diff options
Diffstat (limited to 'src/3rdparty/webkit/WebCore/rendering/RenderTableSection.cpp')
-rw-r--r-- | src/3rdparty/webkit/WebCore/rendering/RenderTableSection.cpp | 1080 |
1 files changed, 1080 insertions, 0 deletions
diff --git a/src/3rdparty/webkit/WebCore/rendering/RenderTableSection.cpp b/src/3rdparty/webkit/WebCore/rendering/RenderTableSection.cpp new file mode 100644 index 0000000..be43ab8 --- /dev/null +++ b/src/3rdparty/webkit/WebCore/rendering/RenderTableSection.cpp @@ -0,0 +1,1080 @@ +/* + * Copyright (C) 1997 Martin Jones (mjones@kde.org) + * (C) 1997 Torben Weis (weis@kde.org) + * (C) 1998 Waldo Bastian (bastian@kde.org) + * (C) 1999 Lars Knoll (knoll@kde.org) + * (C) 1999 Antti Koivisto (koivisto@kde.org) + * Copyright (C) 2003, 2004, 2005, 2006, 2008 Apple Inc. All rights reserved. + * Copyright (C) 2006 Alexey Proskuryakov (ap@nypop.com) + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Library General Public + * License as published by the Free Software Foundation; either + * version 2 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Library General Public License for more details. + * + * You should have received a copy of the GNU Library General Public License + * along with this library; see the file COPYING.LIB. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + */ + +#include "config.h" +#include "RenderTableSection.h" + +#include "CachedImage.h" +#include "Document.h" +#include "HTMLNames.h" +#include "RenderTableCell.h" +#include "RenderTableCol.h" +#include "RenderTableRow.h" +#include "RenderView.h" +#include <limits> +#include <wtf/Vector.h> + +using namespace std; + +namespace WebCore { + +using namespace HTMLNames; + +RenderTableSection::RenderTableSection(Node* node) + : RenderContainer(node) + , m_gridRows(0) + , m_cCol(0) + , m_cRow(-1) + , m_needsCellRecalc(false) + , m_outerBorderLeft(0) + , m_outerBorderRight(0) + , m_outerBorderTop(0) + , m_outerBorderBottom(0) + , m_overflowLeft(0) + , m_overflowWidth(0) + , m_overflowTop(0) + , m_overflowHeight(0) + , m_hasOverflowingCell(false) +{ + // init RenderObject attributes + setInline(false); // our object is not Inline +} + +RenderTableSection::~RenderTableSection() +{ + clearGrid(); +} + +void RenderTableSection::destroy() +{ + RenderTable* recalcTable = table(); + + RenderContainer::destroy(); + + // recalc cell info because RenderTable has unguarded pointers + // stored that point to this RenderTableSection. + if (recalcTable) + recalcTable->setNeedsSectionRecalc(); +} + +void RenderTableSection::addChild(RenderObject* child, RenderObject* beforeChild) +{ + // Make sure we don't append things after :after-generated content if we have it. + if (!beforeChild && isAfterContent(lastChild())) + beforeChild = lastChild(); + + bool isTableSection = element() && (element()->hasTagName(theadTag) || element()->hasTagName(tbodyTag) || element()->hasTagName(tfootTag)); + + if (!child->isTableRow()) { + if (isTableSection && child->element() && child->element()->hasTagName(formTag) && document()->isHTMLDocument()) { + RenderContainer::addChild(child, beforeChild); + return; + } + + RenderObject* last = beforeChild; + if (!last) + last = lastChild(); + if (last && last->isAnonymous()) { + last->addChild(child); + return; + } + + // If beforeChild is inside an anonymous cell/row, insert into the cell or into + // the anonymous row containing it, if there is one. + RenderObject* lastBox = last; + while (lastBox && lastBox->parent()->isAnonymous() && !lastBox->isTableRow()) + lastBox = lastBox->parent(); + if (lastBox && lastBox->isAnonymous()) { + lastBox->addChild(child, beforeChild); + return; + } + + RenderObject* row = new (renderArena()) RenderTableRow(document() /* anonymous table */); + RefPtr<RenderStyle> newStyle = RenderStyle::create(); + newStyle->inheritFrom(style()); + newStyle->setDisplay(TABLE_ROW); + row->setStyle(newStyle.release()); + addChild(row, beforeChild); + row->addChild(child); + return; + } + + if (beforeChild) + setNeedsCellRecalc(); + + ++m_cRow; + m_cCol = 0; + + // make sure we have enough rows + if (!ensureRows(m_cRow + 1)) + return; + + m_grid[m_cRow].rowRenderer = child; + + if (!beforeChild) { + m_grid[m_cRow].height = child->style()->height(); + if (m_grid[m_cRow].height.isRelative()) + m_grid[m_cRow].height = Length(); + } + + // If the next renderer is actually wrapped in an anonymous table row, we need to go up and find that. + while (beforeChild && beforeChild->parent() != this) + beforeChild = beforeChild->parent(); + + ASSERT(!beforeChild || beforeChild->isTableRow() || isTableSection && beforeChild->element() && beforeChild->element()->hasTagName(formTag) && document()->isHTMLDocument()); + RenderContainer::addChild(child, beforeChild); +} + +bool RenderTableSection::ensureRows(int numRows) +{ + int nRows = m_gridRows; + if (numRows > nRows) { + if (numRows > static_cast<int>(m_grid.size())) { + size_t maxSize = numeric_limits<size_t>::max() / sizeof(RowStruct); + if (static_cast<size_t>(numRows) > maxSize) + return false; + m_grid.grow(numRows); + } + m_gridRows = numRows; + int nCols = max(1, table()->numEffCols()); + CellStruct emptyCellStruct; + emptyCellStruct.cell = 0; + emptyCellStruct.inColSpan = false; + for (int r = nRows; r < numRows; r++) { + m_grid[r].row = new Row(nCols); + m_grid[r].row->fill(emptyCellStruct); + m_grid[r].rowRenderer = 0; + m_grid[r].baseline = 0; + m_grid[r].height = Length(); + } + } + + return true; +} + +void RenderTableSection::addCell(RenderTableCell* cell, RenderObject* row) +{ + int rSpan = cell->rowSpan(); + int cSpan = cell->colSpan(); + Vector<RenderTable::ColumnStruct>& columns = table()->columns(); + int nCols = columns.size(); + + // ### mozilla still seems to do the old HTML way, even for strict DTD + // (see the annotation on table cell layouting in the CSS specs and the testcase below: + // <TABLE border> + // <TR><TD>1 <TD rowspan="2">2 <TD>3 <TD>4 + // <TR><TD colspan="2">5 + // </TABLE> + + while (m_cCol < nCols && (cellAt(m_cRow, m_cCol).cell || cellAt(m_cRow, m_cCol).inColSpan)) + m_cCol++; + + if (rSpan == 1) { + // we ignore height settings on rowspan cells + Length height = cell->style()->height(); + if (height.isPositive() || (height.isRelative() && height.value() >= 0)) { + Length cRowHeight = m_grid[m_cRow].height; + switch (height.type()) { + case Percent: + if (!(cRowHeight.isPercent()) || + (cRowHeight.isPercent() && cRowHeight.rawValue() < height.rawValue())) + m_grid[m_cRow].height = height; + break; + case Fixed: + if (cRowHeight.type() < Percent || + (cRowHeight.isFixed() && cRowHeight.value() < height.value())) + m_grid[m_cRow].height = height; + break; + case Relative: + default: + break; + } + } + } + + // make sure we have enough rows + if (!ensureRows(m_cRow + rSpan)) + return; + + m_grid[m_cRow].rowRenderer = row; + + int col = m_cCol; + // tell the cell where it is + CellStruct currentCell; + currentCell.cell = cell; + currentCell.inColSpan = false; + while (cSpan) { + int currentSpan; + if (m_cCol >= nCols) { + table()->appendColumn(cSpan); + currentSpan = cSpan; + } else { + if (cSpan < columns[m_cCol].span) + table()->splitColumn(m_cCol, cSpan); + currentSpan = columns[m_cCol].span; + } + + for (int r = 0; r < rSpan; r++) { + CellStruct& c = cellAt(m_cRow + r, m_cCol); + if (currentCell.cell && !c.cell) + c.cell = currentCell.cell; + if (currentCell.inColSpan) + c.inColSpan = true; + } + m_cCol++; + cSpan -= currentSpan; + currentCell.cell = 0; + currentCell.inColSpan = true; + } + if (cell) { + cell->setRow(m_cRow); + cell->setCol(table()->effColToCol(col)); + } +} + +void RenderTableSection::setCellWidths() +{ + Vector<int>& columnPos = table()->columnPositions(); + + LayoutStateMaintainer statePusher(view()); + + for (int i = 0; i < m_gridRows; i++) { + Row& row = *m_grid[i].row; + int cols = row.size(); + for (int j = 0; j < cols; j++) { + CellStruct current = row[j]; + RenderTableCell* cell = current.cell; + + if (!cell) + continue; + int endCol = j; + int cspan = cell->colSpan(); + while (cspan && endCol < cols) { + cspan -= table()->columns()[endCol].span; + endCol++; + } + int w = columnPos[endCol] - columnPos[j] - table()->hBorderSpacing(); + int oldWidth = cell->width(); + if (w != oldWidth) { + cell->setNeedsLayout(true); + if (!table()->selfNeedsLayout() && cell->checkForRepaintDuringLayout()) { + if (!statePusher.didPush()) { + // Technically, we should also push state for the row, but since + // rows don't push a coordinate transform, that's not necessary. + statePusher.push(this, IntSize(m_x, m_y)); + } + cell->repaint(); + } + cell->setWidth(w); + } + } + } + + statePusher.pop(); // only pops if we pushed +} + +int RenderTableSection::calcRowHeight() +{ + RenderTableCell* cell; + + int spacing = table()->vBorderSpacing(); + + LayoutStateMaintainer statePusher(view()); + + m_rowPos.resize(m_gridRows + 1); + m_rowPos[0] = spacing; + + for (int r = 0; r < m_gridRows; r++) { + m_rowPos[r + 1] = 0; + m_grid[r].baseline = 0; + int baseline = 0; + int bdesc = 0; + int ch = m_grid[r].height.calcMinValue(0); + int pos = m_rowPos[r] + ch + (m_grid[r].rowRenderer ? spacing : 0); + + m_rowPos[r + 1] = max(m_rowPos[r + 1], pos); + + Row* row = m_grid[r].row; + int totalCols = row->size(); + + for (int c = 0; c < totalCols; c++) { + CellStruct current = cellAt(r, c); + cell = current.cell; + if (!cell || current.inColSpan) + continue; + if (r < m_gridRows - 1 && cellAt(r + 1, c).cell == cell) + continue; + + int indx = max(r - cell->rowSpan() + 1, 0); + + if (cell->overrideSize() != -1) { + if (!statePusher.didPush()) { + // Technically, we should also push state for the row, but since + // rows don't push a coordinate transform, that's not necessary. + statePusher.push(this, IntSize(m_x, m_y)); + } + cell->setOverrideSize(-1); + cell->setChildNeedsLayout(true, false); + cell->layoutIfNeeded(); + } + + // Explicit heights use the border box in quirks mode. In strict mode do the right + // thing and actually add in the border and padding. + ch = cell->style()->height().calcValue(0) + + (cell->style()->htmlHacks() ? 0 : (cell->paddingTop() + cell->paddingBottom() + + cell->borderTop() + cell->borderBottom())); + ch = max(ch, cell->height()); + + pos = m_rowPos[indx] + ch + (m_grid[r].rowRenderer ? spacing : 0); + + m_rowPos[r + 1] = max(m_rowPos[r + 1], pos); + + // find out the baseline + EVerticalAlign va = cell->style()->verticalAlign(); + if (va == BASELINE || va == TEXT_BOTTOM || va == TEXT_TOP || va == SUPER || va == SUB) { + int b = cell->baselinePosition(); + if (b > cell->borderTop() + cell->paddingTop()) { + baseline = max(baseline, b); + bdesc = max(bdesc, m_rowPos[indx] + ch - b); + } + } + } + + //do we have baseline aligned elements? + if (baseline) { + // increase rowheight if baseline requires + m_rowPos[r + 1] = max(m_rowPos[r + 1], baseline + bdesc + (m_grid[r].rowRenderer ? spacing : 0)); + m_grid[r].baseline = baseline; + } + + m_rowPos[r + 1] = max(m_rowPos[r + 1], m_rowPos[r]); + } + + statePusher.pop(); + + return m_rowPos[m_gridRows]; +} + +int RenderTableSection::layoutRows(int toAdd) +{ + int rHeight; + int rindx; + int totalRows = m_gridRows; + + // Set the width of our section now. The rows will also be this width. + m_width = table()->contentWidth(); + m_overflowLeft = 0; + m_overflowWidth = m_width; + m_overflowTop = 0; + m_overflowHeight = 0; + m_hasOverflowingCell = false; + + if (toAdd && totalRows && (m_rowPos[totalRows] || !nextSibling())) { + int totalHeight = m_rowPos[totalRows] + toAdd; + + int dh = toAdd; + int totalPercent = 0; + int numAuto = 0; + for (int r = 0; r < totalRows; r++) { + if (m_grid[r].height.isAuto()) + numAuto++; + else if (m_grid[r].height.isPercent()) + totalPercent += m_grid[r].height.rawValue(); + } + if (totalPercent) { + // try to satisfy percent + int add = 0; + totalPercent = min(totalPercent, 100 * percentScaleFactor); + int rh = m_rowPos[1] - m_rowPos[0]; + for (int r = 0; r < totalRows; r++) { + if (totalPercent > 0 && m_grid[r].height.isPercent()) { + int toAdd = min(dh, (totalHeight * m_grid[r].height.rawValue() / (100 * percentScaleFactor)) - rh); + // If toAdd is negative, then we don't want to shrink the row (this bug + // affected Outlook Web Access). + toAdd = max(0, toAdd); + add += toAdd; + dh -= toAdd; + totalPercent -= m_grid[r].height.rawValue(); + } + if (r < totalRows - 1) + rh = m_rowPos[r + 2] - m_rowPos[r + 1]; + m_rowPos[r + 1] += add; + } + } + if (numAuto) { + // distribute over variable cols + int add = 0; + for (int r = 0; r < totalRows; r++) { + if (numAuto > 0 && m_grid[r].height.isAuto()) { + int toAdd = dh / numAuto; + add += toAdd; + dh -= toAdd; + numAuto--; + } + m_rowPos[r + 1] += add; + } + } + if (dh > 0 && m_rowPos[totalRows]) { + // if some left overs, distribute equally. + int tot = m_rowPos[totalRows]; + int add = 0; + int prev = m_rowPos[0]; + for (int r = 0; r < totalRows; r++) { + //weight with the original height + add += dh * (m_rowPos[r + 1] - prev) / tot; + prev = m_rowPos[r + 1]; + m_rowPos[r + 1] += add; + } + } + } + + int hspacing = table()->hBorderSpacing(); + int vspacing = table()->vBorderSpacing(); + int nEffCols = table()->numEffCols(); + + LayoutStateMaintainer statePusher(view(), this, IntSize(m_x, m_y)); + + for (int r = 0; r < totalRows; r++) { + // Set the row's x/y position and width/height. + if (RenderObject* rowRenderer = m_grid[r].rowRenderer) { + rowRenderer->setPos(0, m_rowPos[r]); + rowRenderer->setWidth(m_width); + rowRenderer->setHeight(m_rowPos[r + 1] - m_rowPos[r] - vspacing); + } + + for (int c = 0; c < nEffCols; c++) { + RenderTableCell* cell = cellAt(r, c).cell; + + if (!cell) + continue; + if (r < totalRows - 1 && cell == cellAt(r + 1, c).cell) + continue; + + rindx = max(0, r - cell->rowSpan() + 1); + + rHeight = m_rowPos[r + 1] - m_rowPos[rindx] - vspacing; + + // Force percent height children to lay themselves out again. + // This will cause these children to grow to fill the cell. + // FIXME: There is still more work to do here to fully match WinIE (should + // it become necessary to do so). In quirks mode, WinIE behaves like we + // do, but it will clip the cells that spill out of the table section. In + // strict mode, Mozilla and WinIE both regrow the table to accommodate the + // new height of the cell (thus letting the percentages cause growth one + // time only). We may also not be handling row-spanning cells correctly. + // + // Note also the oddity where replaced elements always flex, and yet blocks/tables do + // not necessarily flex. WinIE is crazy and inconsistent, and we can't hope to + // match the behavior perfectly, but we'll continue to refine it as we discover new + // bugs. :) + bool cellChildrenFlex = false; + bool flexAllChildren = cell->style()->height().isFixed() || + (!table()->style()->height().isAuto() && rHeight != cell->height()); + + for (RenderObject* o = cell->firstChild(); o; o = o->nextSibling()) { + if (!o->isText() && o->style()->height().isPercent() && (o->isReplaced() || o->scrollsOverflow() || flexAllChildren)) { + // Tables with no sections do not flex. + if (!o->isTable() || static_cast<RenderTable*>(o)->hasSections()) { + o->setNeedsLayout(true, false); + cell->setChildNeedsLayout(true, false); + cellChildrenFlex = true; + } + } + } + if (cellChildrenFlex) { + // Alignment within a cell is based off the calculated + // height, which becomes irrelevant once the cell has + // been resized based off its percentage. -dwh + cell->setOverrideSize(max(0, + rHeight - cell->borderTop() - cell->paddingTop() - + cell->borderBottom() - cell->paddingBottom())); + cell->layoutIfNeeded(); + + // If the baseline moved, we may have to update the data for our row. Find out the new baseline. + EVerticalAlign va = cell->style()->verticalAlign(); + if (va == BASELINE || va == TEXT_BOTTOM || va == TEXT_TOP || va == SUPER || va == SUB) { + int b = cell->baselinePosition(); + if (b > cell->borderTop() + cell->paddingTop()) + m_grid[r].baseline = max(m_grid[r].baseline, b); + } + } + + int te = 0; + switch (cell->style()->verticalAlign()) { + case SUB: + case SUPER: + case TEXT_TOP: + case TEXT_BOTTOM: + case BASELINE: + te = getBaseline(r) - cell->baselinePosition(); + break; + case TOP: + te = 0; + break; + case MIDDLE: + te = (rHeight - cell->height()) / 2; + break; + case BOTTOM: + te = rHeight - cell->height(); + break; + default: + break; + } + + int oldTe = cell->borderTopExtra(); + int oldBe = cell->borderBottomExtra(); + + int be = rHeight - cell->height() - te; + cell->setCellTopExtra(te); + cell->setCellBottomExtra(be); + if ((te != oldTe || be > oldBe) && !table()->selfNeedsLayout() && cell->checkForRepaintDuringLayout()) + cell->repaint(); + + IntRect oldCellRect(cell->xPos(), cell->yPos() - cell->borderTopExtra() , cell->width(), cell->height()); + + if (style()->direction() == RTL) { + cell->setPos(table()->columnPositions()[nEffCols] - table()->columnPositions()[table()->colToEffCol(cell->col() + cell->colSpan())] + hspacing, m_rowPos[rindx]); + } else + cell->setPos(table()->columnPositions()[c] + hspacing, m_rowPos[rindx]); + + m_overflowLeft = min(m_overflowLeft, cell->xPos() + cell->overflowLeft(false)); + m_overflowWidth = max(m_overflowWidth, cell->xPos() + cell->overflowWidth(false)); + m_overflowTop = min(m_overflowTop, cell->yPos() + cell->overflowTop(false)); + m_overflowHeight = max(m_overflowHeight, cell->yPos() + cell->overflowHeight(false)); + m_hasOverflowingCell |= cell->overflowLeft(false) || cell->overflowWidth(false) > cell->width() || cell->overflowTop(false) || cell->overflowHeight(false) > cell->height(); + + // If the cell moved, we have to repaint it as well as any floating/positioned + // descendants. An exception is if we need a layout. In this case, we know we're going to + // repaint ourselves (and the cell) anyway. + if (!table()->selfNeedsLayout() && cell->checkForRepaintDuringLayout()) + cell->repaintDuringLayoutIfMoved(oldCellRect); + } + } + + statePusher.pop(); + + m_height = m_rowPos[totalRows]; + m_overflowHeight = max(m_overflowHeight, m_height); + return m_height; +} + +int RenderTableSection::lowestPosition(bool includeOverflowInterior, bool includeSelf) const +{ + int bottom = RenderContainer::lowestPosition(includeOverflowInterior, includeSelf); + if (!includeOverflowInterior && hasOverflowClip()) + return bottom; + + for (RenderObject* row = firstChild(); row; row = row->nextSibling()) { + for (RenderObject* cell = row->firstChild(); cell; cell = cell->nextSibling()) { + if (cell->isTableCell()) + bottom = max(bottom, cell->yPos() + cell->lowestPosition(false)); + } + } + + return bottom; +} + +int RenderTableSection::rightmostPosition(bool includeOverflowInterior, bool includeSelf) const +{ + int right = RenderContainer::rightmostPosition(includeOverflowInterior, includeSelf); + if (!includeOverflowInterior && hasOverflowClip()) + return right; + + for (RenderObject* row = firstChild(); row; row = row->nextSibling()) { + for (RenderObject* cell = row->firstChild(); cell; cell = cell->nextSibling()) { + if (cell->isTableCell()) + right = max(right, cell->xPos() + cell->rightmostPosition(false)); + } + } + + return right; +} + +int RenderTableSection::leftmostPosition(bool includeOverflowInterior, bool includeSelf) const +{ + int left = RenderContainer::leftmostPosition(includeOverflowInterior, includeSelf); + if (!includeOverflowInterior && hasOverflowClip()) + return left; + + for (RenderObject* row = firstChild(); row; row = row->nextSibling()) { + for (RenderObject* cell = row->firstChild(); cell; cell = cell->nextSibling()) { + if (cell->isTableCell()) + left = min(left, cell->xPos() + cell->leftmostPosition(false)); + } + } + + return left; +} + +int RenderTableSection::calcOuterBorderTop() const +{ + int totalCols = table()->numEffCols(); + if (!m_gridRows || !totalCols) + return 0; + + unsigned borderWidth = 0; + + const BorderValue& sb = style()->borderTop(); + if (sb.style() == BHIDDEN) + return -1; + if (sb.style() > BHIDDEN) + borderWidth = sb.width; + + const BorderValue& rb = firstChild()->style()->borderTop(); + if (rb.style() == BHIDDEN) + return -1; + if (rb.style() > BHIDDEN && rb.width > borderWidth) + borderWidth = rb.width; + + bool allHidden = true; + for (int c = 0; c < totalCols; c++) { + const CellStruct& current = cellAt(0, c); + if (current.inColSpan || !current.cell) + continue; + const BorderValue& cb = current.cell->style()->borderTop(); + // FIXME: Don't repeat for the same col group + RenderTableCol* colGroup = table()->colElement(c); + if (colGroup) { + const BorderValue& gb = colGroup->style()->borderTop(); + if (gb.style() == BHIDDEN || cb.style() == BHIDDEN) + continue; + else + allHidden = false; + if (gb.style() > BHIDDEN && gb.width > borderWidth) + borderWidth = gb.width; + if (cb.style() > BHIDDEN && cb.width > borderWidth) + borderWidth = cb.width; + } else { + if (cb.style() == BHIDDEN) + continue; + else + allHidden = false; + if (cb.style() > BHIDDEN && cb.width > borderWidth) + borderWidth = cb.width; + } + } + if (allHidden) + return -1; + + return borderWidth / 2; +} + +int RenderTableSection::calcOuterBorderBottom() const +{ + int totalCols = table()->numEffCols(); + if (!m_gridRows || !totalCols) + return 0; + + unsigned borderWidth = 0; + + const BorderValue& sb = style()->borderBottom(); + if (sb.style() == BHIDDEN) + return -1; + if (sb.style() > BHIDDEN) + borderWidth = sb.width; + + const BorderValue& rb = lastChild()->style()->borderBottom(); + if (rb.style() == BHIDDEN) + return -1; + if (rb.style() > BHIDDEN && rb.width > borderWidth) + borderWidth = rb.width; + + bool allHidden = true; + for (int c = 0; c < totalCols; c++) { + const CellStruct& current = cellAt(m_gridRows - 1, c); + if (current.inColSpan || !current.cell) + continue; + const BorderValue& cb = current.cell->style()->borderBottom(); + // FIXME: Don't repeat for the same col group + RenderTableCol* colGroup = table()->colElement(c); + if (colGroup) { + const BorderValue& gb = colGroup->style()->borderBottom(); + if (gb.style() == BHIDDEN || cb.style() == BHIDDEN) + continue; + else + allHidden = false; + if (gb.style() > BHIDDEN && gb.width > borderWidth) + borderWidth = gb.width; + if (cb.style() > BHIDDEN && cb.width > borderWidth) + borderWidth = cb.width; + } else { + if (cb.style() == BHIDDEN) + continue; + else + allHidden = false; + if (cb.style() > BHIDDEN && cb.width > borderWidth) + borderWidth = cb.width; + } + } + if (allHidden) + return -1; + + return (borderWidth + 1) / 2; +} + +int RenderTableSection::calcOuterBorderLeft(bool rtl) const +{ + int totalCols = table()->numEffCols(); + if (!m_gridRows || !totalCols) + return 0; + + unsigned borderWidth = 0; + + const BorderValue& sb = style()->borderLeft(); + if (sb.style() == BHIDDEN) + return -1; + if (sb.style() > BHIDDEN) + borderWidth = sb.width; + + int leftmostColumn = rtl ? totalCols - 1 : 0; + RenderTableCol* colGroup = table()->colElement(leftmostColumn); + if (colGroup) { + const BorderValue& gb = colGroup->style()->borderLeft(); + if (gb.style() == BHIDDEN) + return -1; + if (gb.style() > BHIDDEN && gb.width > borderWidth) + borderWidth = gb.width; + } + + bool allHidden = true; + for (int r = 0; r < m_gridRows; r++) { + const CellStruct& current = cellAt(r, leftmostColumn); + if (!current.cell) + continue; + // FIXME: Don't repeat for the same cell + const BorderValue& cb = current.cell->style()->borderLeft(); + const BorderValue& rb = current.cell->parent()->style()->borderLeft(); + if (cb.style() == BHIDDEN || rb.style() == BHIDDEN) + continue; + else + allHidden = false; + if (cb.style() > BHIDDEN && cb.width > borderWidth) + borderWidth = cb.width; + if (rb.style() > BHIDDEN && rb.width > borderWidth) + borderWidth = rb.width; + } + if (allHidden) + return -1; + + return borderWidth / 2; +} + +int RenderTableSection::calcOuterBorderRight(bool rtl) const +{ + int totalCols = table()->numEffCols(); + if (!m_gridRows || !totalCols) + return 0; + + unsigned borderWidth = 0; + + const BorderValue& sb = style()->borderRight(); + if (sb.style() == BHIDDEN) + return -1; + if (sb.style() > BHIDDEN) + borderWidth = sb.width; + + int rightmostColumn = rtl ? 0 : totalCols - 1; + RenderTableCol* colGroup = table()->colElement(rightmostColumn); + if (colGroup) { + const BorderValue& gb = colGroup->style()->borderRight(); + if (gb.style() == BHIDDEN) + return -1; + if (gb.style() > BHIDDEN && gb.width > borderWidth) + borderWidth = gb.width; + } + + bool allHidden = true; + for (int r = 0; r < m_gridRows; r++) { + const CellStruct& current = cellAt(r, rightmostColumn); + if (!current.cell) + continue; + // FIXME: Don't repeat for the same cell + const BorderValue& cb = current.cell->style()->borderRight(); + const BorderValue& rb = current.cell->parent()->style()->borderRight(); + if (cb.style() == BHIDDEN || rb.style() == BHIDDEN) + continue; + else + allHidden = false; + if (cb.style() > BHIDDEN && cb.width > borderWidth) + borderWidth = cb.width; + if (rb.style() > BHIDDEN && rb.width > borderWidth) + borderWidth = rb.width; + } + if (allHidden) + return -1; + + return (borderWidth + 1) / 2; +} + +void RenderTableSection::recalcOuterBorder() +{ + bool rtl = table()->style()->direction() == RTL; + m_outerBorderTop = calcOuterBorderTop(); + m_outerBorderBottom = calcOuterBorderBottom(); + m_outerBorderLeft = calcOuterBorderLeft(rtl); + m_outerBorderRight = calcOuterBorderRight(rtl); +} + +int RenderTableSection::getBaselineOfFirstLineBox() const +{ + if (!m_gridRows) + return -1; + + int firstLineBaseline = m_grid[0].baseline; + if (firstLineBaseline) + return firstLineBaseline + m_rowPos[0]; + + firstLineBaseline = -1; + Row* firstRow = m_grid[0].row; + for (size_t i = 0; i < firstRow->size(); ++i) { + RenderTableCell* cell = firstRow->at(i).cell; + if (cell) + firstLineBaseline = max(firstLineBaseline, cell->yPos() + cell->paddingTop() + cell->borderTop() + cell->contentHeight()); + } + + return firstLineBaseline; +} + +void RenderTableSection::paint(PaintInfo& paintInfo, int tx, int ty) +{ + // put this back in when all layout tests can handle it + // ASSERT(!needsLayout()); + // avoid crashing on bugs that cause us to paint with dirty layout + if (needsLayout()) + return; + + unsigned totalRows = m_gridRows; + unsigned totalCols = table()->columns().size(); + + if (!totalRows || !totalCols) + return; + + tx += m_x; + ty += m_y; + + // Check which rows and cols are visible and only paint these. + // FIXME: Could use a binary search here. + PaintPhase paintPhase = paintInfo.phase; + int x = paintInfo.rect.x(); + int y = paintInfo.rect.y(); + int w = paintInfo.rect.width(); + int h = paintInfo.rect.height(); + + int os = 2 * maximalOutlineSize(paintPhase); + unsigned startrow = 0; + unsigned endrow = totalRows; + + // If some cell overflows, just paint all of them. + if (!m_hasOverflowingCell) { + for (; startrow < totalRows; startrow++) { + if (ty + m_rowPos[startrow + 1] >= y - os) + break; + } + if (startrow == totalRows && ty + m_rowPos[totalRows] + table()->outerBorderBottom() >= y - os) + startrow--; + + for (; endrow > 0; endrow--) { + if (ty + m_rowPos[endrow - 1] <= y + h + os) + break; + } + if (!endrow && ty + m_rowPos[0] - table()->outerBorderTop() <= y + h + os) + endrow++; + } + + unsigned startcol = 0; + unsigned endcol = totalCols; + // FIXME: Implement RTL. + if (!m_hasOverflowingCell && style()->direction() == LTR) { + for (; startcol < totalCols; startcol++) { + if (tx + table()->columnPositions()[startcol + 1] >= x - os) + break; + } + if (startcol == totalCols && tx + table()->columnPositions()[totalCols] + table()->outerBorderRight() >= x - os) + startcol--; + + for (; endcol > 0; endcol--) { + if (tx + table()->columnPositions()[endcol - 1] <= x + w + os) + break; + } + if (!endcol && tx + table()->columnPositions()[0] - table()->outerBorderLeft() <= y + w + os) + endcol++; + } + + if (startcol < endcol) { + // draw the cells + for (unsigned r = startrow; r < endrow; r++) { + unsigned c = startcol; + // since a cell can be -1 (indicating a colspan) we might have to search backwards to include it + while (c && cellAt(r, c).inColSpan) + c--; + for (; c < endcol; c++) { + CellStruct current = cellAt(r, c); + RenderTableCell* cell = current.cell; + + // Cells must always paint in the order in which they appear taking into account + // their upper left originating row/column. For cells with rowspans, avoid repainting + // if we've already seen the cell. + if (!cell || (r > startrow && (cellAt(r - 1, c).cell == cell))) + continue; + + RenderTableRow* row = static_cast<RenderTableRow*>(cell->parent()); + + if (paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) { + // We need to handle painting a stack of backgrounds. This stack (from bottom to top) consists of + // the column group, column, row group, row, and then the cell. + RenderObject* col = table()->colElement(c); + RenderObject* colGroup = 0; + if (col && col->parent()->style()->display() == TABLE_COLUMN_GROUP) + colGroup = col->parent(); + + // Column groups and columns first. + // FIXME: Columns and column groups do not currently support opacity, and they are being painted "too late" in + // the stack, since we have already opened a transparency layer (potentially) for the table row group. + // Note that we deliberately ignore whether or not the cell has a layer, since these backgrounds paint "behind" the + // cell. + cell->paintBackgroundsBehindCell(paintInfo, tx, ty, colGroup); + cell->paintBackgroundsBehindCell(paintInfo, tx, ty, col); + + // Paint the row group next. + cell->paintBackgroundsBehindCell(paintInfo, tx, ty, this); + + // Paint the row next, but only if it doesn't have a layer. If a row has a layer, it will be responsible for + // painting the row background for the cell. + if (!row->hasLayer()) + cell->paintBackgroundsBehindCell(paintInfo, tx, ty, row); + } + + if ((!cell->hasLayer() && !row->hasLayer()) || paintInfo.phase == PaintPhaseCollapsedTableBorders) + cell->paint(paintInfo, tx, ty); + } + } + } +} + +void RenderTableSection::imageChanged(WrappedImagePtr, const IntRect*) +{ + // FIXME: Examine cells and repaint only the rect the image paints in. + repaint(); +} + +void RenderTableSection::recalcCells() +{ + m_cCol = 0; + m_cRow = -1; + clearGrid(); + m_gridRows = 0; + + for (RenderObject* row = firstChild(); row; row = row->nextSibling()) { + if (row->isTableRow()) { + m_cRow++; + m_cCol = 0; + if (!ensureRows(m_cRow + 1)) + break; + m_grid[m_cRow].rowRenderer = row; + + for (RenderObject* cell = row->firstChild(); cell; cell = cell->nextSibling()) { + if (cell->isTableCell()) + addCell(static_cast<RenderTableCell*>(cell), row); + } + } + } + m_needsCellRecalc = false; + setNeedsLayout(true); +} + +void RenderTableSection::clearGrid() +{ + int rows = m_gridRows; + while (rows--) + delete m_grid[rows].row; +} + +int RenderTableSection::numColumns() const +{ + int result = 0; + + for (int r = 0; r < m_gridRows; ++r) { + for (int c = result; c < table()->numEffCols(); ++c) { + const CellStruct& cell = cellAt(r, c); + if (cell.cell || cell.inColSpan) + result = c; + } + } + + return result + 1; +} + +void RenderTableSection::appendColumn(int pos) +{ + for (int row = 0; row < m_gridRows; ++row) { + m_grid[row].row->resize(pos + 1); + CellStruct& c = cellAt(row, pos); + c.cell = 0; + c.inColSpan = false; + } +} + +void RenderTableSection::splitColumn(int pos, int newSize) +{ + if (m_cCol > pos) + m_cCol++; + for (int row = 0; row < m_gridRows; ++row) { + m_grid[row].row->resize(newSize); + Row& r = *m_grid[row].row; + memmove(r.data() + pos + 1, r.data() + pos, (newSize - 1 - pos) * sizeof(CellStruct)); + r[pos + 1].cell = 0; + r[pos + 1].inColSpan = r[pos].inColSpan || r[pos].cell; + } +} + +RenderObject* RenderTableSection::removeChildNode(RenderObject* child, bool fullRemove) +{ + setNeedsCellRecalc(); + return RenderContainer::removeChildNode(child, fullRemove); +} + +// Hit Testing +bool RenderTableSection::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int x, int y, int tx, int ty, HitTestAction action) +{ + // Table sections cannot ever be hit tested. Effectively they do not exist. + // Just forward to our children always. + tx += m_x; + ty += m_y; + + for (RenderObject* child = lastChild(); child; child = child->previousSibling()) { + // FIXME: We have to skip over inline flows, since they can show up inside table rows + // at the moment (a demoted inline <form> for example). If we ever implement a + // table-specific hit-test method (which we should do for performance reasons anyway), + // then we can remove this check. + if (!child->hasLayer() && !child->isInlineFlow() && child->nodeAtPoint(request, result, x, y, tx, ty, action)) { + updateHitTestResult(result, IntPoint(x - tx, y - ty)); + return true; + } + } + + return false; +} + +} // namespace WebCore |