/** * 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 Apple Computer, Inc. * * 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. */ //#define TABLE_DEBUG //#define TABLE_PRINT //#define DEBUG_LAYOUT //#define BOX_DEBUG #include "rendering/render_table.h" #include "rendering/table_layout.h" #include "html/html_tableimpl.h" #include "misc/htmltags.h" #include "misc/htmlattrs.h" #include "xml/dom_docimpl.h" #include #include #include #include #include #include "khtmlview.h" using namespace khtml; using namespace DOM; RenderTable::RenderTable(DOM::NodeImpl* node) : RenderBlock(node) { tCaption = 0; head = foot = firstBody = 0; tableLayout = 0; m_currentBorder = 0; rules = None; frame = Void; has_col_elems = false; hspacing = 0; vspacing = 0; padding = 0; needSectionRecalc = false; padding = 0; columnPos.resize( 2 ); columnPos.fill( 0 ); columns.resize( 1 ); columns.fill( ColumnStruct() ); columnPos[0] = 0; } RenderTable::~RenderTable() { delete tableLayout; } void RenderTable::setStyle(RenderStyle *_style) { ETableLayout oldTableLayout = style() ? style()->tableLayout() : TAUTO; RenderBlock::setStyle(_style); // In the collapsed border model, there is no cell spacing. hspacing = collapseBorders() ? 0 : style()->horizontalBorderSpacing(); vspacing = collapseBorders() ? 0 : style()->verticalBorderSpacing(); columnPos[0] = hspacing; if ( !tableLayout || style()->tableLayout() != oldTableLayout ) { delete tableLayout; // According to the CSS2 spec, you only use fixed table layout if an // explicit width is specified on the table. Auto width implies auto table layout. if (style()->tableLayout() == TFIXED && !style()->width().isVariable()) { tableLayout = new FixedTableLayout(this); #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << "using fixed table layout" << endl; #endif } else tableLayout = new AutoTableLayout(this); } } void RenderTable::addChild(RenderObject *child, RenderObject *beforeChild) { #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << "(Table)::addChild( " << child->renderName() << ", " << (beforeChild ? beforeChild->renderName() : "0") << " )" << endl; #endif RenderObject *o = child; if (child->element() && child->element()->id() == ID_FORM) { RenderContainer::addChild(child,beforeChild); return; } switch(child->style()->display()) { case TABLE_CAPTION: tCaption = static_cast(child); break; case TABLE_COLUMN: case TABLE_COLUMN_GROUP: has_col_elems = true; break; case TABLE_HEADER_GROUP: if ( !head ) head = static_cast(child); else if ( !firstBody ) firstBody = static_cast(child); break; case TABLE_FOOTER_GROUP: if ( !foot ) { foot = static_cast(child); break; } // fall through case TABLE_ROW_GROUP: if(!firstBody) firstBody = static_cast(child); break; default: if ( !beforeChild && lastChild() && lastChild()->isTableSection() && lastChild()->isAnonymous() ) { o = lastChild(); } else { RenderObject *lastBox = beforeChild; while ( lastBox && lastBox->parent()->isAnonymous() && !lastBox->isTableSection() && lastBox->style()->display() != TABLE_CAPTION ) lastBox = lastBox->parent(); if ( lastBox && lastBox->isAnonymous() ) { lastBox->addChild( child, beforeChild ); return; } else { if ( beforeChild && !beforeChild->isTableSection() ) beforeChild = 0; //kdDebug( 6040 ) << this <<" creating anonymous table section beforeChild="<< beforeChild << endl; o = new (renderArena()) RenderTableSection(document() /* anonymous */); RenderStyle *newStyle = new (renderArena()) RenderStyle(); newStyle->inheritFrom(style()); newStyle->setDisplay(TABLE_ROW_GROUP); o->setStyle(newStyle); addChild(o, beforeChild); } } o->addChild(child); child->setNeedsLayoutAndMinMaxRecalc(); return; } RenderContainer::addChild(child,beforeChild); } void RenderTable::calcWidth() { if ( isPositioned() ) { calcAbsoluteHorizontal(); } RenderBlock *cb = containingBlock(); int availableWidth = cb->contentWidth(); LengthType widthType = style()->width().type; if (widthType > Relative && style()->width().value > 0) { // Percent or fixed table m_width = style()->width().minWidth( availableWidth ); if(m_minWidth > m_width) m_width = m_minWidth; } else { // An auto width table should shrink to fit within the line width if necessary in order to // avoid overlapping floats. availableWidth = cb->lineWidth( m_y ); // Subtract out any fixed margins from our available width for auto width tables. int marginTotal = 0; if (style()->marginLeft().type != Variable) marginTotal += style()->marginLeft().width(availableWidth); if (style()->marginRight().type != Variable) marginTotal += style()->marginRight().width(availableWidth); // Subtract out our margins to get the available content width. int availContentWidth = kMax(0, availableWidth - marginTotal); // Ensure we aren't bigger than our max width or smaller than our min width. m_width = kMin(availContentWidth, m_maxWidth); } m_width = kMax(m_width, m_minWidth); // Finally, with our true width determined, compute our margins for real. m_marginRight = 0; m_marginLeft = 0; calcHorizontalMargins(style()->marginLeft(),style()->marginRight(),availableWidth); } void RenderTable::layout() { KHTMLAssert( needsLayout() ); KHTMLAssert( minMaxKnown() ); KHTMLAssert( !needSectionRecalc ); if (posChildNeedsLayout() && !normalChildNeedsLayout() && !selfNeedsLayout()) { // All we have to is lay out our positioned objects. layoutPositionedObjects(true); setNeedsLayout(false); return; } QRect oldBounds, oldFullBounds; bool checkForRepaint = checkForRepaintDuringLayout(); if (checkForRepaint) getAbsoluteRepaintRectIncludingFloats(oldBounds, oldFullBounds); //kdDebug( 6040 ) << renderName() << "(Table)"<< this << " ::layout0() width=" << width() << ", needsLayout=" << needsLayout() << endl; m_height = m_overflowHeight = 0; initMaxMarginValues(); //int oldWidth = m_width; calcWidth(); m_overflowWidth = m_width; // the optimisation below doesn't work since the internal table // layout could have changed. we need to add a flag to the table // layout that tells us if something has changed in the min max // calculations to do it correctly. // if ( oldWidth != m_width || columns.size() + 1 != columnPos.size() ) tableLayout->layout(); #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << "(Table)::layout1() width=" << width() << ", marginLeft=" << marginLeft() << " marginRight=" << marginRight() << endl; #endif setCellWidths(); // layout child objects int calculatedHeight = 0; RenderObject *child = firstChild(); while( child ) { if ( child->needsLayout() && !(child->element() && child->element()->id() == ID_FORM)) child->layout(); if ( child->isTableSection() ) { static_cast(child)->calcRowHeight(); calculatedHeight += static_cast(child)->layoutRows( 0 ); } child = child->nextSibling(); } // ### collapse caption margin if(tCaption && tCaption->style()->captionSide() != CAPBOTTOM) { tCaption->setPos(tCaption->marginLeft(), m_height); m_height += tCaption->height() + tCaption->marginTop() + tCaption->marginBottom(); } int bpTop = borderTop() + (collapseBorders() ? 0 : paddingTop()); int bpBottom = borderBottom() + (collapseBorders() ? 0 : paddingBottom()); m_height += bpTop; int oldHeight = m_height; calcHeight(); int newHeight = m_height; m_height = oldHeight; Length h = style()->height(); int th = 0; if (isPositioned()) th = newHeight; // FIXME: Leave this alone for now but investigate later. else if (h.isFixed()) th = h.value - (bpTop + bpBottom); // Tables size as though CSS height includes border/padding. else if (h.isPercent()) th = calcPercentageHeight(h); th = kMax(0, th); // layout rows if ( th > calculatedHeight ) { // we have to redistribute that height to get the constraint correctly // just force the first body to the height needed // ### FIXME This should take height constraints on all table sections into account and distribute // accordingly. For now this should be good enough if (firstBody) { firstBody->calcRowHeight(); firstBody->layoutRows( th - calculatedHeight ); } else if (!style()->htmlHacks()) { // Completely empty tables (with no sections or anything) should at least honor specified height // in strict mode. m_height += th; } } int bl = borderLeft(); if (!collapseBorders()) bl += paddingLeft(); // position the table sections if ( head ) { head->setPos(bl, m_height); m_height += head->height(); } RenderObject *body = firstBody; while ( body ) { if ( body != head && body != foot && body->isTableSection() ) { body->setPos(bl, m_height); m_height += body->height(); } body = body->nextSibling(); } if ( foot ) { foot->setPos(bl, m_height); m_height += foot->height(); } m_height += bpBottom; if(tCaption && tCaption->style()->captionSide()==CAPBOTTOM) { tCaption->setPos(tCaption->marginLeft(), m_height); m_height += tCaption->height() + tCaption->marginTop() + tCaption->marginBottom(); } //kdDebug(0) << "table height: " << m_height << endl; // table can be containing block of positioned elements. // ### only pass true if width or height changed. layoutPositionedObjects( true ); // Repaint with our new bounds if they are different from our old bounds. if (checkForRepaint) repaintAfterLayoutIfNeeded(oldBounds, oldFullBounds); m_overflowHeight = kMax(m_overflowHeight, m_height); m_overflowWidth = kMax(m_overflowWidth, m_width); setNeedsLayout(false); } void RenderTable::setCellWidths() { #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << "(Table, this=0x" << this << ")::setCellWidths()" << endl; #endif RenderObject *child = firstChild(); while( child ) { if ( child->isTableSection() ) static_cast(child)->setCellWidths(); child = child->nextSibling(); } } void RenderTable::paint(PaintInfo& i, int _tx, int _ty) { _tx += xPos(); _ty += yPos(); PaintAction paintAction = i.phase; #ifdef TABLE_PRINT kdDebug( 6040 ) << "RenderTable::paint() w/h = (" << width() << "/" << height() << ")" << endl; #endif int os = 2*maximalOutlineSize(paintAction); if ((_ty >= i.r.y() + i.r.height() + os) || (_ty + height() <= i.r.y() - os)) return; if ((_tx >= i.r.x() + i.r.width() + os) || (_tx + width() <= i.r.x() - os)) return; #ifdef TABLE_PRINT kdDebug( 6040 ) << "RenderTable::paint(2) " << _tx << "/" << _ty << " (" << _y << "/" << _h << ")" << endl; #endif if ((paintAction == PaintActionBlockBackground || paintAction == PaintActionChildBlockBackground) && shouldPaintBackgroundOrBorder() && style()->visibility() == VISIBLE) paintBoxDecorations(i, _tx, _ty); // We're done. We don't bother painting any children. if (paintAction == PaintActionBlockBackground) return; // We don't paint our own background, but we do let the kids paint their backgrounds. if (paintAction == PaintActionChildBlockBackgrounds) paintAction = PaintActionChildBlockBackground; PaintInfo paintInfo(i.p, i.r, paintAction, paintingRootForChildren(i)); for (RenderObject *child = firstChild(); child; child = child->nextSibling()) if (child->isTableSection() || child == tCaption) child->paint(paintInfo, _tx, _ty); if (collapseBorders() && paintAction == PaintActionChildBlockBackground && style()->visibility() == VISIBLE) { // Collect all the unique border styles that we want to paint in a sorted list. Once we // have all the styles sorted, we then do individual passes, painting each style of border // from lowest precedence to highest precedence. paintInfo.phase = PaintActionCollapsedTableBorders; QValueList borderStyles; collectBorders(borderStyles); QValueListIterator it = borderStyles.begin(); QValueListIterator end = borderStyles.end(); for (; it != end; ++it) { m_currentBorder = &(*it); for (RenderObject* child = firstChild(); child; child = child->nextSibling()) if (child->isTableSection()) child->paint(paintInfo, _tx, _ty); } } #ifdef BOX_DEBUG outlineBox(i.p, _tx, _ty, "blue"); #endif } void RenderTable::paintBoxDecorations(PaintInfo& i, int _tx, int _ty) { int w = width(); int h = height(); // Account for the caption. if (tCaption) { int captionHeight = (tCaption->height() + tCaption->marginBottom() + tCaption->marginTop()); h -= captionHeight; if (tCaption->style()->captionSide() != CAPBOTTOM) _ty += captionHeight; } int my = kMax(_ty, i.r.y()); int mh; if (_ty < i.r.y()) mh= kMax(0, h - (i.r.y() - _ty)); else mh = kMin(i.r.height(), h); paintBackground(i.p, style()->backgroundColor(), style()->backgroundLayers(), my, mh, _tx, _ty, w, h); if (style()->hasBorder() && !collapseBorders()) paintBorder(i.p, _tx, _ty, w, h, style()); } void RenderTable::calcMinMaxWidth() { KHTMLAssert( !minMaxKnown() ); if ( needSectionRecalc ) recalcSections(); #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << "(Table " << this << ")::calcMinMaxWidth()" << endl; #endif tableLayout->calcMinMaxWidth(); if (tCaption && tCaption->minWidth() > m_minWidth) m_minWidth = tCaption->minWidth(); setMinMaxKnown(); #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << " END: (Table " << this << ")::calcMinMaxWidth() min = " << m_minWidth << " max = " << m_maxWidth << endl; #endif } void RenderTable::splitColumn( int pos, int firstSpan ) { // we need to add a new columnStruct int oldSize = columns.size(); columns.resize( oldSize + 1 ); int oldSpan = columns[pos].span; // qDebug("splitColumn( %d,%d ), oldSize=%d, oldSpan=%d", pos, firstSpan, oldSize, oldSpan ); KHTMLAssert(oldSpan > firstSpan); columns[pos].span = firstSpan; memmove(columns.data()+pos+1, columns.data()+pos, (oldSize-pos)*sizeof(ColumnStruct)); columns[pos+1].span = oldSpan - firstSpan; // change width of all rows. RenderObject *child = firstChild(); while (child) { if (child->isTableSection()) { RenderTableSection *section = static_cast(child); if (section->cCol > pos) section->cCol++; int size = section->numRows(); for (int row = 0; row < size; ++row) { section->grid[row].row->resize(oldSize + 1); RenderTableSection::Row &r = *section->grid[row].row; memmove(r.data() + pos + 1, r.data() + pos, (oldSize - pos) * sizeof(RenderTableSection::CellStruct)); r[pos + 1].cell = 0; r[pos + 1].inColSpan = r[pos].inColSpan || r[pos].cell; } } child = child->nextSibling(); } columnPos.resize(numEffCols() + 1); setNeedsLayoutAndMinMaxRecalc(); } void RenderTable::appendColumn( int span ) { // easy case. int pos = columns.size(); int newSize = pos + 1; columns.resize(newSize); columns[pos].span = span; // change width of all rows. RenderObject *child = firstChild(); while (child) { if (child->isTableSection()) { RenderTableSection *section = static_cast(child); int size = section->numRows(); for (int row = 0; row < size; ++row) { section->grid[row].row->resize(newSize); RenderTableSection::CellStruct& c = section->cellAt(row, pos); c.cell = 0; c.inColSpan = false; } } child = child->nextSibling(); } columnPos.resize(numEffCols() + 1); setNeedsLayoutAndMinMaxRecalc(); } RenderTableCol *RenderTable::colElement( int col ) { if ( !has_col_elems ) return 0; RenderObject *child = firstChild(); int cCol = 0; while ( child ) { if ( child->isTableCol() ) { RenderTableCol *colElem = static_cast(child); int span = colElem->span(); if ( !colElem->firstChild() ) { cCol += span; if ( cCol > col ) return colElem; } RenderObject *next = child->firstChild(); if ( !next ) next = child->nextSibling(); if ( !next && child->parent()->isTableCol() ) next = child->parent()->nextSibling(); child = next; } else break; } return 0; } void RenderTable::recalcSections() { tCaption = 0; head = foot = firstBody = 0; has_col_elems = false; RenderObject *child = firstChild(); // We need to get valid pointers to caption, head, foot and firstbody again while (child) { switch (child->style()->display()) { case TABLE_CAPTION: if (!tCaption) { tCaption = static_cast(child); tCaption->setNeedsLayout(true); } break; case TABLE_COLUMN: case TABLE_COLUMN_GROUP: has_col_elems = true; break; case TABLE_HEADER_GROUP: { RenderTableSection *section = static_cast(child); if ( !head ) head = section; else if ( !firstBody ) firstBody = section; if ( section->needCellRecalc ) section->recalcCells(); break; } case TABLE_FOOTER_GROUP: { RenderTableSection *section = static_cast(child); if ( !foot ) foot = section; else if ( !firstBody ) firstBody = section; if ( section->needCellRecalc ) section->recalcCells(); break; } case TABLE_ROW_GROUP: { RenderTableSection *section = static_cast(child); if ( !firstBody ) firstBody = section; if ( section->needCellRecalc ) section->recalcCells(); } default: break; } child = child->nextSibling(); } needSectionRecalc = false; setNeedsLayout(true); } RenderObject* RenderTable::removeChildNode(RenderObject* child) { setNeedSectionRecalc(); return RenderContainer::removeChildNode( child ); } int RenderTable::borderLeft() const { if (collapseBorders()) { // FIXME: For strict mode, returning 0 is correct, since the table border half spills into the margin, // but I'm working to get this changed. For now, follow the spec. return 0; } return RenderBlock::borderLeft(); } int RenderTable::borderRight() const { if (collapseBorders()) { // FIXME: For strict mode, returning 0 is correct, since the table border half spills into the margin, // but I'm working to get this changed. For now, follow the spec. return 0; } return RenderBlock::borderRight(); } int RenderTable::borderTop() const { if (collapseBorders()) { // FIXME: For strict mode, returning 0 is correct, since the table border half spills into the margin, // but I'm working to get this changed. For now, follow the spec. return 0; } return RenderBlock::borderTop(); } int RenderTable::borderBottom() const { if (collapseBorders()) { // FIXME: For strict mode, returning 0 is correct, since the table border half spills into the margin, // but I'm working to get this changed. For now, follow the spec. return 0; } return RenderBlock::borderBottom(); } RenderTableCell* RenderTable::cellAbove(const RenderTableCell* cell) const { // Find the section and row to look in int r = cell->row(); RenderTableSection* section = 0; int rAbove = -1; if (r > 0) { // cell is not in the first row, so use the above row in its own section section = cell->section(); rAbove = r-1; } else { // cell is at top of a section, use last row in previous section for (RenderObject *prevSection = cell->section()->previousSibling(); prevSection && rAbove < 0; prevSection = prevSection->previousSibling()) { if (prevSection->isTableSection()) { section = static_cast(prevSection); if (section->numRows() > 0) rAbove = section->numRows()-1; } } } // Look up the cell in the section's grid, which requires effective col index if (section && rAbove >= 0) { int effCol = colToEffCol(cell->col()); RenderTableSection::CellStruct aboveCell; // If we hit a span back up to a real cell. do { aboveCell = section->cellAt(rAbove, effCol); effCol--; } while (!aboveCell.cell && aboveCell.inColSpan && effCol >=0); return aboveCell.cell; } else { return 0; } } RenderTableCell* RenderTable::cellBelow(const RenderTableCell* cell) const { // Find the section and row to look in int r = cell->row() + cell->rowSpan() - 1; RenderTableSection* section = 0; int rBelow = -1; if (r < cell->section()->numRows()-1) { // The cell is not in the last row, so use the next row in the section. section = cell->section(); rBelow= r+1; } else { // The cell is at the bottom of a section. Use the first row in the next section. for (RenderObject* nextSection = cell->section()->nextSibling(); nextSection && rBelow < 0; nextSection = nextSection->nextSibling()) { if (nextSection->isTableSection()) { section = static_cast(nextSection); if (section->numRows() > 0) rBelow = 0; } } } // Look up the cell in the section's grid, which requires effective col index if (section && rBelow >= 0) { int effCol = colToEffCol(cell->col()); RenderTableSection::CellStruct belowCell; // If we hit a colspan back up to a real cell. do { belowCell = section->cellAt(rBelow, effCol); effCol--; } while (!belowCell.cell && belowCell.inColSpan && effCol >=0); return belowCell.cell; } else { return 0; } } RenderTableCell* RenderTable::cellLeft(const RenderTableCell* cell) const { RenderTableSection* section = cell->section(); int effCol = colToEffCol(cell->col()); if (effCol == 0) return 0; // If we hit a colspan back up to a real cell. RenderTableSection::CellStruct prevCell; do { prevCell = section->cellAt(cell->row(), effCol-1); effCol--; } while (!prevCell.cell && prevCell.inColSpan && effCol >=0); return prevCell.cell; } RenderTableCell* RenderTable::cellRight(const RenderTableCell* cell) const { int effCol = colToEffCol(cell->col()+cell->colSpan()); if (effCol >= numEffCols()) return 0; return cell->section()->cellAt(cell->row(), effCol).cell; } RenderBlock* RenderTable::firstLineBlock() const { return 0; } void RenderTable::updateFirstLetter() {} #ifndef NDEBUG void RenderTable::dump(QTextStream *stream, QString ind) const { if (tCaption) *stream << " tCaption"; if (head) *stream << " head"; if (foot) *stream << " foot"; *stream << endl << ind << "cspans:"; for ( unsigned int i = 0; i < columns.size(); i++ ) *stream << " " << columns[i].span; *stream << endl << ind; RenderBlock::dump(stream,ind); } #endif // -------------------------------------------------------------------------- RenderTableSection::RenderTableSection(DOM::NodeImpl* node) : RenderContainer(node) { // init RenderObject attributes setInline(false); // our object is not Inline gridRows = 0; cCol = 0; cRow = -1; needCellRecalc = false; } RenderTableSection::~RenderTableSection() { clearGrid(); } void RenderTableSection::detach() { // recalc cell info because RenderTable has unguarded pointers // stored that point to this RenderTableSection. if (table()) table()->setNeedSectionRecalc(); RenderContainer::detach(); } 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) { #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << "(TableSection)::addChild( " << child->renderName() << ", beforeChild=" << (beforeChild ? beforeChild->renderName() : "0") << " )" << endl; #endif RenderObject *row = child; if (child->element() && child->element()->id() == ID_FORM) { RenderContainer::addChild(child,beforeChild); return; } if ( !child->isTableRow() ) { if( !beforeChild ) beforeChild = lastChild(); if( beforeChild && beforeChild->isAnonymous() ) row = beforeChild; else { RenderObject *lastBox = beforeChild; while ( lastBox && lastBox->parent()->isAnonymous() && !lastBox->isTableRow() ) lastBox = lastBox->parent(); if ( lastBox && lastBox->isAnonymous() ) { lastBox->addChild( child, beforeChild ); return; } else { //kdDebug( 6040 ) << "creating anonymous table row" << endl; 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); child->setNeedsLayoutAndMinMaxRecalc(); return; } if (beforeChild) setNeedCellRecalc(); cRow++; cCol = 0; ensureRows( cRow+1 ); if (!beforeChild) { grid[cRow].height = child->style()->height(); if ( grid[cRow].height.type == Relative ) grid[cRow].height = Length(); } RenderContainer::addChild(child,beforeChild); } bool RenderTableSection::ensureRows(int numRows) { int nRows = gridRows; if (numRows > nRows) { if (numRows > static_cast(grid.size())) if (!grid.resize(numRows*2+1)) return false; 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].baseLine = 0; grid[r].height = Length(); } } return true; } void RenderTableSection::addCell( RenderTableCell *cell ) { int rSpan = cell->rowSpan(); int cSpan = cell->colSpan(); QMemArray &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: // //
1 2 3 4 //
5 //
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.type == Relative && height.value >= 0) ) { Length cRowHeight = grid[cRow].height; switch( height.type ) { case Percent: if ( !(cRowHeight.type == Percent) || ( cRowHeight.type == Percent && cRowHeight.value < height.value ) ) grid[cRow].height = height; break; case Fixed: if ( cRowHeight.type < Percent || ( cRowHeight.type == Fixed && cRowHeight.value < height.value ) ) grid[cRow].height = height; break; case Relative: #if 0 // we treat this as variable. This is correct according to HTML4, as it only specifies length for the height. if ( cRowHeight.type == Variable || ( cRowHeight.type == Relative && cRowHeight.value < height.value ) ) grid[cRow].height = height; break; #endif default: break; } } } // make sure we have enough rows if (!ensureRows( cRow + rSpan )) return; 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() { #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << "(Table, this=0x" << this << ")::setCellWidths()" << endl; #endif QMemArray &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(); #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << "setting width of cell " << cell << " " << cell->row() << "/" << cell->col() << " to " << w << " colspan=" << cell->colSpan() << " start=" << j << " end=" << endCol << endl; #endif int oldWidth = cell->width(); if ( w != oldWidth ) { cell->setNeedsLayout(true); 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; // qDebug("height of row %d is %d/%d", r, grid[r].height.value, grid[r].height.type ); int ch = grid[r].height.minWidth( 0 ); int pos = rowPos[ r+1 ] + ch + spacing; 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().width(0) + (cell->style()->htmlHacks() ? 0 : (cell->paddingTop() + cell->paddingBottom() + cell->borderTop() + cell->borderBottom())); if (cell->height() > ch) ch = cell->height(); pos = rowPos[ indx ] + ch + spacing; 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 + spacing ; // + 2*padding if (rowPos[r+1]hBorderSpacing(); int vspacing = table()->vBorderSpacing(); if (toAdd && totalRows && (rowPos[totalRows] || !nextSibling())) { int totalHeight = rowPos[totalRows] + toAdd; // qDebug("layoutRows: totalHeight = %d", totalHeight ); int dh = toAdd; int totalPercent = 0; int numVariable = 0; for ( int r = 0; r < totalRows; r++ ) { if ( grid[r].height.type == Variable ) numVariable++; else if ( grid[r].height.type == Percent ) totalPercent += grid[r].height.value; } if ( totalPercent ) { // qDebug("distributing %d over percent rows totalPercent=%d", dh, 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.type == Percent ) { int toAdd = kMin(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 = QMAX(0, toAdd); add += toAdd; dh -= toAdd; totalPercent -= grid[r].height.value; // qDebug( "adding %d to row %d", toAdd, r ); } if ( r < totalRows-1 ) rh = rowPos[r+2] - rowPos[r+1]; rowPos[r+1] += add; } } if ( numVariable ) { // distribute over variable cols // qDebug("distributing %d over variable rows numVariable=%d", dh, numVariable ); int add = 0; for ( int r = 0; r < totalRows; r++ ) { if ( numVariable > 0 && grid[r].height.type == Variable ) { int toAdd = dh/numVariable; add += toAdd; dh -= toAdd; numVariable--; } 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++) { Row *row = grid[r].row; int totalCols = row->size(); 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().isVariable() && rHeight != cell->height()); RenderObject* o = cell->firstChild(); while (o) { if (!o->isText() && o->style()->height().isPercent() && (o->isReplaced() || o->scrollsOverflow() || flexAllChildren)) { // Tables with no sections do not flex. if (!o->isTable() || static_cast(o)->hasSections()) { o->setNeedsLayout(true, false); cell->setChildNeedsLayout(true, false); cellChildrenFlex = true; } } o = o->nextSibling(); } if (cellChildrenFlex) { cell->setOverrideSize(kMax(0, rHeight - cell->borderTop() - cell->paddingTop() - cell->borderBottom() - cell->paddingBottom())); cell->layoutIfNeeded(); // 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); } else { #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << "setting position " << r << "/" << c << ": " << table()->columnPos[c] /*+ padding */ << "/" << rowPos[rindx] << " height=" << rHeight<< endl; #endif 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; } #ifdef DEBUG_LAYOUT // kdDebug( 6040 ) << "CELL " << cell << " te=" << te << ", be=" << rHeight - cell->height() - te << ", rHeight=" << rHeight << ", valign=" << va << endl; #endif cell->setCellTopExtra( te ); cell->setCellBottomExtra( rHeight - cell->height() - te); } int oldCellX = cell->xPos(); int oldCellY = cell->yPos(); if (style()->direction()==RTL) { cell->setPos( table()->columnPos[(int)totalCols] - 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; } void RenderTableSection::paint(PaintInfo& i, int tx, int ty) { unsigned int totalRows = gridRows; unsigned int totalCols = table()->columns.size(); tx += m_x; ty += m_y; // check which rows and cols are visible and only paint these // ### fixme: could use a binary search here PaintAction paintAction = 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(paintAction); unsigned int startrow = 0; unsigned int endrow = totalRows; for ( ; startrow < totalRows; startrow++ ) { if ( ty + rowPos[startrow+1] >= y - os) break; } for ( ; endrow > 0; endrow-- ) { if ( ty + rowPos[endrow-1] <= y + h + os) break; } 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; } for ( ; endcol > 0; endcol-- ) { if ( tx + table()->columnPos[endcol-1] <= x + w + os) break; } } 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; if (!cell || (cell->layer() && i.phase != PaintActionCollapsedTableBorders)) continue; // 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 (r > startrow && (cellAt(r-1, c).cell == cell)) continue; #ifdef TABLE_PRINT kdDebug( 6040 ) << "painting cell " << r << "/" << c << endl; #endif cell->paint(i, tx, ty); } } } } void RenderTableSection::recalcCells() { cCol = 0; cRow = -1; clearGrid(); gridRows = 0; RenderObject *row = firstChild(); while ( row ) { cRow++; cCol = 0; ensureRows( cRow+1 ); RenderObject *cell = row->firstChild(); while ( cell ) { if ( cell->isTableCell() ) addCell( static_cast(cell) ); cell = cell->nextSibling(); } row = row->nextSibling(); } needCellRecalc = false; setNeedsLayout(true); } void RenderTableSection::clearGrid() { int rows = gridRows; while ( rows-- ) { delete grid[rows].row; } } RenderObject* RenderTableSection::removeChildNode(RenderObject* child) { setNeedCellRecalc(); return RenderContainer::removeChildNode( child ); } #ifndef NDEBUG void RenderTableSection::dump(QTextStream *stream, QString ind) const { *stream << endl << ind << "grid=(" << grid.size() << "," << table()->numEffCols() << ")" << endl << ind; for (unsigned int r = 0; r < grid.size(); 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 // ------------------------------------------------------------------------- RenderTableRow::RenderTableRow(DOM::NodeImpl* node) : RenderContainer(node) { // init RenderObject attributes setInline(false); // our object is not Inline } void RenderTableRow::detach() { RenderTableSection *s = section(); if (s) { s->setNeedCellRecalc(); } RenderContainer::detach(); } void RenderTableRow::setStyle(RenderStyle* style) { style->setDisplay(TABLE_ROW); RenderContainer::setStyle(style); } void RenderTableRow::addChild(RenderObject *child, RenderObject *beforeChild) { #ifdef DEBUG_LAYOUT kdDebug( 6040 ) << renderName() << "(TableRow)::addChild( " << child->renderName() << " )" << ", " << (beforeChild ? beforeChild->renderName() : "0") << " )" << endl; #endif if (child->element() && child->element()->id() == ID_FORM) { RenderContainer::addChild(child,beforeChild); return; } RenderTableCell *cell; if ( !child->isTableCell() ) { RenderObject *last = beforeChild; if ( !last ) last = lastChild(); RenderTableCell *cell = 0; if( last && last->isAnonymous() && last->isTableCell() ) cell = static_cast(last); else { cell = new (renderArena()) RenderTableCell(document() /* anonymous object */); RenderStyle *newStyle = new (renderArena()) RenderStyle(); newStyle->inheritFrom(style()); newStyle->setDisplay( TABLE_CELL ); cell->setStyle(newStyle); addChild(cell, beforeChild); } cell->addChild(child); child->setNeedsLayoutAndMinMaxRecalc(); return; } else cell = static_cast(child); static_cast(parent())->addCell( cell ); RenderContainer::addChild(cell,beforeChild); if ( ( beforeChild || nextSibling()) && section() ) section()->setNeedCellRecalc(); } RenderObject* RenderTableRow::removeChildNode(RenderObject* child) { // RenderTableCell detach should do it // if ( section() ) // section()->setNeedCellRecalc(); return RenderContainer::removeChildNode( child ); } #ifndef NDEBUG void RenderTableRow::dump(QTextStream *stream, QString ind) const { RenderContainer::dump(stream,ind); } #endif void RenderTableRow::layout() { KHTMLAssert( needsLayout() ); KHTMLAssert( minMaxKnown() ); RenderObject *child = firstChild(); while( child ) { if (child->isTableCell()) { RenderTableCell *cell = static_cast(child); if (child->needsLayout()) { cell->calcVerticalMargins(); cell->layout(); cell->setCellTopExtra(0); cell->setCellBottomExtra(0); } } child = child->nextSibling(); } setNeedsLayout(false); } QRect RenderTableRow::getAbsoluteRepaintRect() { // For now, just repaint the whole table. // FIXME: Find a better way to do this. RenderTable* parentTable = table(); if (parentTable) return parentTable->getAbsoluteRepaintRect(); else return QRect(); } // ------------------------------------------------------------------------- RenderTableCell::RenderTableCell(DOM::NodeImpl* _node) : RenderBlock(_node) { _col = -1; _row = -1; cSpan = rSpan = 1; updateFromElement(); setShouldPaintBackgroundOrBorder(true); _topExtra = 0; _bottomExtra = 0; m_percentageHeight = 0; } void RenderTableCell::detach() { if (parent() && section()) section()->setNeedCellRecalc(); RenderBlock::detach(); } void RenderTableCell::updateFromElement() { int oldRSpan = rSpan; int oldCSpan = cSpan; DOM::NodeImpl* node = element(); if (node && (node->id() == ID_TD || node->id() == ID_TH)) { DOM::HTMLTableCellElementImpl *tc = static_cast(node); cSpan = tc->colSpan(); rSpan = tc->rowSpan(); } if ((oldRSpan != rSpan || oldCSpan != cSpan) && style() && parent()) setNeedsLayoutAndMinMaxRecalc(); } void RenderTableCell::calcMinMaxWidth() { RenderBlock::calcMinMaxWidth(); if (element() && style()->whiteSpace() == NORMAL) { // See if nowrap was set. DOMString nowrap = static_cast(element())->getAttribute(ATTR_NOWRAP); if (!nowrap.isNull() && style()->width().isFixed()) // Nowrap is set, but we didn't actually use it because of the // fixed width set on the cell. Even so, it is a WinIE/Moz trait // to make the minwidth of the cell into the fixed width. They do this // even in strict mode, so do not make this a quirk. Affected the top // of hiptop.com. if (m_minWidth < style()->width().value) m_minWidth = style()->width().value; } } void RenderTableCell::calcWidth() { } void RenderTableCell::setWidth( int width ) { if ( width != m_width ) { m_width = width; m_widthChanged = true; } } void RenderTableCell::layout() { layoutBlock(m_widthChanged); m_widthChanged = false; } void RenderTableCell::computeAbsoluteRepaintRect(QRect& r, bool f) { r.setY(r.y() + _topExtra); RenderBlock::computeAbsoluteRepaintRect(r, f); } bool RenderTableCell::absolutePosition(int &xPos, int &yPos, bool f) { bool ret = RenderBlock::absolutePosition(xPos, yPos, f); if (ret) yPos += _topExtra; return ret; } short RenderTableCell::baselinePosition( bool ) const { RenderObject* o = firstChild(); int offset = paddingTop() + borderTop(); if (!o) return offset + contentHeight(); while (o->firstChild()) { if (!o->isInline()) offset += o->paddingTop() + o->borderTop(); o = o->firstChild(); } if (!o->isInline()) return paddingTop() + borderTop() + contentHeight(); offset += o->baselinePosition( true ); return offset; } void RenderTableCell::setStyle( RenderStyle *style ) { style->setDisplay(TABLE_CELL); if (style->whiteSpace() == KHTML_NOWRAP) { // Figure out if we are really nowrapping or if we should just // use normal instead. If the width of the cell is fixed, then // we don't actually use NOWRAP. if (style->width().isFixed()) style->setWhiteSpace(NORMAL); else style->setWhiteSpace(NOWRAP); } RenderBlock::setStyle( style ); setShouldPaintBackgroundOrBorder(true); } bool RenderTableCell::requiresLayer() { return isPositioned() || style()->opacity() < 1.0f || hasOverflowClip(); } // The following rules apply for resolving conflicts and figuring out which border // to use. // (1) Borders with the 'border-style' of 'hidden' take precedence over all other conflicting // borders. Any border with this value suppresses all borders at this location. // (2) Borders with a style of 'none' have the lowest priority. Only if the border properties of all // the elements meeting at this edge are 'none' will the border be omitted (but note that 'none' is // the default value for the border style.) // (3) If none of the styles are 'hidden' and at least one of them is not 'none', then narrow borders // are discarded in favor of wider ones. If several have the same 'border-width' then styles are preferred // in this order: 'double', 'solid', 'dashed', 'dotted', 'ridge', 'outset', 'groove', and the lowest: 'inset'. // (4) If border styles differ only in color, then a style set on a cell wins over one on a row, // which wins over a row group, column, column group and, lastly, table. It is undefined which color // is used when two elements of the same type disagree. static CollapsedBorderValue compareBorders(const CollapsedBorderValue& border1, const CollapsedBorderValue& border2) { // Sanity check the values passed in. If either is null, return the other. if (!border2.exists()) return border1; if (!border1.exists()) return border2; // Rule #1 above. if (border1.style() == BHIDDEN || border2.style() == BHIDDEN) return CollapsedBorderValue(); // No border should exist at this location. // Rule #2 above. A style of 'none' has lowest priority and always loses to any other border. if (border2.style() == BNONE) return border1; if (border1.style() == BNONE) return border2; // The first part of rule #3 above. Wider borders win. if (border1.width() != border2.width()) return border1.width() > border2.width() ? border1 : border2; // The borders have equal width. Sort by border style. if (border1.style() != border2.style()) return border1.style() > border2.style() ? border1 : border2; // The border have the same width and style. Rely on precedence (cell over row over row group, etc.) return border1.precedence >= border2.precedence ? border1 : border2; } CollapsedBorderValue RenderTableCell::collapsedLeftBorder() const { // For border left, we need to check, in order of precedence: // (1) Our left border. CollapsedBorderValue result(&style()->borderLeft(), BCELL); // (2) The previous cell's right border. RenderTableCell* prevCell = table()->cellLeft(this); if (prevCell) { result = compareBorders(result, CollapsedBorderValue(&prevCell->style()->borderRight(), BCELL)); if (!result.exists()) return result; } else if (col() == 0) { // (3) Our row's left border. result = compareBorders(result, CollapsedBorderValue(&parent()->style()->borderLeft(), BROW)); if (!result.exists()) return result; // (4) Our row group's left border. result = compareBorders(result, CollapsedBorderValue(§ion()->style()->borderLeft(), BROWGROUP)); if (!result.exists()) return result; } // (5) Our column's left border. RenderTableCol* colElt = table()->colElement(col()); if (colElt) { result = compareBorders(result, CollapsedBorderValue(&colElt->style()->borderLeft(), BCOL)); if (!result.exists()) return result; } // (6) The previous column's right border. if (col() > 0) { colElt = table()->colElement(col()-1); if (colElt) { result = compareBorders(result, CollapsedBorderValue(&colElt->style()->borderRight(), BCOL)); if (!result.exists()) return result; } } if (col() == 0) { // (7) The table's left border. result = compareBorders(result, CollapsedBorderValue(&table()->style()->borderLeft(), BTABLE)); if (!result.exists()) return result; } return result; } CollapsedBorderValue RenderTableCell::collapsedRightBorder() const { RenderTable* tableElt = table(); bool inLastColumn = false; int effCol = tableElt->colToEffCol(col()+colSpan()-1); if (effCol == tableElt->numEffCols()-1) inLastColumn = true; // For border right, we need to check, in order of precedence: // (1) Our right border. CollapsedBorderValue result = CollapsedBorderValue(&style()->borderRight(), BCELL); // (2) The next cell's left border. if (!inLastColumn) { RenderTableCell* nextCell = tableElt->cellRight(this); if (nextCell && nextCell->style()) { result = compareBorders(result, CollapsedBorderValue(&nextCell->style()->borderLeft(), BCELL)); if (!result.exists()) return result; } } else { // (3) Our row's right border. result = compareBorders(result, CollapsedBorderValue(&parent()->style()->borderRight(), BROW)); if (!result.exists()) return result; // (4) Our row group's right border. result = compareBorders(result, CollapsedBorderValue(§ion()->style()->borderRight(), BROWGROUP)); if (!result.exists()) return result; } // (5) Our column's right border. RenderTableCol* colElt = table()->colElement(col()+colSpan()-1); if (colElt) { result = compareBorders(result, CollapsedBorderValue(&colElt->style()->borderRight(), BCOL)); if (!result.exists()) return result; } // (6) The next column's left border. if (!inLastColumn) { colElt = tableElt->colElement(col()+colSpan()); if (colElt) { result = compareBorders(result, CollapsedBorderValue(&colElt->style()->borderLeft(), BCOL)); if (!result.exists()) return result; } } else { // (7) The table's right border. result = compareBorders(result, CollapsedBorderValue(&tableElt->style()->borderRight(), BTABLE)); if (!result.exists()) return result; } return result; } CollapsedBorderValue RenderTableCell::collapsedTopBorder() const { // For border top, we need to check, in order of precedence: // (1) Our top border. CollapsedBorderValue result = CollapsedBorderValue(&style()->borderTop(), BCELL); RenderTableCell* prevCell = table()->cellAbove(this); if (prevCell) { // (2) A previous cell's bottom border. result = compareBorders(result, CollapsedBorderValue(&prevCell->style()->borderBottom(), BCELL)); if (!result.exists()) return result; } // (3) Our row's top border. result = compareBorders(result, CollapsedBorderValue(&parent()->style()->borderTop(), BROW)); if (!result.exists()) return result; // (4) The previous row's bottom border. if (prevCell) { RenderObject* prevRow = 0; if (prevCell->section() == section()) prevRow = parent()->previousSibling(); else prevRow = prevCell->section()->lastChild(); if (prevRow) { result = compareBorders(result, CollapsedBorderValue(&prevRow->style()->borderBottom(), BROW)); if (!result.exists()) return result; } } // Now check row groups. RenderObject* currSection = parent()->parent(); if (row() == 0) { // (5) Our row group's top border. result = compareBorders(result, CollapsedBorderValue(&currSection->style()->borderTop(), BROWGROUP)); if (!result.exists()) return result; // (6) Previous row group's bottom border. for (currSection = currSection->previousSibling(); currSection; currSection = currSection->previousSibling()) { if (currSection->isTableSection()) { RenderTableSection* section = static_cast(currSection); result = compareBorders(result, CollapsedBorderValue(§ion->style()->borderBottom(), BROWGROUP)); if (!result.exists()) return result; } } } if (!currSection) { // (8) Our column's top border. RenderTableCol* colElt = table()->colElement(col()); if (colElt) { result = compareBorders(result, CollapsedBorderValue(&colElt->style()->borderTop(), BCOL)); if (!result.exists()) return result; } // (9) The table's top border. result = compareBorders(result, CollapsedBorderValue(&table()->style()->borderTop(), BTABLE)); if (!result.exists()) return result; } return result; } CollapsedBorderValue RenderTableCell::collapsedBottomBorder() const { // For border top, we need to check, in order of precedence: // (1) Our bottom border. CollapsedBorderValue result = CollapsedBorderValue(&style()->borderBottom(), BCELL); RenderTableCell* nextCell = table()->cellBelow(this); if (nextCell) { // (2) A following cell's top border. result = compareBorders(result, CollapsedBorderValue(&nextCell->style()->borderTop(), BCELL)); if (!result.exists()) return result; } // (3) Our row's bottom border. (FIXME: Deal with rowspan!) result = compareBorders(result, CollapsedBorderValue(&parent()->style()->borderBottom(), BROW)); if (!result.exists()) return result; // (4) The next row's top border. if (nextCell) { result = compareBorders(result, CollapsedBorderValue(&nextCell->parent()->style()->borderTop(), BROW)); if (!result.exists()) return result; } // Now check row groups. RenderObject* currSection = parent()->parent(); if (row() + rowSpan() >= static_cast(currSection)->numRows()) { // (5) Our row group's bottom border. result = compareBorders(result, CollapsedBorderValue(&currSection->style()->borderBottom(), BROWGROUP)); if (!result.exists()) return result; // (6) Following row group's top border. for (currSection = currSection->nextSibling(); currSection; currSection = currSection->nextSibling()) { if (currSection->isTableSection()) { RenderTableSection* section = static_cast(currSection); result = compareBorders(result, CollapsedBorderValue(§ion->style()->borderTop(), BROWGROUP)); if (!result.exists()) return result; } } } if (!currSection) { // (8) Our column's bottom border. RenderTableCol* colElt = table()->colElement(col()); if (colElt) { result = compareBorders(result, CollapsedBorderValue(&colElt->style()->borderBottom(), BCOL)); if (!result.exists()) return result; } // (9) The table's bottom border. result = compareBorders(result, CollapsedBorderValue(&table()->style()->borderBottom(), BTABLE)); if (!result.exists()) return result; } return result; } int RenderTableCell::borderLeft() const { if (table()->collapseBorders()) { CollapsedBorderValue border = collapsedLeftBorder(); if (border.exists()) return int(border.width()/2.0+0.5); // Give the extra pixel to top and left. return 0; } return RenderBlock::borderLeft(); } int RenderTableCell::borderRight() const { if (table()->collapseBorders()) { CollapsedBorderValue border = collapsedRightBorder(); if (border.exists()) return border.width()/2; return 0; } return RenderBlock::borderRight(); } int RenderTableCell::borderTop() const { if (table()->collapseBorders()) { CollapsedBorderValue border = collapsedTopBorder(); if (border.exists()) return int(border.width()/2.0+0.5); // Give the extra pixel to top and left. return 0; } return RenderBlock::borderTop(); } int RenderTableCell::borderBottom() const { if (table()->collapseBorders()) { CollapsedBorderValue border = collapsedBottomBorder(); if (border.exists()) return border.width()/2; return 0; } return RenderBlock::borderBottom(); } #ifdef BOX_DEBUG #include static void outlineBox(QPainter *p, int _tx, int _ty, int w, int h) { p->setPen(QPen(QColor("yellow"), 3, Qt::DotLine)); p->setBrush( Qt::NoBrush ); p->drawRect(_tx, _ty, w, h ); } #endif void RenderTableCell::paint(PaintInfo& i, int _tx, int _ty) { #ifdef TABLE_PRINT kdDebug( 6040 ) << renderName() << "(RenderTableCell)::paint() w/h = (" << width() << "/" << height() << ")" << " _y/_h=" << _y << "/" << _h << endl; #endif _tx += m_x; _ty += m_y; // check if we need to do anything at all... int os = 2*maximalOutlineSize(i.phase); if ((_ty >= i.r.y() + i.r.height() + os) || (_ty + _topExtra + m_height + _bottomExtra <= i.r.y() - os)) return; if (i.phase == PaintActionCollapsedTableBorders && style()->visibility() == VISIBLE) { int w = width(); int h = height() + borderTopExtra() + borderBottomExtra(); paintCollapsedBorder(i.p, _tx, _ty, w, h); } else RenderBlock::paintObject(i, _tx, _ty + _topExtra); #ifdef BOX_DEBUG ::outlineBox( i.p, _tx, _ty, width(), height() + borderTopExtra() + borderBottomExtra()); #endif } static EBorderStyle collapsedBorderStyle(EBorderStyle style) { if (style == OUTSET) style = GROOVE; else if (style == INSET) style = RIDGE; return style; } struct CollapsedBorder { CollapsedBorder(){} CollapsedBorderValue border; RenderObject::BorderSide side; bool shouldPaint; int x1; int y1; int x2; int y2; EBorderStyle style; }; class CollapsedBorders { public: CollapsedBorders(int i) :count(0) {} void addBorder(const CollapsedBorderValue& b, RenderObject::BorderSide s, bool paint, int _x1, int _y1, int _x2, int _y2, EBorderStyle _style) { if (b.exists() && paint) { borders[count].border = b; borders[count].side = s; borders[count].shouldPaint = paint; borders[count].x1 = _x1; borders[count].x2 = _x2; borders[count].y1 = _y1; borders[count].y2 = _y2; borders[count].style = _style; count++; } } CollapsedBorder* nextBorder() { for (int i = 0; i < count; i++) { if (borders[i].border.exists() && borders[i].shouldPaint) { borders[i].shouldPaint = false; return &borders[i]; } } return 0; } CollapsedBorder borders[4]; int count; }; static void addBorderStyle(QValueList& borderStyles, CollapsedBorderValue borderValue) { if (!borderValue.exists() || borderStyles.contains(borderValue)) return; QValueListIterator it = borderStyles.begin(); QValueListIterator end = borderStyles.end(); for (; it != end; ++it) { CollapsedBorderValue result = compareBorders(*it, borderValue); if (result == *it) { borderStyles.insert(it, borderValue); return; } } borderStyles.append(borderValue); } void RenderTableCell::collectBorders(QValueList& borderStyles) { addBorderStyle(borderStyles, collapsedLeftBorder()); addBorderStyle(borderStyles, collapsedRightBorder()); addBorderStyle(borderStyles, collapsedTopBorder()); addBorderStyle(borderStyles, collapsedBottomBorder()); } void RenderTableCell::paintCollapsedBorder(QPainter* p, int _tx, int _ty, int w, int h) { if (!table()->currentBorderStyle()) return; CollapsedBorderValue leftVal = collapsedLeftBorder(); CollapsedBorderValue rightVal = collapsedRightBorder(); CollapsedBorderValue topVal = collapsedTopBorder(); CollapsedBorderValue bottomVal = collapsedBottomBorder(); // Adjust our x/y/width/height so that we paint the collapsed borders at the correct location. int topWidth = topVal.width(); int bottomWidth = bottomVal.width(); int leftWidth = leftVal.width(); int rightWidth = rightVal.width(); _tx -= leftWidth/2; _ty -= topWidth/2; w += leftWidth/2 + int(rightWidth/2.0+0.5); h += topWidth/2 + int(bottomWidth/2.0+0.5); bool tt = topVal.isTransparent(); bool bt = bottomVal.isTransparent(); bool rt = rightVal.isTransparent(); bool lt = leftVal.isTransparent(); EBorderStyle ts = collapsedBorderStyle(topVal.style()); EBorderStyle bs = collapsedBorderStyle(bottomVal.style()); EBorderStyle ls = collapsedBorderStyle(leftVal.style()); EBorderStyle rs = collapsedBorderStyle(rightVal.style()); bool render_t = ts > BHIDDEN && !tt; bool render_l = ls > BHIDDEN && !lt; bool render_r = rs > BHIDDEN && !rt; bool render_b = bs > BHIDDEN && !bt; // We never paint diagonals at the joins. We simply let the border with the highest // precedence paint on top of borders with lower precedence. CollapsedBorders borders(4); borders.addBorder(topVal, BSTop, render_t, _tx, _ty, _tx + w, _ty + topWidth, ts); borders.addBorder(bottomVal, BSBottom, render_b, _tx, _ty + h - bottomWidth, _tx + w, _ty + h, bs); borders.addBorder(leftVal, BSLeft, render_l, _tx, _ty, _tx + leftWidth, _ty + h, ls); borders.addBorder(rightVal, BSRight, render_r, _tx + w - rightWidth, _ty, _tx + w, _ty + h, rs); for (CollapsedBorder* border = borders.nextBorder(); border; border = borders.nextBorder()) { if (border->border == *table()->currentBorderStyle()) drawBorder(p, border->x1, border->y1, border->x2, border->y2, border->side, border->border.color(), style()->color(), border->style, 0, 0); } } QRect RenderTableCell::getAbsoluteRepaintRect() { int ow = style() ? style()->outlineSize() : 0; QRect r(-ow, -ow - borderTopExtra(), overflowWidth(false)+ow*2, overflowHeight(false)+borderTopExtra()+borderBottomExtra()+ow*2); computeAbsoluteRepaintRect(r); return r; } void RenderTableCell::paintBoxDecorations(PaintInfo& i, int _tx, int _ty) { RenderTable* tableElt = table(); if (!tableElt->collapseBorders() && style()->emptyCells() == HIDE && !firstChild()) return; int w = width(); int h = height() + borderTopExtra() + borderBottomExtra(); _ty -= borderTopExtra(); QColor c = style()->backgroundColor(); if ( !c.isValid() && parent() ) // take from row c = parent()->style()->backgroundColor(); if ( !c.isValid() && parent() && parent()->parent() ) // take from rowgroup c = parent()->parent()->style()->backgroundColor(); if ( !c.isValid() ) { // see if we have a col or colgroup for this RenderTableCol *col = table()->colElement( _col ); if ( col ) { c = col->style()->backgroundColor(); if ( !c.isValid() ) { // try column group RenderStyle *style = col->parent()->style(); if ( style->display() == TABLE_COLUMN_GROUP ) c = style->backgroundColor(); } } } // FIXME: This code is just plain wrong. Rows and columns should paint their backgrounds // independent from the cell. // ### get offsets right in case the bgimage is inherited. const BackgroundLayer* bgLayer = style()->backgroundLayers(); if (!bgLayer->hasImage() && parent()) bgLayer = parent()->style()->backgroundLayers(); if (!bgLayer->hasImage() && parent() && parent()->parent()) bgLayer = parent()->parent()->style()->backgroundLayers(); if (!bgLayer->hasImage()) { // see if we have a col or colgroup for this RenderTableCol* col = table()->colElement(_col); if (col) { bgLayer = col->style()->backgroundLayers(); if (!bgLayer->hasImage()) { // try column group RenderStyle *style = col->parent()->style(); if (style->display() == TABLE_COLUMN_GROUP) bgLayer = style->backgroundLayers(); } } } int my = kMax(_ty, i.r.y()); int end = kMin(i.r.y() + i.r.height(), _ty + h); int mh = end - my; if (bgLayer->hasImage() || c.isValid()) { // We have to clip here because the backround would paint // on top of the borders otherwise. if (m_layer && tableElt->collapseBorders()) { QRect clipRect(_tx + borderLeft(), _ty + borderTop(), w - borderLeft() - borderRight(), h - borderTop() - borderBottom()); clipRect = i.p->xForm(clipRect); i.p->save(); i.p->addClip(clipRect); } paintBackground(i.p, c, bgLayer, my, mh, _tx, _ty, w, h); if (m_layer && tableElt->collapseBorders()) i.p->restore(); } if (style()->hasBorder() && !tableElt->collapseBorders()) paintBorder(i.p, _tx, _ty, w, h, style()); } #ifndef NDEBUG void RenderTableCell::dump(QTextStream *stream, QString ind) const { *stream << " row=" << _row; *stream << " col=" << _col; *stream << " rSpan=" << rSpan; *stream << " cSpan=" << cSpan; // *stream << " nWrap=" << nWrap; RenderBlock::dump(stream,ind); } #endif // ------------------------------------------------------------------------- RenderTableCol::RenderTableCol(DOM::NodeImpl* node) : RenderContainer(node) { // init RenderObject attributes setInline(true); // our object is not Inline _span = 1; updateFromElement(); } void RenderTableCol::updateFromElement() { int oldSpan = _span; DOM::NodeImpl *node = element(); if (node && (node->id() == ID_COL || node->id() == ID_COLGROUP)) { DOM::HTMLTableColElementImpl *tc = static_cast(node); _span = tc->span(); } else _span = !(style() && style()->display() == TABLE_COLUMN_GROUP); if (_span != oldSpan && style() && parent()) setNeedsLayoutAndMinMaxRecalc(); } bool RenderTableCol::canHaveChildren() const { // cols cannot have children. This is actually necessary to fix a bug // with libraries.uc.edu, which makes a

be a table-column. return style()->display() == TABLE_COLUMN_GROUP; } void RenderTableCol::addChild(RenderObject *child, RenderObject *beforeChild) { #ifdef DEBUG_LAYOUT //kdDebug( 6040 ) << renderName() << "(Table)::addChild( " << child->renderName() << " )" << ", " << // (beforeChild ? beforeChild->renderName() : 0) << " )" << endl; #endif KHTMLAssert(child->style()->display() == TABLE_COLUMN); // these have to come before the table definition! RenderContainer::addChild(child,beforeChild); } #ifndef NDEBUG void RenderTableCol::dump(QTextStream *stream, QString ind) const { *stream << " _span=" << _span; RenderContainer::dump(stream,ind); } #endif #undef TABLE_DEBUG #undef DEBUG_LAYOUT #undef BOX_DEBUG