k-vtable 1.0.7 → 1.0.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/ListTable.d.ts +1 -0
- package/cjs/ListTable.js +5 -0
- package/cjs/ListTable.js.map +1 -1
- package/cjs/core/BaseTable.js +1 -1
- package/cjs/core/BaseTable.js.map +1 -1
- package/cjs/data/DataSource.js +2 -11
- package/cjs/data/DataSource.js.map +1 -1
- package/cjs/dataset/dataset.js +20 -18
- package/cjs/dataset/dataset.js.map +1 -1
- package/cjs/event/helper.js +30 -22
- package/cjs/event/helper.js.map +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +1 -1
- package/cjs/index.js.map +1 -1
- package/cjs/scenegraph/component/table-component.d.ts +4 -0
- package/cjs/scenegraph/component/table-component.js +72 -2
- package/cjs/scenegraph/component/table-component.js.map +1 -1
- package/cjs/scenegraph/component/util.d.ts +2 -0
- package/cjs/scenegraph/component/util.js +11 -1
- package/cjs/scenegraph/component/util.js.map +1 -1
- package/cjs/scenegraph/graphic/chart.js +7 -2
- package/cjs/scenegraph/graphic/chart.js.map +1 -1
- package/cjs/scenegraph/graphic/contributions/group-contribution-render.d.ts +9 -0
- package/cjs/scenegraph/graphic/contributions/group-contribution-render.js +48 -15
- package/cjs/scenegraph/graphic/contributions/group-contribution-render.js.map +1 -1
- package/cjs/scenegraph/graphic/contributions/index.js +2 -0
- package/cjs/scenegraph/graphic/contributions/index.js.map +1 -1
- package/cjs/scenegraph/group-creater/cell-helper.js +3 -2
- package/cjs/scenegraph/group-creater/cell-helper.js.map +1 -1
- package/cjs/scenegraph/group-creater/column-helper.js.map +1 -1
- package/cjs/scenegraph/layout/frozen.js +2 -0
- package/cjs/scenegraph/layout/frozen.js.map +1 -1
- package/cjs/scenegraph/layout/update-col.js +9 -4
- package/cjs/scenegraph/layout/update-col.js.map +1 -1
- package/cjs/scenegraph/layout/update-row.js +11 -4
- package/cjs/scenegraph/layout/update-row.js.map +1 -1
- package/cjs/scenegraph/scenegraph.js +6 -3
- package/cjs/scenegraph/scenegraph.js.map +1 -1
- package/cjs/scenegraph/select/update-select-border.js +2 -2
- package/cjs/scenegraph/select/update-select-border.js.map +1 -1
- package/cjs/state/cell-move/index.js +13 -4
- package/cjs/state/cell-move/index.js.map +1 -1
- package/cjs/state/hover/update-position.js +2 -2
- package/cjs/state/hover/update-position.js.map +1 -1
- package/cjs/state/resize/update-resize-column.js +1 -0
- package/cjs/state/resize/update-resize-column.js.map +1 -1
- package/cjs/state/state.d.ts +2 -0
- package/cjs/state/state.js +4 -0
- package/cjs/state/state.js.map +1 -1
- package/cjs/tools/util.d.ts +2 -1
- package/cjs/tools/util.js +14 -3
- package/cjs/tools/util.js.map +1 -1
- package/cjs/vrender.js.map +1 -1
- package/dist/vtable.js +379 -185
- package/dist/vtable.min.js +2 -2
- package/es/ListTable.d.ts +1 -0
- package/es/ListTable.js +5 -0
- package/es/ListTable.js.map +1 -1
- package/es/core/BaseTable.js +1 -1
- package/es/core/BaseTable.js.map +1 -1
- package/es/data/DataSource.js +3 -12
- package/es/data/DataSource.js.map +1 -1
- package/es/dataset/dataset.js +20 -18
- package/es/dataset/dataset.js.map +1 -1
- package/es/event/helper.js +30 -22
- package/es/event/helper.js.map +1 -1
- package/es/index.d.ts +1 -1
- package/es/index.js +1 -1
- package/es/index.js.map +1 -1
- package/es/scenegraph/component/table-component.d.ts +4 -0
- package/es/scenegraph/component/table-component.js +73 -3
- package/es/scenegraph/component/table-component.js.map +1 -1
- package/es/scenegraph/component/util.d.ts +2 -0
- package/es/scenegraph/component/util.js +8 -0
- package/es/scenegraph/component/util.js.map +1 -1
- package/es/scenegraph/graphic/chart.js +8 -1
- package/es/scenegraph/graphic/chart.js.map +1 -1
- package/es/scenegraph/graphic/contributions/group-contribution-render.d.ts +9 -0
- package/es/scenegraph/graphic/contributions/group-contribution-render.js +47 -14
- package/es/scenegraph/graphic/contributions/group-contribution-render.js.map +1 -1
- package/es/scenegraph/graphic/contributions/index.js +2 -1
- package/es/scenegraph/graphic/contributions/index.js.map +1 -1
- package/es/scenegraph/group-creater/cell-helper.js +3 -2
- package/es/scenegraph/group-creater/cell-helper.js.map +1 -1
- package/es/scenegraph/group-creater/column-helper.js.map +1 -1
- package/es/scenegraph/layout/frozen.js +2 -0
- package/es/scenegraph/layout/frozen.js.map +1 -1
- package/es/scenegraph/layout/update-col.js +8 -3
- package/es/scenegraph/layout/update-col.js.map +1 -1
- package/es/scenegraph/layout/update-row.js +9 -2
- package/es/scenegraph/layout/update-row.js.map +1 -1
- package/es/scenegraph/scenegraph.js +6 -3
- package/es/scenegraph/scenegraph.js.map +1 -1
- package/es/scenegraph/select/update-select-border.js +2 -2
- package/es/scenegraph/select/update-select-border.js.map +1 -1
- package/es/state/cell-move/index.js +14 -3
- package/es/state/cell-move/index.js.map +1 -1
- package/es/state/hover/update-position.js +2 -2
- package/es/state/hover/update-position.js.map +1 -1
- package/es/state/resize/update-resize-column.js +1 -0
- package/es/state/resize/update-resize-column.js.map +1 -1
- package/es/state/state.d.ts +2 -0
- package/es/state/state.js +4 -0
- package/es/state/state.js.map +1 -1
- package/es/tools/util.d.ts +2 -1
- package/es/tools/util.js +13 -0
- package/es/tools/util.js.map +1 -1
- package/es/vrender.js.map +1 -1
- package/package.json +5 -5
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@@ -52,8 +52,8 @@ function updateComponent(selectComp, key, scene) {
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if (selectComp.rect.setAttributes({
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x: firstCellBound.x1 - scene.tableGroup.attribute.x,
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y: firstCellBound.y1 - scene.tableGroup.attribute.y,
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width: colsWidth,
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height: rowsHeight,
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+
width: colsWidth - 1,
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+
height: rowsHeight - 1,
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visible: !0
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}), selectComp.fillhandle) {
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const fillHandle = null === (_a = scene.table.options.excelOptions) || void 0 === _a ? void 0 : _a.fillHandle;
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@@ -1 +1 @@
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1
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-
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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';\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 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 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 //当选择区域没有到到最后一列时\n if (computeRectCellRangeEndCol < table.colCount - 1) {\n lastCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeEndCol,\n computeRectCellRangeEndRow\n ).globalAABBBounds;\n } else {\n // 最后一列\n lastCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeStartCol - 1,\n computeRectCellRangeEndRow\n ).globalAABBBounds;\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 (computeRectCellRangeEndRow < table.rowCount - 1) {\n lastCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeEndCol,\n computeRectCellRangeEndRow\n ).globalAABBBounds;\n } else {\n // 最后一行\n lastCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeEndCol,\n computeRectCellRangeStartRow - 1\n ).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 let needRowHeader = false;\n let needRightRowHeader = false; // 右侧冻结\n let needColumnHeader = false;\n let needBottomColumnHeader = false; // 底部冻结\n let needBody = false;\n let needCornerHeader = false;\n let needRightTopCornerHeader = false;\n let needRightBottomCornerHeader = false;\n let needLeftBottomCornerHeader = false;\n if (startCol <= table.frozenColCount - 1 && startRow <= table.frozenRowCount - 1) {\n needCornerHeader = true;\n }\n if (endCol >= table.colCount - table.rightFrozenColCount && startRow <= table.frozenRowCount - 1) {\n needRightTopCornerHeader = true;\n }\n\n if (startCol <= table.frozenColCount - 1 && endRow >= table.rowCount - table.bottomFrozenRowCount) {\n needLeftBottomCornerHeader = true;\n }\n\n if (endCol >= table.colCount - table.rightFrozenColCount && endRow >= table.rowCount - table.bottomFrozenRowCount) {\n needRightBottomCornerHeader = true;\n }\n\n if (\n startCol <= table.frozenColCount - 1 &&\n endRow >= table.frozenRowCount &&\n startRow <= table.rowCount - table.bottomFrozenRowCount - 1\n ) {\n needRowHeader = true;\n }\n if (\n endCol >= table.colCount - table.rightFrozenColCount &&\n endRow >= table.frozenRowCount &&\n startRow <= table.rowCount - table.bottomFrozenRowCount - 1\n ) {\n needRightRowHeader = true;\n }\n\n if (\n startRow <= table.frozenRowCount - 1 &&\n endCol >= table.frozenColCount &&\n startCol <= table.colCount - table.rightFrozenColCount - 1\n ) {\n needColumnHeader = true;\n }\n if (\n endRow >= table.rowCount - table.bottomFrozenRowCount &&\n endCol >= table.frozenColCount &&\n startCol <= table.colCount - table.rightFrozenColCount - 1\n ) {\n needBottomColumnHeader = true;\n }\n if (\n startCol <= table.colCount - table.rightFrozenColCount - 1 &&\n endCol >= table.frozenColCount &&\n startRow <= table.rowCount - table.bottomFrozenRowCount - 1 &&\n endRow >= table.frozenRowCount\n ) {\n needBody = true;\n }\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"]}
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+
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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';\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 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 - 1,\n height: rowsHeight - 1,\n visible: true\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 //当选择区域没有到到最后一列时\n if (computeRectCellRangeEndCol < table.colCount - 1) {\n lastCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeEndCol,\n computeRectCellRangeEndRow\n ).globalAABBBounds;\n } else {\n // 最后一列\n lastCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeStartCol - 1,\n computeRectCellRangeEndRow\n ).globalAABBBounds;\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 (computeRectCellRangeEndRow < table.rowCount - 1) {\n lastCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeEndCol,\n computeRectCellRangeEndRow\n ).globalAABBBounds;\n } else {\n // 最后一行\n lastCellBound = scene.highPerformanceGetCell(\n computeRectCellRangeEndCol,\n computeRectCellRangeStartRow - 1\n ).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 let needRowHeader = false;\n let needRightRowHeader = false; // 右侧冻结\n let needColumnHeader = false;\n let needBottomColumnHeader = false; // 底部冻结\n let needBody = false;\n let needCornerHeader = false;\n let needRightTopCornerHeader = false;\n let needRightBottomCornerHeader = false;\n let needLeftBottomCornerHeader = false;\n if (startCol <= table.frozenColCount - 1 && startRow <= table.frozenRowCount - 1) {\n needCornerHeader = true;\n }\n if (endCol >= table.colCount - table.rightFrozenColCount && startRow <= table.frozenRowCount - 1) {\n needRightTopCornerHeader = true;\n }\n\n if (startCol <= table.frozenColCount - 1 && endRow >= table.rowCount - table.bottomFrozenRowCount) {\n needLeftBottomCornerHeader = true;\n }\n\n if (endCol >= table.colCount - table.rightFrozenColCount && endRow >= table.rowCount - table.bottomFrozenRowCount) {\n needRightBottomCornerHeader = true;\n }\n\n if (\n startCol <= table.frozenColCount - 1 &&\n endRow >= table.frozenRowCount &&\n startRow <= table.rowCount - table.bottomFrozenRowCount - 1\n ) {\n needRowHeader = true;\n }\n if (\n endCol >= table.colCount - table.rightFrozenColCount &&\n endRow >= table.frozenRowCount &&\n startRow <= table.rowCount - table.bottomFrozenRowCount - 1\n ) {\n needRightRowHeader = true;\n }\n\n if (\n startRow <= table.frozenRowCount - 1 &&\n endCol >= table.frozenColCount &&\n startCol <= table.colCount - table.rightFrozenColCount - 1\n ) {\n needColumnHeader = true;\n }\n if (\n endRow >= table.rowCount - table.bottomFrozenRowCount &&\n endCol >= table.frozenColCount &&\n startCol <= table.colCount - table.rightFrozenColCount - 1\n ) {\n needBottomColumnHeader = true;\n }\n if (\n startCol <= table.colCount - table.rightFrozenColCount - 1 &&\n endCol >= table.frozenColCount &&\n startRow <= table.rowCount - table.bottomFrozenRowCount - 1 &&\n endRow >= table.frozenRowCount\n ) {\n needBody = true;\n }\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"]}
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@@ -4,12 +4,16 @@ Object.defineProperty(exports, "__esModule", {
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4
4
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value: !0
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5
5
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}), exports.endMoveCol = exports.updateMoveCol = exports.startMoveCol = void 0;
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6
6
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7
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-
const TABLE_EVENT_TYPE_1 = require("../../core/TABLE_EVENT_TYPE"), adjust_header_1 = require("./adjust-header");
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7
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+
const TABLE_EVENT_TYPE_1 = require("../../core/TABLE_EVENT_TYPE"), util_1 = require("../../tools/util"), adjust_header_1 = require("./adjust-header");
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8
8
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9
9
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function startMoveCol(col, row, x, y, state, event) {
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10
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var _a;
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11
11
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if (!("canMoveHeaderPosition" in state.table.internalProps.layoutMap)) return;
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12
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-
state.columnMove.moving = !0, state.columnMove.colSource = col, state.columnMove.rowSource = row,
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12
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+
if (state.columnMove.moving = !0, state.columnMove.colSource = col, state.columnMove.rowSource = row,
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13
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+
state.table.isListTable()) {
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14
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+
const nodeIndex = state.table.getRecordIndexByCell(col, row), nodeData = state.table.getRecordByCell(col, row), hierarchyState = state.table.getRecordHierarchyState(col, row);
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15
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+
state.columnMove.rowSourceSize = (0, util_1.computeChildrenNodeLength)(nodeIndex, hierarchyState, nodeData) + 1;
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16
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+
}
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13
17
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state.columnMove.x = x - state.table.tableX, state.columnMove.y = y - state.table.tableY;
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18
|
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, {backX: backX, lineX: lineX, backY: backY, lineY: lineY} = state.table.scenegraph.component.showMoveCol(col, row, delta);
|
|
15
19
|
state.table.fireListeners(TABLE_EVENT_TYPE_1.TABLE_EVENT_TYPE.CHANGE_HEADER_POSITION_START, {
|
|
@@ -44,9 +48,13 @@ function updateMoveCol(col, row, x, y, state, event) {
|
|
|
44
48
|
col: targetCell.col,
|
|
45
49
|
row: targetCell.row
|
|
46
50
|
})) {
|
|
47
|
-
|
|
48
|
-
state.columnMove.x = x - state.table.tableX, state.columnMove.y = y - state.table.tableY,
|
|
51
|
+
if (state.columnMove.x = x - state.table.tableX, state.columnMove.y = y - state.table.tableY,
|
|
49
52
|
state.columnMove.colTarget = targetCell.col, state.columnMove.rowTarget = targetCell.row,
|
|
53
|
+
state.table.isListTable()) {
|
|
54
|
+
const nodeIndex = state.table.getRecordIndexByCell(targetCell.col, targetCell.row), nodeData = state.table.getRecordByCell(targetCell.col, targetCell.row), hierarchyState = state.table.getRecordHierarchyState(targetCell.col, targetCell.row);
|
|
55
|
+
state.columnMove.rowTargetSize = (0, util_1.computeChildrenNodeLength)(nodeIndex, hierarchyState, nodeData) + 1;
|
|
56
|
+
}
|
|
57
|
+
let lineX, backX, lineY, backY;
|
|
50
58
|
state.updateCursor("grabbing");
|
|
51
59
|
const cellLocation = state.table.getCellLocation(state.columnMove.colSource, state.columnMove.rowSource);
|
|
52
60
|
"columnHeader" === cellLocation ? (backX = state.columnMove.x, lineX = state.table.isLeftFrozenColumn(col) ? state.columnMove.colTarget >= state.columnMove.colSource ? state.table.getColsWidth(0, state.columnMove.colTarget) : state.table.getColsWidth(0, state.columnMove.colTarget - 1) : state.table.isRightFrozenColumn(col) ? state.table.tableNoFrameWidth - state.table.getColsWidth(targetCell.col + 1, state.table.colCount - 1) : (state.columnMove.colTarget >= state.columnMove.colSource ? state.table.getColsWidth(0, state.columnMove.colTarget) : state.table.getColsWidth(0, state.columnMove.colTarget - 1)) - state.table.stateManager.scroll.horizontalBarPos) : ("rowHeader" === cellLocation || state.table.internalProps.layoutMap.isSeriesNumberInBody(col, row)) && (backY = state.columnMove.y,
|
|
@@ -100,6 +108,7 @@ function endMoveCol(state) {
|
|
|
100
108
|
delete state.columnMove.rowTarget;
|
|
101
109
|
}), 0), state.table.scenegraph.component.hideMoveCol(), state.columnResize.col < state.table.frozenColCount && !state.table.isPivotTable() && !state.table.transpose ? (state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1, state.columnResize.isRightFrozen),
|
|
102
110
|
state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount)) : state.columnResize.col >= state.table.colCount - state.table.rightFrozenColCount && !state.table.isPivotTable() && !state.table.transpose ? state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount) : state.table.options.frozenColCount ? state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1) : state.table.options.rightFrozenColCount && state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount),
|
|
111
|
+
state.table.scenegraph.component.setBottonFrozenColumnShadow(), state.table.scenegraph.component.setTopFrozenColumnShadow(),
|
|
103
112
|
state.table.scenegraph.updateNextFrame(), !0 === (null === (_b = state.table.options.customConfig) || void 0 === _b ? void 0 : _b.notUpdateInColumnRowMove) || moveColResult;
|
|
104
113
|
}
|
|
105
114
|
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { ListTable } from '../../ListTable';\nimport { TABLE_EVENT_TYPE } from '../../core/TABLE_EVENT_TYPE';\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(\n col: number,\n row: number,\n x: number,\n y: number,\n state: StateManager,\n event: MouseEvent | PointerEvent | TouchEvent\n) {\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 const { backX, lineX, backY, lineY } = state.table.scenegraph.component.showMoveCol(col, row, delta);\n\n state.table.fireListeners(TABLE_EVENT_TYPE.CHANGE_HEADER_POSITION_START, {\n col,\n row,\n x,\n y,\n backX,\n lineX,\n backY,\n lineY,\n event\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(\n col: number,\n row: number,\n x: number,\n y: number,\n state: StateManager,\n event: MouseEvent | PointerEvent | TouchEvent\n) {\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 const canMove = state.table.internalProps.layoutMap.canMoveHeaderPosition(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col: targetCell.col, row: targetCell.row }\n );\n if (!canMove) {\n state.updateCursor('not-allowed');\n state.columnMove.colTarget = state.columnMove.colSource;\n state.columnMove.rowTarget = state.columnMove.rowSource;\n } else {\n state.columnMove.x = x - state.table.tableX;\n state.columnMove.y = y - state.table.tableY;\n state.columnMove.colTarget = targetCell.col;\n state.columnMove.rowTarget = targetCell.row;\n state.updateCursor('grabbing');\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 =\n 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 state.table.scenegraph.component.updateMoveCol(backX, lineX, backY, lineY);\n state.table.fireListeners(TABLE_EVENT_TYPE.CHANGING_HEADER_POSITION, {\n col,\n row,\n x,\n y,\n backX,\n lineX,\n backY,\n lineY,\n event\n });\n state.table.scenegraph.updateNextFrame();\n }\n}\n\nexport function endMoveCol(state: StateManager): boolean {\n let moveColResult = false;\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 state.table.options.customConfig?.notUpdateInColumnRowMove !== true\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 // 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 && moveContext.targetIndex !== moveContext.sourceIndex) {\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 moveColResult = true;\n } else {\n state.updateCursor();\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 state.table.scenegraph.component.hideMoveCol();\n state.table.scenegraph.updateNextFrame();\n return false;\n }\n }\n state.columnMove.moving = false;\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 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 if (state.table.options.customConfig?.notUpdateInColumnRowMove === true) {\n return true;\n }\n return moveColResult;\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 { TABLE_EVENT_TYPE } from '../../core/TABLE_EVENT_TYPE';\nimport type { SimpleHeaderLayoutMap } from '../../layout';\nimport type { PivotHeaderLayoutMap } from '../../layout/pivot-header-layout';\nimport { getCellMergeInfo } from '../../scenegraph/utils/get-cell-merge';\nimport { computeChildrenNodeLength } from '../../tools/util';\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(\n col: number,\n row: number,\n x: number,\n y: number,\n state: StateManager,\n event: MouseEvent | PointerEvent | TouchEvent\n) {\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 if ((state.table as ListTable).isListTable()) {\n const nodeIndex = (state.table as ListTable).getRecordIndexByCell(col, row);\n const nodeData = (state.table as ListTable).getRecordByCell(col, row);\n const hierarchyState = (state.table as ListTable).getRecordHierarchyState(col, row);\n state.columnMove.rowSourceSize = computeChildrenNodeLength(nodeIndex, hierarchyState, nodeData) + 1;\n }\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 const { backX, lineX, backY, lineY } = state.table.scenegraph.component.showMoveCol(col, row, delta);\n\n state.table.fireListeners(TABLE_EVENT_TYPE.CHANGE_HEADER_POSITION_START, {\n col,\n row,\n x,\n y,\n backX,\n lineX,\n backY,\n lineY,\n event\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(\n col: number,\n row: number,\n x: number,\n y: number,\n state: StateManager,\n event: MouseEvent | PointerEvent | TouchEvent\n) {\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 const canMove = state.table.internalProps.layoutMap.canMoveHeaderPosition(\n { col: state.columnMove.colSource, row: state.columnMove.rowSource },\n { col: targetCell.col, row: targetCell.row }\n );\n if (!canMove) {\n state.updateCursor('not-allowed');\n state.columnMove.colTarget = state.columnMove.colSource;\n state.columnMove.rowTarget = state.columnMove.rowSource;\n } else {\n state.columnMove.x = x - state.table.tableX;\n state.columnMove.y = y - state.table.tableY;\n state.columnMove.colTarget = targetCell.col;\n state.columnMove.rowTarget = targetCell.row;\n if ((state.table as ListTable).isListTable()) {\n const nodeIndex = (state.table as ListTable).getRecordIndexByCell(targetCell.col, targetCell.row);\n const nodeData = (state.table as ListTable).getRecordByCell(targetCell.col, targetCell.row);\n const hierarchyState = (state.table as ListTable).getRecordHierarchyState(targetCell.col, targetCell.row);\n state.columnMove.rowTargetSize = computeChildrenNodeLength(nodeIndex, hierarchyState, nodeData) + 1;\n }\n state.updateCursor('grabbing');\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 =\n 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 state.table.scenegraph.component.updateMoveCol(backX, lineX, backY, lineY);\n state.table.fireListeners(TABLE_EVENT_TYPE.CHANGING_HEADER_POSITION, {\n col,\n row,\n x,\n y,\n backX,\n lineX,\n backY,\n lineY,\n event\n });\n state.table.scenegraph.updateNextFrame();\n }\n}\n\nexport function endMoveCol(state: StateManager): boolean {\n let moveColResult = false;\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 state.table.options.customConfig?.notUpdateInColumnRowMove !== true\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 // 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 && moveContext.targetIndex !== moveContext.sourceIndex) {\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 moveColResult = true;\n } else {\n state.updateCursor();\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 state.table.scenegraph.component.hideMoveCol();\n state.table.scenegraph.updateNextFrame();\n return false;\n }\n }\n state.columnMove.moving = false;\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 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\n state.table.scenegraph.component.setBottonFrozenColumnShadow();\n state.table.scenegraph.component.setTopFrozenColumnShadow();\n\n state.table.scenegraph.updateNextFrame();\n\n if (state.table.options.customConfig?.notUpdateInColumnRowMove === true) {\n return true;\n }\n return moveColResult;\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"]}
|
|
@@ -16,7 +16,7 @@ function updateHoverPosition(state, col, row) {
|
|
|
16
16
|
}
|
|
17
17
|
if ((disableHeader && table.isHeader(col, row) || highlightScope === ts_types_1.HighlightScope.none) && (col = -1,
|
|
18
18
|
row = -1), prevHoverCellCol === col && prevHoverCellRow === row) return;
|
|
19
|
-
(null === (_a = state.table.options.customConfig) || void 0 === _a ? void 0 : _a.disableBuildInChartActive) || (scenegraph.deactivateChart(prevHoverCellCol, prevHoverCellRow),
|
|
19
|
+
cellPos.col = col, cellPos.row = row, (null === (_a = state.table.options.customConfig) || void 0 === _a ? void 0 : _a.disableBuildInChartActive) || (scenegraph.deactivateChart(prevHoverCellCol, prevHoverCellRow),
|
|
20
20
|
scenegraph.activateChart(col, row));
|
|
21
21
|
let updateScenegraph = !1;
|
|
22
22
|
const {ranges: ranges, highlightScope: selectMode} = state.select;
|
|
@@ -29,7 +29,7 @@ function updateHoverPosition(state, col, row) {
|
|
|
29
29
|
row_1.updateRowHover)(scenegraph, col, row, ranges, selectMode, singleStyle) || updateScenegraph,
|
|
30
30
|
updateScenegraph = !!(0, col_1.updateColHover)(scenegraph, col, row, ranges, selectMode, singleStyle) || updateScenegraph),
|
|
31
31
|
highlightScope === ts_types_1.HighlightScope.none || disableHeader || scenegraph.showHoverIcon(col, row),
|
|
32
|
-
|
|
32
|
+
updateScenegraph && state.table.scenegraph.updateNextFrame();
|
|
33
33
|
}
|
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34
34
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|
|
35
35
|
function clearHover(scenegraph, col, row, selectRanges, singleStyle, mode, selectMode) {
|
|
@@ -1 +1 @@
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1
|
-
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1
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+
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type { Scenegraph } from '../../scenegraph/scenegraph';\nimport type { CellRange } from '../../ts-types';\nimport { HighlightScope } from '../../ts-types';\nimport { CellPosition } from '../../ts-types';\n// import { HoverMode, SelectMode, StateManager } from '../state';\nimport type { StateManager } from '../state';\nimport { clearColHover, updateColHover } from './col';\nimport { clearRowHover, updateRowHover } from './row';\nimport { clearSingleHover, updateSingleHover } from './single';\n\n/**\n * @description: 更新hover位置\n * @param {StateManager} state\n * @param {number} col\n * @param {number} row\n * @return {*}\n */\nexport function updateHoverPosition(state: StateManager, col: number, row: number) {\n const { table } = state;\n const { scenegraph } = table;\n const { highlightScope, singleStyle, disableHeader, cellPos, cellPosContainHeader } = state.hover;\n const prevHoverCellCol = cellPos.col;\n const prevHoverCellRow = cellPos.row;\n\n if (\n highlightScope === HighlightScope.none ||\n (disableHeader && (cellPosContainHeader.col !== col || cellPosContainHeader.row !== row))\n ) {\n // disableHeader状态,更新hover图标状态依赖cellPosContainHeader\n const prevHoverCellCol = cellPosContainHeader.col;\n const prevHoverCellRow = cellPosContainHeader.row;\n scenegraph.hideHoverIcon(prevHoverCellCol, prevHoverCellRow);\n scenegraph.showHoverIcon(col, row);\n cellPosContainHeader.col = col;\n cellPosContainHeader.row = row;\n }\n\n if ((disableHeader && table.isHeader(col, row)) || highlightScope === HighlightScope.none) {\n col = -1;\n row = -1;\n }\n\n if (prevHoverCellCol === col && prevHoverCellRow === row) {\n return;\n }\n\n // activateChart逻辑需要用到这个hover的位置,所以需要先更新\n cellPos.col = col;\n cellPos.row = row;\n if (!state.table.options.customConfig?.disableBuildInChartActive) {\n // 将hover单元格的图表实例激活 并将上一个失去焦点\n scenegraph.deactivateChart(prevHoverCellCol, prevHoverCellRow);\n scenegraph.activateChart(col, row);\n }\n\n let updateScenegraph = false;\n const {\n // cellPosStart: selectStart,\n // cellPosEnd: selectEnd,\n ranges,\n highlightScope: selectMode\n } = state.select;\n // 移出表格/移入表头清空hover\n if (prevHoverCellCol !== -1 && prevHoverCellRow !== -1) {\n updateScenegraph = clearHover(\n scenegraph,\n prevHoverCellCol,\n prevHoverCellRow,\n // selectStart,\n // selectEnd,\n ranges,\n singleStyle,\n highlightScope,\n selectMode\n );\n\n if (!disableHeader) {\n scenegraph.hideHoverIcon(prevHoverCellCol, prevHoverCellRow);\n }\n }\n\n if (col === -1 || row === -1) {\n cellPos.col = -1;\n cellPos.row = -1;\n if (updateScenegraph && (prevHoverCellCol !== col || prevHoverCellRow !== row)) {\n state.table.scenegraph.updateNextFrame();\n }\n return;\n }\n\n // 更新hover单元格状态\n if (highlightScope === HighlightScope.single) {\n updateScenegraph = updateSingleHover(scenegraph, col, row, ranges, selectMode) ? true : updateScenegraph;\n } else if (highlightScope === HighlightScope.row) {\n updateScenegraph = updateRowHover(\n scenegraph,\n col,\n row,\n // selectStart,\n // selectEnd,\n ranges,\n selectMode,\n singleStyle\n )\n ? true\n : updateScenegraph;\n } else if (highlightScope === HighlightScope.column) {\n updateScenegraph = updateColHover(\n scenegraph,\n col,\n row,\n // selectStart,\n // selectEnd,\n ranges,\n selectMode,\n singleStyle\n )\n ? true\n : updateScenegraph;\n } else if (highlightScope === HighlightScope.cross) {\n updateScenegraph = updateRowHover(scenegraph, col, row, ranges, selectMode, singleStyle) ? true : updateScenegraph;\n updateScenegraph = updateColHover(scenegraph, col, row, ranges, selectMode, singleStyle) ? true : updateScenegraph;\n }\n\n // if (!disableHeader) {\n // scenegraph.showHoverIcon(col, row);\n // }\n if (highlightScope !== HighlightScope.none && !disableHeader) {\n scenegraph.showHoverIcon(col, row);\n }\n\n // cellPos.col = col;\n // cellPos.row = row;\n if (updateScenegraph) {\n state.table.scenegraph.updateNextFrame();\n }\n}\n\n/**\n * @description: 清空hover状态\n * @param {StateManager} state\n * @return {*}\n */\nfunction clearHover(\n scenegraph: Scenegraph,\n col: number,\n row: number,\n // selectStart: CellPosition,\n // selectEnd: CellPosition,\n selectRanges: CellRange[],\n singleStyle: boolean,\n mode: HighlightScope,\n selectMode: HighlightScope\n) {\n let updateScenegraph = false;\n if (mode === HighlightScope.single) {\n updateScenegraph = clearSingleHover(scenegraph, col, row, selectRanges, selectMode) ? true : updateScenegraph;\n } else if (mode === HighlightScope.row) {\n updateScenegraph = clearRowHover(scenegraph, col, row, selectRanges, selectMode) ? true : updateScenegraph;\n } else if (mode === HighlightScope.column) {\n updateScenegraph = clearColHover(scenegraph, col, row, selectRanges, selectMode) ? true : updateScenegraph;\n } else if (mode === HighlightScope.cross) {\n updateScenegraph = clearRowHover(scenegraph, col, row, selectRanges, selectMode) ? true : updateScenegraph;\n updateScenegraph = clearColHover(scenegraph, col, row, selectRanges, selectMode) ? true : updateScenegraph;\n }\n\n return updateScenegraph;\n}\n"]}
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@@ -27,6 +27,7 @@ function updateResizeColumn(xInTable, yInTable, state) {
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state.columnResize.x = xInTable, state.table.scenegraph.component.updateResizeCol(state.columnResize.col, yInTable, state.columnResize.isRightFrozen),
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state.columnResize.col < state.table.frozenColCount && !state.table.isPivotTable() && !state.table.transpose ? state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1, state.columnResize.isRightFrozen) : state.table.options.frozenColCount && state.table.scenegraph.component.setFrozenColumnShadow(state.table.frozenColCount - 1),
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(state.columnResize.col >= state.table.colCount - state.table.rightFrozenColCount && !state.table.isPivotTable() && !state.table.transpose || state.table.options.rightFrozenColCount) && state.table.scenegraph.component.setRightFrozenColumnShadow(state.table.colCount - state.table.rightFrozenColCount),
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state.table.scenegraph.component.setBottonFrozenColumnShadow(), state.table.scenegraph.component.setTopFrozenColumnShadow(),
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state.table.scenegraph.updateNextFrame();
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}
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