/** * 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 #include 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; m_overflowLeft = 0; m_overflowWidth = 0; m_hasOverflowingCell = false; } 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(grid.size())) { if (numRows > static_cast(numeric_limits::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& 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.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& 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(); m_overflowLeft = 0; m_overflowWidth = m_width; m_hasOverflowingCell = false; 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 (RenderObject* rowRenderer = grid[r].rowRenderer) { rowRenderer->setPos(0, rowPos[r]); rowRenderer->setWidth(m_width); 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; rindx = max(0, r - cell->rowSpan() + 1); 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(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(); } 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(); 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]); m_overflowLeft = min(m_overflowLeft, cell->xPos() + cell->overflowLeft(false)); m_overflowWidth = max(m_overflowWidth, cell->xPos() + cell->overflowWidth(false)); m_hasOverflowingCell |= cell->overflowLeft(false) || cell->overflowWidth(false) > cell->width(); // 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 some cell overflows, just paint all of them. // FIXME: Implement RTL. if (!m_hasOverflowingCell && 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(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
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 }