@visactor/vtable 1.4.2-alpha.2 → 1.4.2-alpha.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (111) hide show
  1. package/cjs/ListTable.js +1 -1
  2. package/cjs/ListTable.js.map +1 -1
  3. package/cjs/components/tooltip/logic/BubbleTooltipElement.js +2 -0
  4. package/cjs/components/tooltip/logic/BubbleTooltipElement.js.map +1 -1
  5. package/cjs/core/BaseTable.d.ts +3 -2
  6. package/cjs/core/BaseTable.js +22 -150
  7. package/cjs/core/BaseTable.js.map +1 -1
  8. package/cjs/core/utils/get-cell-position.d.ts +42 -0
  9. package/cjs/core/utils/get-cell-position.js +204 -0
  10. package/cjs/core/utils/get-cell-position.js.map +1 -0
  11. package/cjs/edit/edit-manager.d.ts +1 -1
  12. package/cjs/edit/edit-manager.js +7 -6
  13. package/cjs/edit/edit-manager.js.map +1 -1
  14. package/cjs/event/event.js +7 -3
  15. package/cjs/event/event.js.map +1 -1
  16. package/cjs/event/listener/container-dom.js +92 -86
  17. package/cjs/event/listener/container-dom.js.map +1 -1
  18. package/cjs/event/listener/table-group.js +29 -20
  19. package/cjs/event/listener/table-group.js.map +1 -1
  20. package/cjs/index.d.ts +3 -3
  21. package/cjs/index.js +12 -8
  22. package/cjs/index.js.map +1 -1
  23. package/cjs/layout/layout-helper.js +2 -2
  24. package/cjs/layout/layout-helper.js.map +1 -1
  25. package/cjs/layout/pivot-header-layout.js +182 -53
  26. package/cjs/layout/pivot-header-layout.js.map +1 -1
  27. package/cjs/layout/simple-header-layout.d.ts +3 -0
  28. package/cjs/layout/simple-header-layout.js +28 -22
  29. package/cjs/layout/simple-header-layout.js.map +1 -1
  30. package/cjs/scenegraph/component/custom.js +4 -2
  31. package/cjs/scenegraph/component/custom.js.map +1 -1
  32. package/cjs/scenegraph/graphic/contributions/group-contribution-render.js +63 -57
  33. package/cjs/scenegraph/graphic/contributions/group-contribution-render.js.map +1 -1
  34. package/cjs/scenegraph/group-creater/cell-helper.js +13 -11
  35. package/cjs/scenegraph/group-creater/cell-helper.js.map +1 -1
  36. package/cjs/scenegraph/group-creater/progress/proxy.js +8 -8
  37. package/cjs/scenegraph/group-creater/progress/proxy.js.map +1 -1
  38. package/cjs/state/cell-move/index.js +4 -1
  39. package/cjs/state/cell-move/index.js.map +1 -1
  40. package/cjs/state/sort/index.js +7 -3
  41. package/cjs/state/sort/index.js.map +1 -1
  42. package/cjs/state/state.d.ts +1 -1
  43. package/cjs/state/state.js +10 -6
  44. package/cjs/state/state.js.map +1 -1
  45. package/cjs/tools/util.d.ts +1 -0
  46. package/cjs/tools/util.js +11 -2
  47. package/cjs/tools/util.js.map +1 -1
  48. package/cjs/ts-types/base-table.d.ts +2 -0
  49. package/cjs/ts-types/base-table.js.map +1 -1
  50. package/cjs/ts-types/list-table/define/basic-define.d.ts +1 -0
  51. package/cjs/ts-types/list-table/define/basic-define.js.map +1 -1
  52. package/cjs/ts-types/table-engine.d.ts +1 -1
  53. package/cjs/ts-types/table-engine.js.map +1 -1
  54. package/cjs/vrender.js.map +1 -1
  55. package/dist/vtable.js +741 -425
  56. package/dist/vtable.min.js +2 -2
  57. package/es/ListTable.js +1 -1
  58. package/es/ListTable.js.map +1 -1
  59. package/es/components/tooltip/logic/BubbleTooltipElement.js +3 -1
  60. package/es/components/tooltip/logic/BubbleTooltipElement.js.map +1 -1
  61. package/es/core/BaseTable.d.ts +3 -2
  62. package/es/core/BaseTable.js +24 -150
  63. package/es/core/BaseTable.js.map +1 -1
  64. package/es/core/utils/get-cell-position.d.ts +42 -0
  65. package/es/core/utils/get-cell-position.js +192 -0
  66. package/es/core/utils/get-cell-position.js.map +1 -0
  67. package/es/edit/edit-manager.d.ts +1 -1
  68. package/es/edit/edit-manager.js +7 -6
  69. package/es/edit/edit-manager.js.map +1 -1
  70. package/es/event/event.js +6 -2
  71. package/es/event/event.js.map +1 -1
  72. package/es/event/listener/container-dom.js +92 -86
  73. package/es/event/listener/container-dom.js.map +1 -1
  74. package/es/event/listener/table-group.js +29 -20
  75. package/es/event/listener/table-group.js.map +1 -1
  76. package/es/index.d.ts +3 -3
  77. package/es/index.js +3 -3
  78. package/es/index.js.map +1 -1
  79. package/es/layout/layout-helper.js +2 -2
  80. package/es/layout/layout-helper.js.map +1 -1
  81. package/es/layout/pivot-header-layout.js +182 -53
  82. package/es/layout/pivot-header-layout.js.map +1 -1
  83. package/es/layout/simple-header-layout.d.ts +3 -0
  84. package/es/layout/simple-header-layout.js +28 -22
  85. package/es/layout/simple-header-layout.js.map +1 -1
  86. package/es/scenegraph/component/custom.js +4 -2
  87. package/es/scenegraph/component/custom.js.map +1 -1
  88. package/es/scenegraph/graphic/contributions/group-contribution-render.js +63 -57
  89. package/es/scenegraph/graphic/contributions/group-contribution-render.js.map +1 -1
  90. package/es/scenegraph/group-creater/cell-helper.js +13 -11
  91. package/es/scenegraph/group-creater/cell-helper.js.map +1 -1
  92. package/es/scenegraph/group-creater/progress/proxy.js +8 -8
  93. package/es/scenegraph/group-creater/progress/proxy.js.map +1 -1
  94. package/es/state/cell-move/index.js +4 -1
  95. package/es/state/cell-move/index.js.map +1 -1
  96. package/es/state/sort/index.js +7 -3
  97. package/es/state/sort/index.js.map +1 -1
  98. package/es/state/state.d.ts +1 -1
  99. package/es/state/state.js +10 -6
  100. package/es/state/state.js.map +1 -1
  101. package/es/tools/util.d.ts +1 -0
  102. package/es/tools/util.js +9 -0
  103. package/es/tools/util.js.map +1 -1
  104. package/es/ts-types/base-table.d.ts +2 -0
  105. package/es/ts-types/base-table.js.map +1 -1
  106. package/es/ts-types/list-table/define/basic-define.d.ts +1 -0
  107. package/es/ts-types/list-table/define/basic-define.js.map +1 -1
  108. package/es/ts-types/table-engine.d.ts +1 -1
  109. package/es/ts-types/table-engine.js.map +1 -1
  110. package/es/vrender.js.map +1 -1
  111. package/package.json +4 -4
@@ -1,11 +1,14 @@
1
1
  import { adjustMoveHeaderTarget } from "./adjust-header";
2
2
 
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  export function startMoveCol(col, row, x, y, state) {
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+ var _a;
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  if (!("canMoveHeaderPosition" in state.table.internalProps.layoutMap)) return;
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  state.columnMove.moving = !0, state.columnMove.colSource = col, state.columnMove.rowSource = row,
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  state.columnMove.x = x - state.table.tableX, state.columnMove.y = y - state.table.tableY;
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  const cellLocation = state.table.getCellLocation(col, row), delta = "columnHeader" === cellLocation ? state.columnMove.x : "rowHeader" === cellLocation || state.table.internalProps.layoutMap.isSeriesNumberInBody(col, row) ? state.columnMove.y : 0;
8
- state.table.scenegraph.component.showMoveCol(col, row, delta), state.table.stateManager.updateSelectPos(-1, -1),
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+ state.table.scenegraph.component.showMoveCol(col, row, delta);
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+ const isHasSelected = !!(null === (_a = state.select.ranges) || void 0 === _a ? void 0 : _a.length);
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+ state.table.stateManager.updateSelectPos(-1, -1), state.table.stateManager.endSelectCells(!0, isHasSelected),
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12
  state.table.scenegraph.updateNextFrame();
10
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  }
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14
 
@@ -1 +1 @@
1
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type { ListTable } from '../../ListTable';\nimport type { SimpleHeaderLayoutMap } from '../../layout';\nimport type { PivotHeaderLayoutMap } from '../../layout/pivot-header-layout';\nimport { getCellMergeInfo } from '../../scenegraph/utils/get-cell-merge';\nimport type { CellRange } from '../../ts-types';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { StateManager } from '../state';\nimport { adjustMoveHeaderTarget } from './adjust-header';\n\nexport function startMoveCol(col: number, row: number, x: number, y: number, state: StateManager) {\n if (!('canMoveHeaderPosition' in state.table.internalProps.layoutMap)) {\n return;\n }\n state.columnMove.moving = true;\n state.columnMove.colSource = col;\n state.columnMove.rowSource = row;\n state.columnMove.x = x - state.table.tableX;\n state.columnMove.y = y - state.table.tableY;\n\n const cellLocation = state.table.getCellLocation(col, row);\n const delta =\n cellLocation === 'columnHeader'\n ? state.columnMove.x\n : cellLocation === 'rowHeader' ||\n (state.table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(col, row)\n ? state.columnMove.y\n : 0;\n\n state.table.scenegraph.component.showMoveCol(col, row, delta);\n\n // 调整列顺序期间清空选中清空\n state.table.stateManager.updateSelectPos(-1, -1);\n\n state.table.scenegraph.updateNextFrame();\n}\n\nexport function updateMoveCol(col: number, row: number, x: number, y: number, state: StateManager) {\n if (!('canMoveHeaderPosition' in state.table.internalProps.layoutMap)) {\n return;\n }\n\n const targetCell = adjustMoveHeaderTarget(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col, row },\n state.table\n );\n\n state.columnMove.x = x - state.table.tableX;\n state.columnMove.y = y - state.table.tableY;\n console.log('columnMoveY', state.columnMove.y);\n state.columnMove.colTarget = targetCell.col;\n state.columnMove.rowTarget = targetCell.row;\n\n const canMove = state.table.internalProps.layoutMap.canMoveHeaderPosition(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col: state.columnMove.colTarget, row: state.columnMove.rowTarget }\n );\n\n if (!canMove) {\n state.updateCursor('not-allowed');\n } else {\n state.updateCursor('grabbing');\n }\n\n let lineX;\n let backX;\n let lineY;\n let backY;\n const cellLocation = state.table.getCellLocation(state.columnMove.colSource, state.columnMove.rowSource);\n if (cellLocation === 'columnHeader') {\n backX = state.columnMove.x;\n if (state.table.isLeftFrozenColumn(col)) {\n lineX =\n state.columnMove.colTarget >= state.columnMove.colSource\n ? state.table.getColsWidth(0, state.columnMove.colTarget)\n : state.table.getColsWidth(0, state.columnMove.colTarget - 1);\n } else if (state.table.isRightFrozenColumn(col)) {\n lineX = state.table.tableNoFrameWidth - state.table.getColsWidth(targetCell.col + 1, state.table.colCount - 1);\n } else {\n lineX =\n (state.columnMove.colTarget >= state.columnMove.colSource\n ? state.table.getColsWidth(0, state.columnMove.colTarget)\n : state.table.getColsWidth(0, state.columnMove.colTarget - 1)) -\n state.table.stateManager.scroll.horizontalBarPos;\n }\n } else if (\n cellLocation === 'rowHeader' ||\n (state.table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(col, row)\n ) {\n backY = state.columnMove.y;\n if (state.table.isFrozenRow(row)) {\n lineY =\n state.columnMove.rowTarget >= state.columnMove.rowSource\n ? state.table.getRowsHeight(0, state.columnMove.rowTarget)\n : state.table.getRowsHeight(0, state.columnMove.rowTarget - 1);\n } else if (state.table.isBottomFrozenRow(row)) {\n lineY = state.table.tableNoFrameHeight - state.table.getRowsHeight(targetCell.row + 1, state.table.rowCount - 1);\n } else {\n lineY =\n (state.columnMove.rowTarget >= state.columnMove.rowSource\n ? state.table.getRowsHeight(0, state.columnMove.rowTarget)\n : state.table.getRowsHeight(0, state.columnMove.rowTarget - 1)) -\n state.table.stateManager.scroll.verticalBarPos;\n }\n }\n\n state.table.scenegraph.component.updateMoveCol(backX, lineX, backY, lineY);\n state.table.scenegraph.updateNextFrame();\n}\n\nexport function endMoveCol(state: StateManager) {\n if (\n 'canMoveHeaderPosition' in state.table.internalProps.layoutMap &&\n state.columnMove.moving &&\n state.columnMove.colSource >= 0 &&\n state.columnMove.rowSource >= 0 &&\n state.columnMove.colTarget >= 0 &&\n state.columnMove.rowTarget >= 0\n ) {\n //getCellMergeInfo 一定要在moveHeaderPosition之前调用 否则就不是修改前的range了\n const oldSourceMergeInfo = state.table.getCellRange(state.columnMove.colSource, state.columnMove.rowSource);\n const oldTargetMergeInfo = state.table.getCellRange(state.columnMove.colTarget, state.columnMove.rowTarget);\n\n // 调整列顺序\n const moveContext = state.table._moveHeaderPosition(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col: state.columnMove.colTarget, row: state.columnMove.rowTarget }\n );\n\n // 更新状态\n if (moveContext) {\n state.table.internalProps.useOneRowHeightFillAll = false;\n state.table.internalProps.layoutMap.clearCellRangeMap();\n const sourceMergeInfo = state.table.getCellRange(state.columnMove.colSource, state.columnMove.rowSource);\n const targetMergeInfo = state.table.getCellRange(state.columnMove.colTarget, state.columnMove.rowTarget);\n\n const colMin = Math.min(\n sourceMergeInfo.start.col,\n targetMergeInfo.start.col,\n oldSourceMergeInfo.start.col,\n oldTargetMergeInfo.start.col\n );\n const colMax = Math.max(\n sourceMergeInfo.end.col,\n targetMergeInfo.end.col,\n oldSourceMergeInfo.end.col,\n oldTargetMergeInfo.end.col\n );\n const rowMin = Math.min(\n sourceMergeInfo.start.row,\n targetMergeInfo.start.row,\n oldSourceMergeInfo.start.row,\n oldTargetMergeInfo.start.row\n );\n let rowMax = Math.max(\n sourceMergeInfo.end.row,\n targetMergeInfo.end.row,\n oldSourceMergeInfo.end.row,\n oldTargetMergeInfo.end.row\n );\n if (\n moveContext.moveType === 'row' &&\n (state.table.internalProps.layoutMap as PivotHeaderLayoutMap).rowHierarchyType === 'tree'\n ) {\n if (moveContext.targetIndex > moveContext.sourceIndex) {\n rowMax = rowMax + moveContext.targetSize - 1;\n } else {\n rowMax = rowMax + moveContext.sourceSize - 1;\n }\n }\n if (\n !(state.table as ListTable).transpose &&\n (state.table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(\n state.columnMove.colSource,\n state.columnMove.rowSource\n )\n ) {\n state.table.changeRecordOrder(moveContext.sourceIndex, moveContext.targetIndex);\n state.changeCheckboxAndRadioOrder(moveContext.sourceIndex, moveContext.targetIndex);\n }\n // clear columns width and rows height cache\n if (moveContext.moveType === 'column') {\n clearWidthsAndHeightsCache(colMin, colMax, 0, -1, state.table);\n } else {\n clearWidthsAndHeightsCache(0, -1, rowMin, rowMax, state.table);\n }\n\n // clear cell style cache\n state.table.clearCellStyleCache();\n if (\n state.table.internalProps.layoutMap.isSeriesNumberInBody(state.columnMove.colSource, state.columnMove.rowSource)\n ) {\n // 如果是拖拽序号换位置 考虑到非拖拽单元格合并而是其他地方有合并被拆开或者独立单元格拖拽后变为合并的情况 这里直接刷新这个场景树的节点 才能覆盖所有情况\n state.table.scenegraph.updateHeaderPosition(\n state.table.scenegraph.proxy.colStart,\n state.table.scenegraph.proxy.colEnd,\n state.table.scenegraph.proxy.rowStart,\n state.table.scenegraph.proxy.rowEnd,\n moveContext.moveType\n );\n } else if (moveContext.moveType === 'column') {\n state.table.scenegraph.updateHeaderPosition(colMin, colMax, 0, -1, moveContext.moveType);\n } else {\n state.table.scenegraph.updateHeaderPosition(0, -1, rowMin, rowMax, moveContext.moveType);\n }\n //调整冻结列数量\n if (state.table.internalProps.frozenColDragHeaderMode === 'adjustFrozenCount' && state.table.isListTable()) {\n if (\n state.table.isLeftFrozenColumn(state.columnMove.colTarget) &&\n !state.table.isLeftFrozenColumn(state.columnMove.colSource)\n ) {\n state.table.frozenColCount +=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n } else if (\n state.table.isLeftFrozenColumn(state.columnMove.colSource) &&\n !state.table.isLeftFrozenColumn(state.columnMove.colTarget)\n ) {\n state.table.frozenColCount -=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n }\n if (\n state.table.isRightFrozenColumn(state.columnMove.colTarget) &&\n !state.table.isRightFrozenColumn(state.columnMove.colSource)\n ) {\n state.table.rightFrozenColCount +=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n } else if (\n state.table.isRightFrozenColumn(state.columnMove.colSource) &&\n !state.table.isRightFrozenColumn(state.columnMove.colTarget)\n ) {\n state.table.rightFrozenColCount -=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n }\n }\n }\n\n state.updateCursor();\n }\n setTimeout(() => {\n //触发事件 CHANGE_HEADER_POSITION 还需要用到这些值 所以延迟清理\n state.columnMove.moving = false;\n delete state.columnMove.colSource;\n delete state.columnMove.rowSource;\n delete state.columnMove.colTarget;\n delete state.columnMove.rowTarget;\n }, 0);\n state.table.scenegraph.component.hideMoveCol();\n // update frozen shadowline component\n if (\n state.columnResize.col < state.table.frozenColCount &&\n !state.table.isPivotTable() &&\n !(state.table as ListTable).transpose\n ) {\n state.table.scenegraph.component.setFrozenColumnShadow(\n state.table.frozenColCount - 1,\n state.columnResize.isRightFrozen\n );\n state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount);\n } else if (\n state.columnResize.col >= state.table.colCount - state.table.rightFrozenColCount &&\n !state.table.isPivotTable() &&\n !(state.table as ListTable).transpose\n ) {\n state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount);\n } else if (state.table.options.frozenColCount) {\n state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1);\n } else if (state.table.options.rightFrozenColCount) {\n state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount);\n }\n state.table.scenegraph.updateNextFrame();\n}\n\nfunction clearWidthsAndHeightsCache(\n colMin: number,\n colMax: number,\n rowMin: number,\n rowMax: number,\n table: BaseTableAPI\n) {\n for (let col = colMin; col <= colMax; col++) {\n table._clearColRangeWidthsMap(col);\n }\n for (let row = rowMin; row <= rowMax; row++) {\n table._clearRowRangeHeightsMap(row);\n }\n}\n"]}
1
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type { ListTable } from '../../ListTable';\nimport type { SimpleHeaderLayoutMap } from '../../layout';\nimport type { PivotHeaderLayoutMap } from '../../layout/pivot-header-layout';\nimport { getCellMergeInfo } from '../../scenegraph/utils/get-cell-merge';\nimport type { CellRange } from '../../ts-types';\nimport type { BaseTableAPI } from '../../ts-types/base-table';\nimport type { StateManager } from '../state';\nimport { adjustMoveHeaderTarget } from './adjust-header';\n\nexport function startMoveCol(col: number, row: number, x: number, y: number, state: StateManager) {\n if (!('canMoveHeaderPosition' in state.table.internalProps.layoutMap)) {\n return;\n }\n state.columnMove.moving = true;\n state.columnMove.colSource = col;\n state.columnMove.rowSource = row;\n state.columnMove.x = x - state.table.tableX;\n state.columnMove.y = y - state.table.tableY;\n\n const cellLocation = state.table.getCellLocation(col, row);\n const delta =\n cellLocation === 'columnHeader'\n ? state.columnMove.x\n : cellLocation === 'rowHeader' ||\n (state.table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(col, row)\n ? state.columnMove.y\n : 0;\n\n state.table.scenegraph.component.showMoveCol(col, row, delta);\n\n // 调整列顺序期间清空选中清空\n const isHasSelected = !!state.select.ranges?.length;\n state.table.stateManager.updateSelectPos(-1, -1);\n state.table.stateManager.endSelectCells(true, isHasSelected);\n state.table.scenegraph.updateNextFrame();\n}\n\nexport function updateMoveCol(col: number, row: number, x: number, y: number, state: StateManager) {\n if (!('canMoveHeaderPosition' in state.table.internalProps.layoutMap)) {\n return;\n }\n\n const targetCell = adjustMoveHeaderTarget(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col, row },\n state.table\n );\n\n state.columnMove.x = x - state.table.tableX;\n state.columnMove.y = y - state.table.tableY;\n console.log('columnMoveY', state.columnMove.y);\n state.columnMove.colTarget = targetCell.col;\n state.columnMove.rowTarget = targetCell.row;\n\n const canMove = state.table.internalProps.layoutMap.canMoveHeaderPosition(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col: state.columnMove.colTarget, row: state.columnMove.rowTarget }\n );\n\n if (!canMove) {\n state.updateCursor('not-allowed');\n } else {\n state.updateCursor('grabbing');\n }\n\n let lineX;\n let backX;\n let lineY;\n let backY;\n const cellLocation = state.table.getCellLocation(state.columnMove.colSource, state.columnMove.rowSource);\n if (cellLocation === 'columnHeader') {\n backX = state.columnMove.x;\n if (state.table.isLeftFrozenColumn(col)) {\n lineX =\n state.columnMove.colTarget >= state.columnMove.colSource\n ? state.table.getColsWidth(0, state.columnMove.colTarget)\n : state.table.getColsWidth(0, state.columnMove.colTarget - 1);\n } else if (state.table.isRightFrozenColumn(col)) {\n lineX = state.table.tableNoFrameWidth - state.table.getColsWidth(targetCell.col + 1, state.table.colCount - 1);\n } else {\n lineX =\n (state.columnMove.colTarget >= state.columnMove.colSource\n ? state.table.getColsWidth(0, state.columnMove.colTarget)\n : state.table.getColsWidth(0, state.columnMove.colTarget - 1)) -\n state.table.stateManager.scroll.horizontalBarPos;\n }\n } else if (\n cellLocation === 'rowHeader' ||\n (state.table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(col, row)\n ) {\n backY = state.columnMove.y;\n if (state.table.isFrozenRow(row)) {\n lineY =\n state.columnMove.rowTarget >= state.columnMove.rowSource\n ? state.table.getRowsHeight(0, state.columnMove.rowTarget)\n : state.table.getRowsHeight(0, state.columnMove.rowTarget - 1);\n } else if (state.table.isBottomFrozenRow(row)) {\n lineY = state.table.tableNoFrameHeight - state.table.getRowsHeight(targetCell.row + 1, state.table.rowCount - 1);\n } else {\n lineY =\n (state.columnMove.rowTarget >= state.columnMove.rowSource\n ? state.table.getRowsHeight(0, state.columnMove.rowTarget)\n : state.table.getRowsHeight(0, state.columnMove.rowTarget - 1)) -\n state.table.stateManager.scroll.verticalBarPos;\n }\n }\n\n state.table.scenegraph.component.updateMoveCol(backX, lineX, backY, lineY);\n state.table.scenegraph.updateNextFrame();\n}\n\nexport function endMoveCol(state: StateManager) {\n if (\n 'canMoveHeaderPosition' in state.table.internalProps.layoutMap &&\n state.columnMove.moving &&\n state.columnMove.colSource >= 0 &&\n state.columnMove.rowSource >= 0 &&\n state.columnMove.colTarget >= 0 &&\n state.columnMove.rowTarget >= 0\n ) {\n //getCellMergeInfo 一定要在moveHeaderPosition之前调用 否则就不是修改前的range了\n const oldSourceMergeInfo = state.table.getCellRange(state.columnMove.colSource, state.columnMove.rowSource);\n const oldTargetMergeInfo = state.table.getCellRange(state.columnMove.colTarget, state.columnMove.rowTarget);\n\n // 调整列顺序\n const moveContext = state.table._moveHeaderPosition(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col: state.columnMove.colTarget, row: state.columnMove.rowTarget }\n );\n\n // 更新状态\n if (moveContext) {\n state.table.internalProps.useOneRowHeightFillAll = false;\n state.table.internalProps.layoutMap.clearCellRangeMap();\n const sourceMergeInfo = state.table.getCellRange(state.columnMove.colSource, state.columnMove.rowSource);\n const targetMergeInfo = state.table.getCellRange(state.columnMove.colTarget, state.columnMove.rowTarget);\n\n const colMin = Math.min(\n sourceMergeInfo.start.col,\n targetMergeInfo.start.col,\n oldSourceMergeInfo.start.col,\n oldTargetMergeInfo.start.col\n );\n const colMax = Math.max(\n sourceMergeInfo.end.col,\n targetMergeInfo.end.col,\n oldSourceMergeInfo.end.col,\n oldTargetMergeInfo.end.col\n );\n const rowMin = Math.min(\n sourceMergeInfo.start.row,\n targetMergeInfo.start.row,\n oldSourceMergeInfo.start.row,\n oldTargetMergeInfo.start.row\n );\n let rowMax = Math.max(\n sourceMergeInfo.end.row,\n targetMergeInfo.end.row,\n oldSourceMergeInfo.end.row,\n oldTargetMergeInfo.end.row\n );\n if (\n moveContext.moveType === 'row' &&\n (state.table.internalProps.layoutMap as PivotHeaderLayoutMap).rowHierarchyType === 'tree'\n ) {\n if (moveContext.targetIndex > moveContext.sourceIndex) {\n rowMax = rowMax + moveContext.targetSize - 1;\n } else {\n rowMax = rowMax + moveContext.sourceSize - 1;\n }\n }\n if (\n !(state.table as ListTable).transpose &&\n (state.table.internalProps.layoutMap as SimpleHeaderLayoutMap).isSeriesNumberInBody(\n state.columnMove.colSource,\n state.columnMove.rowSource\n )\n ) {\n state.table.changeRecordOrder(moveContext.sourceIndex, moveContext.targetIndex);\n state.changeCheckboxAndRadioOrder(moveContext.sourceIndex, moveContext.targetIndex);\n }\n // clear columns width and rows height cache\n if (moveContext.moveType === 'column') {\n clearWidthsAndHeightsCache(colMin, colMax, 0, -1, state.table);\n } else {\n clearWidthsAndHeightsCache(0, -1, rowMin, rowMax, state.table);\n }\n\n // clear cell style cache\n state.table.clearCellStyleCache();\n if (\n state.table.internalProps.layoutMap.isSeriesNumberInBody(state.columnMove.colSource, state.columnMove.rowSource)\n ) {\n // 如果是拖拽序号换位置 考虑到非拖拽单元格合并而是其他地方有合并被拆开或者独立单元格拖拽后变为合并的情况 这里直接刷新这个场景树的节点 才能覆盖所有情况\n state.table.scenegraph.updateHeaderPosition(\n state.table.scenegraph.proxy.colStart,\n state.table.scenegraph.proxy.colEnd,\n state.table.scenegraph.proxy.rowStart,\n state.table.scenegraph.proxy.rowEnd,\n moveContext.moveType\n );\n } else if (moveContext.moveType === 'column') {\n state.table.scenegraph.updateHeaderPosition(colMin, colMax, 0, -1, moveContext.moveType);\n } else {\n state.table.scenegraph.updateHeaderPosition(0, -1, rowMin, rowMax, moveContext.moveType);\n }\n //调整冻结列数量\n if (state.table.internalProps.frozenColDragHeaderMode === 'adjustFrozenCount' && state.table.isListTable()) {\n if (\n state.table.isLeftFrozenColumn(state.columnMove.colTarget) &&\n !state.table.isLeftFrozenColumn(state.columnMove.colSource)\n ) {\n state.table.frozenColCount +=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n } else if (\n state.table.isLeftFrozenColumn(state.columnMove.colSource) &&\n !state.table.isLeftFrozenColumn(state.columnMove.colTarget)\n ) {\n state.table.frozenColCount -=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n }\n if (\n state.table.isRightFrozenColumn(state.columnMove.colTarget) &&\n !state.table.isRightFrozenColumn(state.columnMove.colSource)\n ) {\n state.table.rightFrozenColCount +=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n } else if (\n state.table.isRightFrozenColumn(state.columnMove.colSource) &&\n !state.table.isRightFrozenColumn(state.columnMove.colTarget)\n ) {\n state.table.rightFrozenColCount -=\n (sourceMergeInfo as CellRange).end.col - (sourceMergeInfo as CellRange).start.col + 1;\n }\n }\n }\n\n state.updateCursor();\n }\n setTimeout(() => {\n //触发事件 CHANGE_HEADER_POSITION 还需要用到这些值 所以延迟清理\n state.columnMove.moving = false;\n delete state.columnMove.colSource;\n delete state.columnMove.rowSource;\n delete state.columnMove.colTarget;\n delete state.columnMove.rowTarget;\n }, 0);\n state.table.scenegraph.component.hideMoveCol();\n // update frozen shadowline component\n if (\n state.columnResize.col < state.table.frozenColCount &&\n !state.table.isPivotTable() &&\n !(state.table as ListTable).transpose\n ) {\n state.table.scenegraph.component.setFrozenColumnShadow(\n state.table.frozenColCount - 1,\n state.columnResize.isRightFrozen\n );\n state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount);\n } else if (\n state.columnResize.col >= state.table.colCount - state.table.rightFrozenColCount &&\n !state.table.isPivotTable() &&\n !(state.table as ListTable).transpose\n ) {\n state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount);\n } else if (state.table.options.frozenColCount) {\n state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1);\n } else if (state.table.options.rightFrozenColCount) {\n state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount);\n }\n state.table.scenegraph.updateNextFrame();\n}\n\nfunction clearWidthsAndHeightsCache(\n colMin: number,\n colMax: number,\n rowMin: number,\n rowMax: number,\n table: BaseTableAPI\n) {\n for (let col = colMin; col <= colMax; col++) {\n table._clearColRangeWidthsMap(col);\n }\n for (let row = rowMin; row <= rowMax; row++) {\n table._clearRowRangeHeightsMap(row);\n }\n}\n"]}
@@ -3,6 +3,7 @@ import { TABLE_EVENT_TYPE } from "../../core/TABLE_EVENT_TYPE";
3
3
  import { defaultOrderFn } from "../../tools/util";
4
4
 
5
5
  export function dealSort(col, row, table, event) {
6
+ var _a;
6
7
  let tableState, range1 = null, isTargetCell = !1;
7
8
  if (Array.isArray(table.sortState)) for (let i = 0; i < table.sortState.length && (tableState = table.sortState[i],
8
9
  tableState && (range1 = table._getHeaderCellBySortState(tableState)), range1 && (isTargetCell = isTarget(col, row, range1.col, range1.row, table)),
@@ -16,10 +17,13 @@ export function dealSort(col, row, table, event) {
16
17
  field: table.getHeaderField(col, row),
17
18
  order: "normal"
18
19
  }), tableState.event = event;
19
- table.fireListeners(TABLE_EVENT_TYPE.SORT_CLICK, tableState).includes(!1) || (table.internalProps.sortState = tableState,
20
- table.stateManager.setSortState(tableState), (null == headerC ? void 0 : headerC.sort) && executeSort(tableState, table, headerC),
20
+ if (table.fireListeners(TABLE_EVENT_TYPE.SORT_CLICK, tableState).includes(!1)) return;
21
+ table.internalProps.sortState = tableState, table.stateManager.setSortState(tableState),
22
+ (null == headerC ? void 0 : headerC.sort) && executeSort(tableState, table, headerC),
21
23
  table.internalProps.useOneRowHeightFillAll = !1, table.internalProps.layoutMap.clearCellRangeMap(),
22
- table.scenegraph.sortCell(), table.stateManager.updateSelectPos(-1, -1));
24
+ table.scenegraph.sortCell();
25
+ const isHasSelected = !!(null === (_a = table.stateManager.select.ranges) || void 0 === _a ? void 0 : _a.length);
26
+ table.stateManager.updateSelectPos(-1, -1), table.stateManager.endSelectCells(!0, isHasSelected);
23
27
  }
24
28
 
25
29
  function executeSort(newState, table, headerDefine) {
@@ -1 +1 @@
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'desc' : tableState.order === 'desc' ? 'normal' : 'asc';\n } else if (headerC?.sort) {\n //如果当前表头设置了sort 则 转变sort的状态\n tableState = {\n field: <string>table.getHeaderField(col, row),\n order: 'asc'\n };\n } else if (isTargetCell && headerC?.showSort) {\n //当前排序规则是该表头field 且仅为显示showSort无sort 什么也不做\n } else {\n tableState = {\n field: <string>table.getHeaderField(col, row),\n order: 'normal'\n };\n }\n (tableState as SortState & { event: Event }).event = event;\n // 如果用户监听SORT_CLICK事件的回调函数返回false 则不执行内部排序逻辑\n const sortEventReturns = table.fireListeners(TABLE_EVENT_TYPE.SORT_CLICK, tableState as SortState & { event: Event });\n if (sortEventReturns.includes(false)) {\n return;\n }\n\n table.internalProps.sortState = tableState; // 目前不支持多级排序 所以这里 直接赋值为单个sortState TODO优化(如果支持多级排序的话)\n table.stateManager.setSortState(tableState);\n if (headerC?.sort) {\n executeSort(tableState, table, headerC);\n }\n\n // clear cell range cache\n table.internalProps.useOneRowHeightFillAll = false;\n table.internalProps.layoutMap.clearCellRangeMap();\n\n table.scenegraph.sortCell();\n // 排序后,清除选中效果\n table.stateManager.updateSelectPos(-1, -1);\n}\n\nfunction executeSort(newState: SortState, table: BaseTableAPI, headerDefine: HeaderDefine): void {\n const hd = table.internalProps.layoutMap.headerObjects.find((col: HeaderData) => col && col.field === newState.field);\n\n if (!hd) {\n return;\n }\n const { field } = hd;\n if (field === null) {\n return;\n }\n if (typeof headerDefine.sort === 'function') {\n table.dataSource.sort(field, newState.order || 'asc', headerDefine.sort);\n } else {\n table.dataSource.sort(field, newState.order || 'asc', defaultOrderFn);\n }\n}\n\nfunction isTarget(col: number, row: number, range1Col: number, range1Row: number, table: BaseTableAPI): boolean {\n return table._getLayoutCellId(col, row) === table._getLayoutCellId(range1Col, range1Row);\n}\n"]}
1
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'desc' : tableState.order === 'desc' ? 'normal' : 'asc';\n } else if (headerC?.sort) {\n //如果当前表头设置了sort 则 转变sort的状态\n tableState = {\n field: <string>table.getHeaderField(col, row),\n order: 'asc'\n };\n } else if (isTargetCell && headerC?.showSort) {\n //当前排序规则是该表头field 且仅为显示showSort无sort 什么也不做\n } else {\n tableState = {\n field: <string>table.getHeaderField(col, row),\n order: 'normal'\n };\n }\n (tableState as SortState & { event: Event }).event = event;\n // 如果用户监听SORT_CLICK事件的回调函数返回false 则不执行内部排序逻辑\n const sortEventReturns = table.fireListeners(TABLE_EVENT_TYPE.SORT_CLICK, tableState as SortState & { event: Event });\n if (sortEventReturns.includes(false)) {\n return;\n }\n\n table.internalProps.sortState = tableState; // 目前不支持多级排序 所以这里 直接赋值为单个sortState TODO优化(如果支持多级排序的话)\n table.stateManager.setSortState(tableState);\n if (headerC?.sort) {\n executeSort(tableState, table, headerC);\n }\n\n // clear cell range cache\n table.internalProps.useOneRowHeightFillAll = false;\n table.internalProps.layoutMap.clearCellRangeMap();\n\n table.scenegraph.sortCell();\n // 排序后,清除选中效果\n const isHasSelected = !!table.stateManager.select.ranges?.length;\n table.stateManager.updateSelectPos(-1, -1);\n table.stateManager.endSelectCells(true, isHasSelected);\n}\n\nfunction executeSort(newState: SortState, table: BaseTableAPI, headerDefine: HeaderDefine): void {\n const hd = table.internalProps.layoutMap.headerObjects.find((col: HeaderData) => col && col.field === newState.field);\n\n if (!hd) {\n return;\n }\n const { field } = hd;\n if (field === null) {\n return;\n }\n if (typeof headerDefine.sort === 'function') {\n table.dataSource.sort(field, newState.order || 'asc', headerDefine.sort);\n } else {\n table.dataSource.sort(field, newState.order || 'asc', defaultOrderFn);\n }\n}\n\nfunction isTarget(col: number, row: number, range1Col: number, range1Row: number, table: BaseTableAPI): boolean {\n return table._getLayoutCellId(col, row) === table._getLayoutCellId(range1Col, range1Row);\n}\n"]}
@@ -137,7 +137,7 @@ export declare class StateManager {
137
137
  isResizeRow(): boolean;
138
138
  isFillHandle(): boolean;
139
139
  isSelecting(): boolean;
140
- endSelectCells(fireListener?: boolean): void;
140
+ endSelectCells(fireListener?: boolean, fireClear?: boolean): void;
141
141
  endResizeCol(): void;
142
142
  startResizeCol(col: number, x: number, y: number, isRightFrozen?: boolean): void;
143
143
  updateResizeCol(xInTable: number, yInTable: number): void;
package/es/state/state.js CHANGED
@@ -261,7 +261,7 @@ export class StateManager {
261
261
  isSelecting() {
262
262
  return this.select.selecting;
263
263
  }
264
- endSelectCells(fireListener = !0) {
264
+ endSelectCells(fireListener = !0, fireClear = !0) {
265
265
  if (this.select.selecting) {
266
266
  if (this.select.selecting = !1, 0 === this.select.ranges.length) return;
267
267
  const currentRange = this.select.ranges[this.select.ranges.length - 1];
@@ -281,7 +281,7 @@ export class StateManager {
281
281
  col: lastCol,
282
282
  row: lastRow
283
283
  });
284
- } else fireListener && 0 === this.select.ranges.length && this.table.fireListeners(TABLE_EVENT_TYPE.SELECTED_CLEAR, {});
284
+ } else fireClear && 0 === this.select.ranges.length && this.table.fireListeners(TABLE_EVENT_TYPE.SELECTED_CLEAR, {});
285
285
  }
286
286
  endResizeCol() {
287
287
  setTimeout((() => {
@@ -290,9 +290,11 @@ export class StateManager {
290
290
  this.table.scenegraph.component.hideResizeCol(), this.table.scenegraph.updateNextFrame();
291
291
  }
292
292
  startResizeCol(col, x, y, isRightFrozen) {
293
+ var _a;
293
294
  this.columnResize.resizing = !0, this.columnResize.col = col, this.columnResize.x = x,
294
- this.columnResize.isRightFrozen = isRightFrozen, this.table.scenegraph.component.showResizeCol(col, y, isRightFrozen),
295
- this.updateSelectPos(-1, -1), this.table.scenegraph.updateNextFrame();
295
+ this.columnResize.isRightFrozen = isRightFrozen, this.table.scenegraph.component.showResizeCol(col, y, isRightFrozen);
296
+ const isHasSelected = !!(null === (_a = this.select.ranges) || void 0 === _a ? void 0 : _a.length);
297
+ this.updateSelectPos(-1, -1), this.endSelectCells(!0, isHasSelected), this.table.scenegraph.updateNextFrame();
296
298
  }
297
299
  updateResizeCol(xInTable, yInTable) {
298
300
  updateResizeColumn(xInTable, yInTable, this);
@@ -304,9 +306,11 @@ export class StateManager {
304
306
  this.table.scenegraph.updateNextFrame();
305
307
  }
306
308
  startResizeRow(row, x, y, isBottomFrozen) {
309
+ var _a;
307
310
  this.rowResize.resizing = !0, this.rowResize.row = row, this.rowResize.y = y, this.rowResize.isBottomFrozen = isBottomFrozen,
308
- this.table.scenegraph.component.showResizeRow(row, x, isBottomFrozen), this.updateSelectPos(-1, -1),
309
- this.table.scenegraph.updateNextFrame();
311
+ this.table.scenegraph.component.showResizeRow(row, x, isBottomFrozen);
312
+ const isHasSelected = !!(null === (_a = this.select.ranges) || void 0 === _a ? void 0 : _a.length);
313
+ this.updateSelectPos(-1, -1), this.endSelectCells(!0, isHasSelected), this.table.scenegraph.updateNextFrame();
310
314
  }
311
315
  updateResizeRow(xInTable, yInTable) {
312
316
  updateResizeRow(xInTable, yInTable, this);