blob: 1a51fc6f047d1304c5b8baa06ef838fc0fcdb0ee [file] [log] [blame]
/*
* 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 "TextStream.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::setStyle(RenderStyle* newStyle)
{
// we don't allow changing this one
if (style())
newStyle->setDisplay(style()->display());
else if (newStyle->display() != TABLE_FOOTER_GROUP && newStyle->display() != TABLE_HEADER_GROUP)
newStyle->setDisplay(TABLE_ROW_GROUP);
RenderContainer::setStyle(newStyle);
}
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 */);
RenderStyle* newStyle = new (renderArena()) RenderStyle();
newStyle->inheritFrom(style());
newStyle->setDisplay(TABLE_ROW);
row->setStyle(newStyle);
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 = 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();
bool pushedLayoutState = false;
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 (!pushedLayoutState) {
// Technically, we should also push state for the row, but since
// rows don't push a coordinate transform, that's not necessary.
view()->pushLayoutState(this, IntSize(m_x, m_y));
pushedLayoutState = true;
}
cell->repaint();
}
cell->setWidth(w);
}
}
}
if (pushedLayoutState)
view()->popLayoutState();
}
void RenderTableSection::calcRowHeight()
{
RenderTableCell* cell;
int spacing = table()->vBorderSpacing();
bool pushedLayoutState = false;
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 (!pushedLayoutState) {
// Technically, we should also push state for the row, but since
// rows don't push a coordinate transform, that's not necessary.
view()->pushLayoutState(this, IntSize(m_x, m_y));
pushedLayoutState = true;
}
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]);
}
if (pushedLayoutState)
view()->popLayoutState();
}
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 (table()->collapseBorders())
recalcOuterBorder();
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();
view()->pushLayoutState(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);
}
}
view()->popLayoutState();
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);
}
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(CachedImage* image)
{
if (!image || !image->canRender() || !parent())
return;
// 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;
}
#ifndef NDEBUG
void RenderTableSection::dump(TextStream* stream, DeprecatedString ind) const
{
*stream << endl << ind << "grid=(" << m_gridRows << "," << table()->numEffCols() << ")" << endl << ind;
for (int r = 0; r < m_gridRows; r++) {
for (int c = 0; c < table()->numEffCols(); c++) {
if (cellAt(r, c).cell && !cellAt(r, c).inColSpan)
*stream << "(" << cellAt(r, c).cell->row() << "," << cellAt(r, c).cell->col() << ","
<< cellAt(r, c).cell->rowSpan() << "," << cellAt(r, c).cell->colSpan() << ") ";
else
*stream << cellAt(r, c).cell << "null cell ";
}
*stream << endl << ind;
}
RenderContainer::dump(stream,ind);
}
#endif
} // namespace WebCore