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- edges generation tests
- use in actual table - default style
- fix standalone filter tests
Marc-Andre-Rivet
commented
May 1, 2019
export type RequiredProp<T, R extends keyof T> = T[R]; | ||
export type OptionalProp<T, R extends keyof T> = T[R] | undefined; | ||
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export type PropOf<T, R extends keyof T> = R; |
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Just defining some types to do TypeScript stuff later..
alexcjohnson
reviewed
May 1, 2019
@alexcjohnson This is finally ready for another round. It's a bit of a mess by now though :( |
Found more issues while demoing this to @cldougl
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alexcjohnson
approved these changes
May 10, 2019
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Good grief, that was a heck of a lot bigger than it seemed it would be. I have no more comments to make, this is super thorough. 💃
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This is a continuation of the previous border colors PR. This takes the essential elements from the PR and while keeping the same underlying ideas that were developed there, makes the implementation a bit tighter.
border**
CSS rules to style the table's borders (border, border-left, border-right, border-bottom, border-top) --> while only supporting a subset might feel limiting, it covers pretty much all cases with very little redundancy vs. the full rules set and simplifies implementation greatlyborder**
CSS rules from general cell/data/headers/filter/ops stylingn_fixed_rows, n_fixed_columns cases are handled through CSS: https://github.com/plotly/dash-table/pull/424/files#diff-02b1c6154ad8311a2face953de21380dR159
headers, filters, data and operations are reconciled with priority
Given that all the items above share style_cell and style_cell_conditional, and that in all cases these are the lowest weight styles applied,
p1 will win on p2 if:
p1's edge is not the table's default and not from style_cell or style_cell_conditional
p1's edge weight is greater than p2's edge weight -- the weight is equal to the source style's index
unit tests for edge matrices generation
visual tests for table rendering
Note: Percy diffs will be all over the place because of the pixel-differences between
box-shadow
andborder
rendering. We'll need to be careful with that one.