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diff --git a/src/3rdparty/webkit/WebCore/rendering/RenderTableSection.cpp b/src/3rdparty/webkit/WebCore/rendering/RenderTableSection.cpp
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+/*
+ * 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