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/**
* This file is part of the DOM implementation for KDE.
*
* 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 Apple Computer, Inc.
* 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., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#include "config.h"
#include "RenderTableSection.h"
#include "Document.h"
#include "HTMLNames.h"
#include "TextStream.h"
#include "RenderTableCell.h"
#include "RenderTableCol.h"
#include "RenderTableRow.h"
#include <wtf/Vector.h>
#include <limits>
using namespace std;
namespace WebCore {
using namespace HTMLNames;
RenderTableSection::RenderTableSection(Node* node)
: RenderContainer(node)
{
// init RenderObject attributes
setInline(false); // our object is not Inline
gridRows = 0;
cCol = 0;
cRow = -1;
needCellRecalc = false;
m_outerBorderLeft = 0;
m_outerBorderRight = 0;
m_outerBorderTop = 0;
m_outerBorderBottom = 0;
}
RenderTableSection::~RenderTableSection()
{
clearGrid();
}
void RenderTableSection::destroy()
{
// recalc cell info because RenderTable has unguarded pointers
// stored that point to this RenderTableSection.
if (table())
table()->setNeedSectionRecalc();
RenderContainer::destroy();
}
void RenderTableSection::setStyle(RenderStyle* _style)
{
// we don't allow changing this one
if (style())
_style->setDisplay(style()->display());
else if (_style->display() != TABLE_FOOTER_GROUP && _style->display() != TABLE_HEADER_GROUP)
_style->setDisplay(TABLE_ROW_GROUP);
RenderContainer::setStyle(_style);
}
void RenderTableSection::addChild(RenderObject* child, RenderObject* beforeChild)
{
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)
setNeedCellRecalc();
++cRow;
cCol = 0;
ensureRows(cRow + 1);
grid[cRow].rowRenderer = child;
if (!beforeChild) {
grid[cRow].height = child->style()->height();
if (grid[cRow].height.isRelative())
grid[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->isTableRow())
beforeChild = beforeChild->parent();
RenderContainer::addChild(child, beforeChild);
}
bool RenderTableSection::ensureRows(int numRows)
{
int nRows = gridRows;
if (numRows > nRows) {
if (numRows > static_cast<int>(grid.size())) {
if (numRows > static_cast<int>(numeric_limits<size_t>::max() / sizeof(RowStruct)))
return false;
grid.resize(numRows);
}
gridRows = numRows;
int nCols = table()->numEffCols();
CellStruct emptyCellStruct;
emptyCellStruct.cell = 0;
emptyCellStruct.inColSpan = false;
for (int r = nRows; r < numRows; r++) {
grid[r].row = new Row(nCols);
grid[r].row->fill(emptyCellStruct);
grid[r].rowRenderer = 0;
grid[r].baseLine = 0;
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 (cCol < nCols && (cellAt(cRow, cCol).cell || cellAt(cRow, cCol).inColSpan))
cCol++;
if (rSpan == 1) {
// we ignore height settings on rowspan cells
Length height = cell->style()->height();
if (height.value() > 0 || (height.isRelative() && height.value() >= 0)) {
Length cRowHeight = grid[cRow].height;
switch (height.type()) {
case Percent:
if (!(cRowHeight.isPercent()) ||
(cRowHeight.isPercent() && cRowHeight.value() < height.value()))
grid[cRow].height = height;
break;
case Fixed:
if (cRowHeight.type() < Percent ||
(cRowHeight.isFixed() && cRowHeight.value() < height.value()))
grid[cRow].height = height;
break;
case Relative:
default:
break;
}
}
}
// make sure we have enough rows
if (!ensureRows(cRow + rSpan))
return;
grid[cRow].rowRenderer = row;
int col = cCol;
// tell the cell where it is
CellStruct currentCell;
currentCell.cell = cell;
currentCell.inColSpan = false;
while (cSpan) {
int currentSpan;
if (cCol >= nCols) {
table()->appendColumn(cSpan);
currentSpan = cSpan;
} else {
if (cSpan < columns[cCol].span)
table()->splitColumn(cCol, cSpan);
currentSpan = columns[cCol].span;
}
for (int r = 0; r < rSpan; r++) {
CellStruct& c = cellAt(cRow + r, cCol);
if (currentCell.cell && !c.cell)
c.cell = currentCell.cell;
if (currentCell.inColSpan)
c.inColSpan = true;
}
cCol++;
cSpan -= currentSpan;
currentCell.cell = 0;
currentCell.inColSpan = true;
}
if (cell) {
cell->setRow(cRow);
cell->setCol(table()->effColToCol(col));
}
}
void RenderTableSection::setCellWidths()
{
Vector<int>& columnPos = table()->columnPos;
int rows = gridRows;
for (int i = 0; i < rows; i++) {
Row &row = *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) {
bool neededLayout = cell->selfNeedsLayout();
cell->setNeedsLayout(true);
if (!neededLayout && !selfNeedsLayout() && cell->checkForRepaintDuringLayout())
cell->repaintObjectsBeforeLayout();
cell->setWidth(w);
}
}
}
}
void RenderTableSection::calcRowHeight()
{
int indx;
RenderTableCell *cell;
int totalRows = gridRows;
int spacing = table()->vBorderSpacing();
rowPos.resize(totalRows + 1);
rowPos[0] = spacing;
for (int r = 0; r < totalRows; r++) {
rowPos[r + 1] = 0;
int baseline = 0;
int bdesc = 0;
int ch = grid[r].height.calcMinValue(0);
int pos = rowPos[r] + ch + (grid[r].rowRenderer ? spacing : 0);
if (pos > rowPos[r + 1])
rowPos[r + 1] = pos;
Row *row = grid[r].row;
int totalCols = row->size();
int totalRows = gridRows;
for (int c = 0; c < totalCols; c++) {
CellStruct current = cellAt(r, c);
cell = current.cell;
if (!cell || current.inColSpan)
continue;
if (r < totalRows - 1 && cellAt(r + 1, c).cell == cell)
continue;
if ((indx = r - cell->rowSpan() + 1) < 0)
indx = 0;
if (cell->overrideSize() != -1) {
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()));
if (cell->height() > ch)
ch = cell->height();
pos = rowPos[indx] + ch + (grid[r].rowRenderer ? spacing : 0);
if (pos > rowPos[r + 1])
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()) {
if (b > baseline)
baseline = b;
int td = rowPos[indx] + ch - b;
if (td > bdesc)
bdesc = td;
}
}
}
//do we have baseline aligned elements?
if (baseline) {
// increase rowheight if baseline requires
int bRowPos = baseline + bdesc + (grid[r].rowRenderer ? spacing : 0);
if (rowPos[r + 1] < bRowPos)
rowPos[r + 1] = bRowPos;
grid[r].baseLine = baseline;
}
if (rowPos[r + 1] < rowPos[r])
rowPos[r + 1] = rowPos[r];
}
}
int RenderTableSection::layoutRows(int toAdd)
{
int rHeight;
int rindx;
int totalRows = gridRows;
int hspacing = table()->hBorderSpacing();
int vspacing = table()->vBorderSpacing();
// Set the width of our section now. The rows will also be this width.
m_width = table()->contentWidth();
if (table()->collapseBorders())
recalcOuterBorder();
if (toAdd && totalRows && (rowPos[totalRows] || !nextSibling())) {
int totalHeight = rowPos[totalRows] + toAdd;
int dh = toAdd;
int totalPercent = 0;
int numAuto = 0;
for (int r = 0; r < totalRows; r++) {
if (grid[r].height.isAuto())
numAuto++;
else if (grid[r].height.isPercent())
totalPercent += grid[r].height.value();
}
if (totalPercent) {
// try to satisfy percent
int add = 0;
if (totalPercent > 100)
totalPercent = 100;
int rh = rowPos[1] - rowPos[0];
for (int r = 0; r < totalRows; r++) {
if (totalPercent > 0 && grid[r].height.isPercent()) {
int toAdd = min(dh, (totalHeight * grid[r].height.value() / 100) - 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 -= grid[r].height.value();
}
if (r < totalRows - 1)
rh = rowPos[r + 2] - rowPos[r + 1];
rowPos[r + 1] += add;
}
}
if (numAuto) {
// distribute over variable cols
int add = 0;
for (int r = 0; r < totalRows; r++) {
if (numAuto > 0 && grid[r].height.isAuto()) {
int toAdd = dh/numAuto;
add += toAdd;
dh -= toAdd;
numAuto--;
}
rowPos[r + 1] += add;
}
}
if (dh > 0 && rowPos[totalRows]) {
// if some left overs, distribute equally.
int tot = rowPos[totalRows];
int add = 0;
int prev = rowPos[0];
for (int r = 0; r < totalRows; r++) {
//weight with the original height
add += dh * (rowPos[r + 1] - prev) / tot;
prev = rowPos[r + 1];
rowPos[r + 1] += add;
}
}
}
int leftOffset = hspacing;
int nEffCols = table()->numEffCols();
for (int r = 0; r < totalRows; r++) {
// Set the row's x/y position and width/height.
if (grid[r].rowRenderer) {
grid[r].rowRenderer->setPos(0, rowPos[r]);
grid[r].rowRenderer->setWidth(m_width);
grid[r].rowRenderer->setHeight(rowPos[r+1] - rowPos[r] - vspacing);
}
for (int c = 0; c < nEffCols; c++) {
CellStruct current = cellAt(r, c);
RenderTableCell* cell = current.cell;
if (!cell)
continue;
if (r < totalRows - 1 && cell == cellAt(r + 1, c).cell)
continue;
if ((rindx = r-cell->rowSpan() + 1) < 0)
rindx = 0;
rHeight = rowPos[r + 1] - 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->setCellTopExtra(0);
cell->setCellBottomExtra(0);
cell->setOverrideSize(max(0,
rHeight - cell->borderTop() - cell->paddingTop() -
cell->borderBottom() - cell->paddingBottom()));
cell->layoutIfNeeded();
} else {
EVerticalAlign va = cell->style()->verticalAlign();
int te = 0;
switch (va) {
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 (!table()->selfNeedsLayout() && cell->checkForRepaintDuringLayout() && (te != oldTe || be > oldBe))
cell->repaint();
}
int oldCellX = cell->xPos();
int oldCellY = cell->yPos() - cell->borderTopExtra();
if (style()->direction() == RTL) {
cell->setPos(
table()->columnPos[nEffCols] -
table()->columnPos[table()->colToEffCol(cell->col()+cell->colSpan())] +
leftOffset,
rowPos[rindx]);
} else
cell->setPos(table()->columnPos[c] + leftOffset, rowPos[rindx]);
// 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(oldCellX, oldCellY);
}
}
m_height = rowPos[totalRows];
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()) {
int bp = cell->yPos() + cell->lowestPosition(false);
bottom = max(bottom, bp);
}
}
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()) {
int rp = cell->xPos() + cell->rightmostPosition(false);
right = max(right, rp);
}
}
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()) {
int lp = cell->xPos() + cell->leftmostPosition(false);
left = min(left, lp);
}
}
return left;
}
int RenderTableSection::calcOuterBorderTop() const
{
int totalCols = table()->numEffCols();
if (gridRows == 0 || totalCols == 0)
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 (gridRows == 0 || totalCols == 0)
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(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 (gridRows == 0 || totalCols == 0)
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 < 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 (gridRows == 0 || totalCols == 0)
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 < 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& i, int tx, int ty)
{
unsigned int totalRows = gridRows;
unsigned int totalCols = table()->columns.size();
if (totalRows == 0 || totalCols == 0)
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 = i.phase;
int x = i.r.x();
int y = i.r.y();
int w = i.r.width();
int h = i.r.height();
int os = 2 * maximalOutlineSize(paintPhase);
unsigned int startrow = 0;
unsigned int endrow = totalRows;
for (; startrow < totalRows; startrow++)
if (ty + rowPos[startrow+1] >= y - os)
break;
if (startrow == totalRows && ty + rowPos[totalRows] + table()->outerBorderBottom() >= y - os)
startrow--;
for (; endrow > 0; endrow--)
if ( ty + rowPos[endrow-1] <= y + h + os)
break;
if (endrow == 0 && ty + rowPos[0] - table()->outerBorderTop() <= y + h + os)
endrow++;
unsigned int startcol = 0;
unsigned int endcol = totalCols;
if (style()->direction() == LTR) {
for (; startcol < totalCols; startcol++) {
if (tx + table()->columnPos[startcol + 1] >= x - os)
break;
}
if (startcol == totalCols && tx + table()->columnPos[totalCols] + table()->outerBorderRight() >= x - os)
startcol--;
for (; endcol > 0; endcol--) {
if (tx + table()->columnPos[endcol - 1] <= x + w + os)
break;
}
if (endcol == 0 && tx + table()->columnPos[0] - table()->outerBorderLeft() <= y + w + os)
endcol++;
}
if (startcol < endcol) {
// draw the cells
for (unsigned int r = startrow; r < endrow; r++) {
unsigned int 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;
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) {
RenderStyle *style = col->parent()->style();
if (style->display() == TABLE_COLUMN_GROUP)
colGroup = col->parent();
}
RenderObject* row = cell->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(i, tx, ty, colGroup);
cell->paintBackgroundsBehindCell(i, tx, ty, col);
// Paint the row group next.
cell->paintBackgroundsBehindCell(i, 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->layer())
cell->paintBackgroundsBehindCell(i, tx, ty, row);
}
if ((!cell->layer() && !cell->parent()->layer()) || i.phase == PaintPhaseCollapsedTableBorders)
cell->paint(i, tx, ty);
}
}
}
}
void RenderTableSection::recalcCells()
{
cCol = 0;
cRow = -1;
clearGrid();
gridRows = 0;
for (RenderObject *row = firstChild(); row; row = row->nextSibling()) {
if (row->isTableRow()) {
cRow++;
cCol = 0;
ensureRows(cRow + 1);
grid[cRow].rowRenderer = row;
for (RenderObject *cell = row->firstChild(); cell; cell = cell->nextSibling())
if (cell->isTableCell())
addCell(static_cast<RenderTableCell *>(cell), row);
}
}
needCellRecalc = false;
setNeedsLayout(true);
}
void RenderTableSection::clearGrid()
{
int rows = gridRows;
while (rows--)
delete grid[rows].row;
}
int RenderTableSection::numColumns() const
{
int result = 0;
for (int r = 0; r < 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;
}
RenderObject* RenderTableSection::removeChildNode(RenderObject* child)
{
setNeedCellRecalc();
return RenderContainer::removeChildNode(child);
}
// Hit Testing
bool RenderTableSection::nodeAtPoint(NodeInfo& info, 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->layer() && !child->isInlineFlow() && child->nodeAtPoint(info, x, y, tx, ty, action)) {
setInnerNode(info);
return true;
}
}
return false;
}
#ifndef NDEBUG
void RenderTableSection::dump(TextStream *stream, DeprecatedString ind) const
{
*stream << endl << ind << "grid=(" << gridRows << "," << table()->numEffCols() << ")" << endl << ind;
for (int r = 0; r < 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
}