(endRowStr, 10);\n // 下面为计算选中区域使用的行列值\n let computeRectCellRangeStartCol = startCol;\n let computeRectCellRangeStartRow = startRow;\n let computeRectCellRangeEndCol = endCol;\n let computeRectCellRangeEndRow = endRow;\n // 下面逻辑根据选中区域所属表格部分 来判断可视区域内容的选中单元格范围\n let visibleCellRange;\n switch (selectComp.role) {\n case 'rowHeader':\n visibleCellRange = table.getBodyVisibleRowRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'columnHeader':\n visibleCellRange = table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'cornerHeader':\n break;\n case 'bottomFrozen':\n visibleCellRange = table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n case 'rightFrozen':\n visibleCellRange = table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n }\n break;\n case 'rightTopCorner':\n break;\n case 'leftBottomCorner':\n break;\n case 'rightBottomCorner':\n break;\n default:\n visibleCellRange = table.getBodyVisibleCellRange();\n if (visibleCellRange) {\n computeRectCellRangeStartRow = Math.max(startRow, visibleCellRange.rowStart - 1);\n computeRectCellRangeEndRow = Math.min(endRow, visibleCellRange.rowEnd + 1);\n computeRectCellRangeStartCol = Math.max(startCol, visibleCellRange.colStart - 1);\n computeRectCellRangeEndCol = Math.min(endCol, visibleCellRange.colEnd + 1);\n }\n break;\n }\n // const cellRange = table.getCellRange(startCol, startRow);\n // const colsWidth = table.getColsWidth(cellRange.start.col, endCol);\n // const rowsHeight = table.getRowsHeight(cellRange.start.row, endRow);\n const colsWidth = table.getColsWidth(computeRectCellRangeStartCol, computeRectCellRangeEndCol);\n const rowsHeight = table.getRowsHeight(computeRectCellRangeStartRow, computeRectCellRangeEndRow);\n\n const firstCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeStartCol,\n computeRectCellRangeStartRow\n ).globalAABBBounds;\n\n selectComp.rect.setAttributes({\n x: firstCellBound.x1 - scene.tableGroup.attribute.x, //坐标xy在下面的逻辑中会做适当调整\n y: firstCellBound.y1 - scene.tableGroup.attribute.y,\n width: colsWidth,\n height: rowsHeight,\n visible: true\n });\n\n if (table.hasListeners(TABLE_EVENT_TYPE.AFTER_UPDATE_SELECT_BORDER_HEIGHT)) {\n table.fireListeners(TABLE_EVENT_TYPE.AFTER_UPDATE_SELECT_BORDER_HEIGHT, {\n startRow: computeRectCellRangeStartRow,\n endRow: computeRectCellRangeEndRow,\n currentHeight: rowsHeight,\n selectComp\n });\n }\n if (selectComp.fillhandle) {\n const fillHandle = scene.table.options.excelOptions?.fillHandle;\n let visible = true;\n if (typeof fillHandle === 'function') {\n visible = fillHandle({ selectRanges: scene.table.stateManager.select.ranges, table: scene.table });\n }\n //#region 计算填充柄小方块的位置\n\n let lastCellBound;\n let handlerX;\n //当选择区域没有到到最后一列时\n if (endCol < table.colCount - 1) {\n lastCellBound = scene.highPerformanceGetCell(endCol, endRow).globalAABBBounds;\n handlerX = lastCellBound.x2 - scene.tableGroup.attribute.x - 3;\n } else {\n // 最后一列\n // computeRectCellRangeStartCol 而且是第一列时\n if (startCol === 0) {\n //解决issue #4376 但还是有问题当存在冻结的时候。以及需要处理类似情况下面逻辑最后一行的情况\n lastCellBound = scene.highPerformanceGetCell(0, endRow).globalAABBBounds;\n handlerX = lastCellBound.x1 - scene.tableGroup.attribute.x;\n } else {\n lastCellBound = scene.highPerformanceGetCell(startCol - 1, endRow).globalAABBBounds;\n handlerX = lastCellBound.x2 - scene.tableGroup.attribute.x - 3;\n }\n }\n // const handlerX = lastCellBound.x2 - scene.tableGroup.attribute.x - 3;\n //当选择区域没有到到最后一行时\n if (endRow < table.rowCount - 1) {\n lastCellBound = scene.highPerformanceGetCell(endCol, endRow).globalAABBBounds;\n } else {\n // 最后一行\n lastCellBound = scene.highPerformanceGetCell(endCol, startRow - 1).globalAABBBounds;\n }\n const handlerY = lastCellBound.y2 - scene.tableGroup.attribute.y - 3;\n //#endregion\n\n selectComp.fillhandle?.setAttributes({\n x: handlerX, // 调整小方块位置\n y: handlerY, // 调整小方块位置\n width: 6,\n height: 6,\n visible\n });\n }\n\n //#region 判断是不是按着表头部分的选中框 因为绘制层级的原因 线宽会被遮住一半,因此需要动态调整层级\n let isNearRowHeader = table.frozenColCount ? startCol === table.frozenColCount : false;\n if (!isNearRowHeader && table.frozenColCount && table.scrollLeft > 0 && startCol >= table.frozenColCount) {\n const startColRelativePosition = table.getColsWidth(0, startCol - 1) - table.scrollLeft;\n if (startColRelativePosition < table.getFrozenColsWidth()) {\n isNearRowHeader = true;\n }\n }\n\n let isNearRightRowHeader = table.rightFrozenColCount\n ? table.rightFrozenColCount > 0 && endCol === table.colCount - table.rightFrozenColCount - 1\n : false;\n if (!isNearRightRowHeader && table.rightFrozenColCount && endCol < table.colCount - table.rightFrozenColCount) {\n const endColRelativePosition = table.getColsWidth(0, endCol) - table.scrollLeft;\n if (endColRelativePosition > table.tableNoFrameWidth - table.getRightFrozenColsWidth()) {\n isNearRightRowHeader = true;\n }\n }\n\n let isNearColHeader = table.frozenRowCount ? startRow === table.frozenRowCount : true;\n if (!isNearColHeader && table.frozenRowCount && table.scrollTop > 0 && startRow >= table.frozenRowCount) {\n const startRowRelativePosition = table.getRowsHeight(0, startRow - 1) - table.scrollTop;\n if (startRowRelativePosition < table.getFrozenRowsHeight()) {\n isNearColHeader = true;\n }\n }\n\n let isNearBottomColHeader = table.bottomFrozenRowCount\n ? endRow === table.rowCount - table.bottomFrozenRowCount - 1\n : false;\n if (!isNearBottomColHeader && table.bottomFrozenRowCount && endRow < table.rowCount - table.bottomFrozenRowCount) {\n const endRowRelativePosition = table.getRowsHeight(0, endRow) - table.scrollTop;\n if (endRowRelativePosition > table.tableNoFrameHeight - table.getBottomFrozenRowsHeight()) {\n isNearBottomColHeader = true;\n }\n }\n\n const { dynamicUpdateSelectionSize } = table.theme.selectionStyle;\n if (\n (isNearRowHeader && (selectComp.rect.attribute.stroke[3] || dynamicUpdateSelectionSize)) ||\n (isNearRightRowHeader && (selectComp.rect.attribute.stroke[1] || dynamicUpdateSelectionSize)) ||\n (isNearColHeader && (selectComp.rect.attribute.stroke[0] || dynamicUpdateSelectionSize)) ||\n (isNearBottomColHeader && (selectComp.rect.attribute.stroke[2] || dynamicUpdateSelectionSize))\n ) {\n if (isNearRowHeader && selectComp.rect.attribute.stroke[3]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.leftBottomCornerGroup\n : scene.rowHeaderGroup\n );\n }\n\n if (isNearBottomColHeader && selectComp.rect.attribute.stroke[2]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightBottomCornerGroup\n : scene.bottomFrozenGroup\n );\n }\n\n if (isNearColHeader && selectComp.rect.attribute.stroke[0]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'rowHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightTopCornerGroup\n : scene.colHeaderGroup\n );\n }\n if (isNearRightRowHeader && selectComp.rect.attribute.stroke[1]) {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'columnHeader'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.rightBottomCornerGroup\n : scene.rightFrozenGroup\n );\n }\n\n //#region 调整层级后 滚动情况下会出现绘制范围出界 如body的选中框 渲染在了rowheader上面,所有需要调整选中框rect的 边界\n if (\n selectComp.rect.attribute.x < table.getFrozenColsWidth() &&\n // selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rowHeaderGroup.attribute.width &&\n table.scrollLeft > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n const width = selectComp.rect.attribute.width - (table.getFrozenColsWidth() - selectComp.rect.attribute.x);\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + (table.getFrozenColsWidth() - selectComp.rect.attribute.x),\n width: width > 0 ? width : 0\n });\n selectComp.fillhandle?.setAttributes({\n visible: width > 0\n });\n }\n if (\n // selectComp.rect.attribute.x < scene.rightFrozenGroup.attribute.x &&\n table.getRightFrozenColsWidth() > 0 && // right冻结列存在的情况下\n scene.rightFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.x + selectComp.rect.attribute.width > scene.rightFrozenGroup.attribute.x &&\n (selectComp.role === 'body' || selectComp.role === 'columnHeader' || selectComp.role === 'bottomFrozen')\n ) {\n const width = scene.rightFrozenGroup.attribute.x - selectComp.rect.attribute.x;\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x,\n width: width > 0 ? width : 0\n });\n selectComp.fillhandle?.setAttributes({\n visible: width - colsWidth > 0\n });\n }\n if (\n selectComp.rect.attribute.y < scene.colHeaderGroup.attribute.height &&\n table.scrollTop > 0 &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n const height =\n selectComp.rect.attribute.height - (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y);\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + (scene.colHeaderGroup.attribute.height - selectComp.rect.attribute.y),\n height: height > 0 ? height : 0\n });\n selectComp.fillhandle?.setAttributes({\n visible: height > 0\n });\n }\n if (\n scene.bottomFrozenGroup.attribute.width > 0 &&\n scene.bottomFrozenGroup.attribute.height > 0 &&\n selectComp.rect.attribute.y + selectComp.rect.attribute.height > scene.bottomFrozenGroup.attribute.y &&\n (selectComp.role === 'body' || selectComp.role === 'rowHeader' || selectComp.role === 'rightFrozen')\n ) {\n const height = scene.bottomFrozenGroup.attribute.y - selectComp.rect.attribute.y;\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y,\n height: height > 0 ? height : 0\n });\n selectComp.fillhandle?.setAttributes({\n visible: height - rowsHeight > 0\n });\n }\n //#endregion\n } else {\n scene.tableGroup.insertAfter(\n selectComp.rect,\n selectComp.role === 'body'\n ? scene.bodyGroup\n : selectComp.role === 'columnHeader'\n ? scene.colHeaderGroup\n : selectComp.role === 'rowHeader'\n ? scene.rowHeaderGroup\n : selectComp.role === 'cornerHeader'\n ? scene.cornerHeaderGroup\n : selectComp.role === 'rightTopCorner'\n ? scene.rightTopCornerGroup\n : selectComp.role === 'rightFrozen'\n ? scene.rightFrozenGroup\n : selectComp.role === 'leftBottomCorner'\n ? scene.leftBottomCornerGroup\n : selectComp.role === 'bottomFrozen'\n ? scene.bottomFrozenGroup\n : scene.rightBottomCornerGroup\n );\n }\n //#endregion\n\n //#region 处理边缘被截问题\n let diffSize = 0;\n if (typeof selectComp.rect.attribute.lineWidth === 'number') {\n diffSize = Math.ceil(selectComp.rect.attribute.lineWidth / 2);\n }\n if (endCol === table.colCount - 1) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[1] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n width: selectComp.rect.attribute.width - diffSize\n });\n // selectComp.fillhandle?.setAttributes({\n // width: selectComp.rect.attribute.width - diffSize\n // });\n }\n if (startCol === 0) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[3] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n x: selectComp.rect.attribute.x + diffSize,\n width: selectComp.rect.attribute.width - diffSize\n });\n // selectComp.fillhandle?.setAttributes({\n // x: selectComp.rect.attribute.x + diffSize,\n // width: selectComp.rect.attribute.width - diffSize\n // });\n }\n if (endRow === table.rowCount - 1) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[2] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n height: selectComp.rect.attribute.height - diffSize\n });\n // selectComp.fillhandle?.setAttributes({\n // height: selectComp.rect.attribute.height - diffSize\n // });\n }\n if (startRow === 0) {\n if (Array.isArray(selectComp.rect.attribute.lineWidth)) {\n diffSize = Math.ceil((selectComp.rect.attribute.lineWidth[0] ?? 0) / 2);\n }\n selectComp.rect.setAttributes({\n y: selectComp.rect.attribute.y + diffSize,\n height: selectComp.rect.attribute.height - diffSize\n });\n // selectComp.fillhandle?.setAttributes({\n // y: selectComp.rect.attribute.y + diffSize,\n // height: selectComp.rect.attribute.height - diffSize\n // });\n }\n //#endregion\n}\n\nexport function updateCellSelectBorder(\n scene: Scenegraph,\n selectRange: CellRange & { skipBodyMerge?: boolean },\n ifExtendSelectRange: boolean = true\n) {\n const table = scene.table;\n const newStartCol = selectRange.start.col;\n const newStartRow = selectRange.start.row;\n const newEndCol = selectRange.end.col;\n const newEndRow = selectRange.end.row;\n const skipBodyMerge = selectRange.skipBodyMerge;\n\n let startCol = Math.max(Math.min(newEndCol, newStartCol), 0);\n let startRow = Math.max(Math.min(newEndRow, newStartRow), 0);\n let endCol = Math.min(Math.max(newEndCol, newStartCol), table.colCount - 1);\n let endRow = Math.min(Math.max(newEndRow, newStartRow), table.rowCount - 1);\n //#region region 校验四周的单元格有没有合并的情况,如有则扩大范围\n const extendSelectRange = () => {\n let isExtend = false;\n for (let col = startCol; col <= endCol; col++) {\n if (col === startCol) {\n for (let row = startRow; row <= endRow; row++) {\n if (!table.isHeader(col, row) && skipBodyMerge) {\n continue;\n }\n const mergeInfo = getCellMergeInfo(table, col, row);\n if (mergeInfo && mergeInfo.start.col < startCol) {\n startCol = mergeInfo.start.col;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && col === endCol) {\n for (let row = startRow; row <= endRow; row++) {\n if (!table.isHeader(col, row) && skipBodyMerge) {\n continue;\n }\n const mergeInfo = getCellMergeInfo(table, col, row);\n if (mergeInfo && Math.min(mergeInfo.end.col, table.colCount - 1) > endCol) {\n endCol = mergeInfo.end.col;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n if (!isExtend) {\n for (let row = startRow; row <= endRow; row++) {\n if (row === startRow) {\n for (let col = startCol; col <= endCol; col++) {\n if (!table.isHeader(col, row) && skipBodyMerge) {\n continue;\n }\n const mergeInfo = getCellMergeInfo(table, col, row);\n if (mergeInfo && mergeInfo.start.row < startRow) {\n startRow = mergeInfo.start.row;\n isExtend = true;\n break;\n }\n }\n }\n if (!isExtend && row === endRow) {\n for (let col = startCol; col <= endCol; col++) {\n if (!table.isHeader(col, row) && skipBodyMerge) {\n continue;\n }\n const mergeInfo = getCellMergeInfo(table, col, row);\n if (mergeInfo && Math.min(mergeInfo.end.row, table.rowCount - 1) > endRow) {\n endRow = mergeInfo.end.row;\n isExtend = true;\n break;\n }\n }\n }\n\n if (isExtend) {\n break;\n }\n }\n }\n if (isExtend) {\n extendSelectRange();\n }\n };\n if (ifExtendSelectRange) {\n extendSelectRange();\n if (selectRange.start.col > selectRange.end.col) {\n selectRange.start.col = Math.max(startCol, endCol);\n selectRange.end.col = Math.min(startCol, endCol);\n } else {\n selectRange.start.col = Math.min(startCol, endCol);\n selectRange.end.col = Math.max(startCol, endCol);\n }\n if (selectRange.start.row > selectRange.end.row) {\n selectRange.start.row = Math.max(startRow, endRow);\n selectRange.end.row = Math.min(startRow, endRow);\n } else {\n selectRange.start.row = Math.min(startRow, endRow);\n selectRange.end.row = Math.max(startRow, endRow);\n }\n }\n //#endregion\n scene.selectingRangeComponents.forEach(\n (selectComp: { rect: IRect; fillhandle?: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.delete();\n selectComp.fillhandle?.delete();\n }\n );\n scene.selectingRangeComponents = new Map();\n\n const {\n needRowHeader,\n needRightRowHeader,\n needColumnHeader,\n needBottomColumnHeader,\n needBody,\n needCornerHeader,\n needRightTopCornerHeader,\n needLeftBottomCornerHeader,\n needRightBottomCornerHeader\n } = calculateCellRangeDistribution(startCol, startRow, endCol, endRow, table);\n\n // TODO 可以尝试不拆分三个表头和body【前提是theme中合并配置】 用一个SelectBorder 需要结合clip,并动态设置border的范围【依据区域范围 已经是否跨表头及body】\n if (needCornerHeader) {\n const cornerEndCol = Math.min(endCol, table.frozenColCount - 1);\n const cornerEndRow = Math.min(endRow, table.frozenRowCount - 1);\n const strokeArray = [true, !needColumnHeader, !needRowHeader, true];\n scene.createCellSelectBorder(\n startCol,\n startRow,\n cornerEndCol,\n cornerEndRow,\n 'cornerHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightTopCornerHeader) {\n const cornerStartCol = Math.max(startCol, table.colCount - table.rightFrozenColCount);\n const cornerEndRow = Math.min(endRow, table.frozenRowCount - 1);\n const strokeArray = [true, true, !needRightRowHeader, !needColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n startRow,\n endCol,\n cornerEndRow,\n 'rightTopCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n\n if (needLeftBottomCornerHeader) {\n const cornerEndCol = Math.min(endCol, table.frozenColCount - 1);\n const cornerStartRow = Math.max(startRow, table.rowCount - table.bottomFrozenRowCount);\n const strokeArray = [!needRowHeader, !needBottomColumnHeader, true, true];\n scene.createCellSelectBorder(\n startCol,\n cornerStartRow,\n cornerEndCol,\n endRow,\n 'leftBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightBottomCornerHeader) {\n const cornerStartCol = Math.max(startCol, table.colCount - table.rightFrozenColCount);\n const cornerStartRow = Math.max(startRow, table.rowCount - table.bottomFrozenRowCount);\n const strokeArray = [!needRightRowHeader, true, true, !needBottomColumnHeader];\n scene.createCellSelectBorder(\n cornerStartCol,\n cornerStartRow,\n endCol,\n endRow,\n 'rightBottomCorner',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, table.colCount - table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, table.frozenRowCount - 1);\n const strokeArray = [true, !needRightTopCornerHeader, !needBody, !needCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n startRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'columnHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBottomColumnHeader) {\n const columnHeaderStartCol = Math.max(startCol, table.frozenColCount);\n const columnHeaderEndCol = Math.min(endCol, table.colCount - table.rightFrozenColCount - 1);\n const columnHeaderStartRow = Math.max(startRow, table.rowCount - table.bottomFrozenRowCount);\n const strokeArray = [!needBody, !needRightBottomCornerHeader, true, !needLeftBottomCornerHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n endRow,\n 'bottomFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, table.rowCount - table.bottomFrozenRowCount - 1);\n const columnHeaderEndCol = Math.min(endCol, table.frozenColCount - 1);\n const strokeArray = [!needCornerHeader, !needBody, !needLeftBottomCornerHeader, true];\n scene.createCellSelectBorder(\n startCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'rowHeader',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needRightRowHeader) {\n const columnHeaderStartRow = Math.max(startRow, table.frozenRowCount);\n const columnHeaderEndRow = Math.min(endRow, table.rowCount - table.bottomFrozenRowCount - 1);\n const columnHeaderStartCol = Math.max(startCol, table.colCount - table.rightFrozenColCount);\n const strokeArray = [!needRightTopCornerHeader, true, !needRightBottomCornerHeader, !needBody];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n endCol,\n columnHeaderEndRow,\n 'rightFrozen',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n if (needBody) {\n const columnHeaderStartCol = Math.max(startCol, table.frozenColCount);\n const columnHeaderStartRow = Math.max(startRow, table.frozenRowCount);\n const columnHeaderEndCol = Math.min(endCol, table.colCount - table.rightFrozenColCount - 1);\n const columnHeaderEndRow = Math.min(endRow, table.rowCount - table.bottomFrozenRowCount - 1);\n const strokeArray = [!needColumnHeader, !needRightRowHeader, !needBottomColumnHeader, !needRowHeader];\n scene.createCellSelectBorder(\n columnHeaderStartCol,\n columnHeaderStartRow,\n columnHeaderEndCol,\n columnHeaderEndRow,\n 'body',\n `${startCol}${startRow}${endCol}${endRow}`,\n strokeArray\n );\n }\n}\n\nexport function hideCellSelectBorder(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('opacity', 0);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('opacity', 0);\n });\n}\n\nexport function restoreCellSelectBorder(scene: Scenegraph) {\n scene.selectingRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('opacity', 1);\n });\n scene.selectedRangeComponents.forEach((selectComp: { rect: IRect; role: CellSubLocation }, key: string) => {\n selectComp.rect.setAttribute('opacity', 1);\n });\n}\n"]}
@@ -1,3 +1,5 @@
1
+ import { isValid } from "@visactor/vutils";
2
+
1
3
  import { InteractionState } from "../../ts-types";
2
4
 
3
5
  export function updateSelectPosition(state, col, row, enableShiftSelectMode, enableCtrlSelectMode, isSelectAll, makeSelectCellVisible = !0, skipBodyMerge = !1) {
@@ -31,7 +33,7 @@ export function updateSelectPosition(state, col, row, enableShiftSelectMode, ena
31
33
  scenegraph.updateCellSelectBorder(currentRange, !1);
32
34
  } else if (-1 === cellPos.col || -1 === cellPos.row || -1 !== col && -1 !== row) if (interactionState !== InteractionState.default || table.eventManager.isDraging || table.stateManager.isResizeCol()) {
33
35
  if ((interactionState === InteractionState.grabing || table.eventManager.isDraging) && !table.stateManager.isResizeCol()) {
34
- let extendSelectRange = !0;
36
+ let extendSelectRange = !isValid(skipBodyMerge) || !skipBodyMerge;
35
37
  -1 === cellPos.col && (cellPos.col = col), -1 === cellPos.row && (cellPos.row = row),
36
38
  cellPos.col = col, cellPos.row = row;
37
39
  const currentRange = state.select.ranges[state.select.ranges.length - 1];
@@ -152,7 +154,7 @@ export function updateSelectPosition(state, col, row, enableShiftSelectMode, ena
152
154
  enableShiftSelectMode || (currentRange.end = currentRange.start), scenegraph.deleteLastSelectedRangeComponents(),
153
155
  scenegraph.updateCellSelectBorder(currentRange);
154
156
  } else {
155
- let extendSelectRange = !0;
157
+ let extendSelectRange = !isValid(skipBodyMerge) || !skipBodyMerge;
156
158
  if (-1 === cellPos.col || -1 === cellPos.row || enableCtrlSelectMode || (state.select.ranges = [],
157
159
  scenegraph.deleteAllSelectBorder()), "cell" !== state.select.headerSelectMode && table.isColumnHeader(col, row)) {
158
160
  const cellRange = table.getCellRange(col, row);