blob: 677851e55a887abecf325cfc3ad34327bbbb551c [file] [log] [blame]
/*
* Copyright (C) 1997 Martin Jones (mjones@kde.org)
* (C) 1997 Torben Weis (weis@kde.org)
* (C) 1998 Waldo Bastian (bastian@kde.org)
* (C) 1999 Lars Knoll (knoll@kde.org)
* (C) 1999 Antti Koivisto (koivisto@kde.org)
* Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008, 2009 Apple Inc. All rights reserved.
* Copyright (C) 2006 Alexey Proskuryakov (ap@nypop.com)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "config.h"
#include "RenderTable.h"
#include "AutoTableLayout.h"
#include "DeleteButtonController.h"
#include "Document.h"
#include "FixedTableLayout.h"
#include "FrameView.h"
#include "HTMLNames.h"
#include "RenderLayer.h"
#include "RenderTableCell.h"
#include "RenderTableCol.h"
#include "RenderTableSection.h"
#ifdef ANDROID_LAYOUT
#include "Settings.h"
#endif
#include "RenderView.h"
using namespace std;
namespace WebCore {
using namespace HTMLNames;
RenderTable::RenderTable(Node* node)
: RenderBlock(node)
, m_caption(0)
, m_head(0)
, m_foot(0)
, m_firstBody(0)
, m_currentBorder(0)
, m_hasColElements(false)
, m_needsSectionRecalc(0)
, m_hSpacing(0)
, m_vSpacing(0)
, m_borderLeft(0)
, m_borderRight(0)
{
#ifdef ANDROID_LAYOUT
m_singleColumn = false;
#endif
m_columnPos.fill(0, 2);
m_columns.fill(ColumnStruct(), 1);
}
void RenderTable::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
{
RenderBlock::styleDidChange(diff, oldStyle);
ETableLayout oldTableLayout = oldStyle ? oldStyle->tableLayout() : TAUTO;
// In the collapsed border model, there is no cell spacing.
m_hSpacing = collapseBorders() ? 0 : style()->horizontalBorderSpacing();
m_vSpacing = collapseBorders() ? 0 : style()->verticalBorderSpacing();
m_columnPos[0] = m_hSpacing;
if (!m_tableLayout || style()->tableLayout() != oldTableLayout) {
// 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().isAuto())
m_tableLayout.set(new FixedTableLayout(this));
else
m_tableLayout.set(new AutoTableLayout(this));
}
}
static inline void resetSectionPointerIfNotBefore(RenderTableSection*& ptr, RenderObject* before)
{
if (!before || !ptr)
return;
RenderObject* o = before->previousSibling();
while (o && o != ptr)
o = o->previousSibling();
if (!o)
ptr = 0;
}
void RenderTable::addChild(RenderObject* child, RenderObject* beforeChild)
{
// Make sure we don't append things after :after-generated content if we have it.
if (!beforeChild && isAfterContent(lastChild()))
beforeChild = lastChild();
bool wrapInAnonymousSection = !child->isPositioned();
if (child->isRenderBlock() && child->style()->display() == TABLE_CAPTION) {
// First caption wins.
if (beforeChild && m_caption) {
RenderObject* o = beforeChild->previousSibling();
while (o && o != m_caption)
o = o->previousSibling();
if (!o)
m_caption = 0;
}
if (!m_caption)
m_caption = toRenderBlock(child);
wrapInAnonymousSection = false;
} else if (child->isTableCol()) {
m_hasColElements = true;
wrapInAnonymousSection = false;
} else if (child->isTableSection()) {
switch (child->style()->display()) {
case TABLE_HEADER_GROUP:
resetSectionPointerIfNotBefore(m_head, beforeChild);
if (!m_head) {
m_head = toRenderTableSection(child);
} else {
resetSectionPointerIfNotBefore(m_firstBody, beforeChild);
if (!m_firstBody)
m_firstBody = toRenderTableSection(child);
}
wrapInAnonymousSection = false;
break;
case TABLE_FOOTER_GROUP:
resetSectionPointerIfNotBefore(m_foot, beforeChild);
if (!m_foot) {
m_foot = toRenderTableSection(child);
wrapInAnonymousSection = false;
break;
}
// Fall through.
case TABLE_ROW_GROUP:
resetSectionPointerIfNotBefore(m_firstBody, beforeChild);
if (!m_firstBody)
m_firstBody = toRenderTableSection(child);
wrapInAnonymousSection = false;
break;
default:
ASSERT_NOT_REACHED();
}
} else if (child->isTableCell() || child->isTableRow())
wrapInAnonymousSection = true;
else
wrapInAnonymousSection = true;
if (!wrapInAnonymousSection) {
// If the next renderer is actually wrapped in an anonymous table section, we need to go up and find that.
while (beforeChild && !beforeChild->isTableSection() && !beforeChild->isTableCol() && beforeChild->style()->display() != TABLE_CAPTION)
beforeChild = beforeChild->parent();
RenderBox::addChild(child, beforeChild);
return;
}
if (!beforeChild && lastChild() && lastChild()->isTableSection() && lastChild()->isAnonymous()) {
lastChild()->addChild(child);
return;
}
RenderObject* lastBox = beforeChild;
while (lastBox && lastBox->parent()->isAnonymous() && !lastBox->isTableSection() && lastBox->style()->display() != TABLE_CAPTION && lastBox->style()->display() != TABLE_COLUMN_GROUP)
lastBox = lastBox->parent();
if (lastBox && lastBox->isAnonymous() && !isAfterContent(lastBox)) {
lastBox->addChild(child, beforeChild);
return;
}
if (beforeChild && !beforeChild->isTableSection() && beforeChild->style()->display() != TABLE_CAPTION && beforeChild->style()->display() != TABLE_COLUMN_GROUP)
beforeChild = 0;
RenderTableSection* section = new (renderArena()) RenderTableSection(document() /* anonymous */);
RefPtr<RenderStyle> newStyle = RenderStyle::create();
newStyle->inheritFrom(style());
newStyle->setDisplay(TABLE_ROW_GROUP);
section->setStyle(newStyle.release());
addChild(section, beforeChild);
section->addChild(child);
}
void RenderTable::removeChild(RenderObject* oldChild)
{
RenderBox::removeChild(oldChild);
setNeedsSectionRecalc();
}
void RenderTable::calcWidth()
{
#ifdef ANDROID_LAYOUT
if (view()->frameView()) {
const Settings* settings = document()->settings();
ASSERT(settings);
if (settings->layoutAlgorithm() == Settings::kLayoutFitColumnToScreen) {
m_visibleWidth = view()->frameView()->screenWidth();
}
}
#endif
if (isPositioned())
calcAbsoluteHorizontal();
RenderBlock* cb = containingBlock();
int availableWidth = cb->availableWidth();
LengthType widthType = style()->width().type();
if (widthType > Relative && style()->width().isPositive()) {
// Percent or fixed table
setWidth(style()->width().calcMinValue(availableWidth));
setWidth(max(minPrefWidth(), width()));
} else {
// An auto width table should shrink to fit within the line width if necessary in order to
// avoid overlapping floats.
availableWidth = cb->lineWidth(y(), false);
// Subtract out any fixed margins from our available width for auto width tables.
int marginTotal = 0;
if (!style()->marginLeft().isAuto())
marginTotal += style()->marginLeft().calcValue(availableWidth);
if (!style()->marginRight().isAuto())
marginTotal += style()->marginRight().calcValue(availableWidth);
// Subtract out our margins to get the available content width.
int availContentWidth = max(0, availableWidth - marginTotal);
// Ensure we aren't bigger than our max width or smaller than our min width.
setWidth(min(availContentWidth, maxPrefWidth()));
}
setWidth(max(width(), minPrefWidth()));
// Finally, with our true width determined, compute our margins for real.
m_marginRight = 0;
m_marginLeft = 0;
#ifdef ANDROID_LAYOUT
// in SSR mode, we ignore left/right margin for table
if (document()->settings()->layoutAlgorithm() == Settings::kLayoutSSR)
return;
#endif
calcHorizontalMargins(style()->marginLeft(), style()->marginRight(), availableWidth);
}
void RenderTable::layout()
{
ASSERT(needsLayout());
if (layoutOnlyPositionedObjects())
return;
recalcSectionsIfNeeded();
LayoutRepainter repainter(*this, checkForRepaintDuringLayout());
LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()));
setHeight(0);
m_overflow.clear();
initMaxMarginValues();
#ifdef ANDROID_LAYOUT
bool relayoutChildren = false;
int oldVisibleWidth = m_visibleWidth;
#endif
int oldWidth = width();
calcWidth();
#ifdef ANDROID_LAYOUT
if (oldVisibleWidth != m_visibleWidth
&& document()->settings()->layoutAlgorithm() == Settings::kLayoutFitColumnToScreen)
relayoutChildren = true;
else if (document()->settings()->layoutAlgorithm() == Settings::kLayoutSSR) {
// if the width of a table is wider than its container width, or it has a nested table,
// we will render it with single column.
int cw = containingBlockWidthForContent();
bool shouldRenderAsSingleColumn = (width() > cw);
if (!shouldRenderAsSingleColumn) {
RenderObject* child = firstChild();
while (child) {
if (child->isTable()) {
shouldRenderAsSingleColumn = true;
break;
}
child = child->nextInPreOrder();
}
}
if (shouldRenderAsSingleColumn) {
m_singleColumn = true;
if (width() > cw)
setWidth(cw);
if (m_minPrefWidth > cw)
m_minPrefWidth = cw;
if (m_maxPrefWidth > cw)
m_maxPrefWidth = cw;
}
}
#endif
if (m_caption && width() != oldWidth)
m_caption->setNeedsLayout(true, false);
// FIXME: 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 != width() || columns.size() + 1 != columnPos.size() )
m_tableLayout->layout();
setCellWidths();
// layout child objects
int calculatedHeight = 0;
int oldTableTop = m_caption ? m_caption->height() + m_caption->marginTop() + m_caption->marginBottom() : 0;
bool collapsing = collapseBorders();
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
#ifdef ANDROID_LAYOUT
if (relayoutChildren) {
child->setNeedsLayout(true, false);
if (!child->isTableSection()) {
child->layoutIfNeeded();
continue;
}
// fall through
}
#endif
if (child->isTableSection()) {
child->layoutIfNeeded();
RenderTableSection* section = toRenderTableSection(child);
calculatedHeight += section->calcRowHeight();
if (collapsing)
section->recalcOuterBorder();
ASSERT(!section->needsLayout());
} else if (child->isTableCol()) {
child->layoutIfNeeded();
ASSERT(!child->needsLayout());
}
}
// Only lay out one caption, since it's the only one we're going to end up painting.
if (m_caption)
m_caption->layoutIfNeeded();
// If any table section moved vertically, we will just repaint everything from that
// section down (it is quite unlikely that any of the following sections
// did not shift).
bool sectionMoved = false;
int movedSectionTop = 0;
// FIXME: Collapse caption margin.
if (m_caption && m_caption->style()->captionSide() != CAPBOTTOM) {
IntRect captionRect(m_caption->x(), m_caption->y(), m_caption->width(), m_caption->height());
m_caption->setLocation(m_caption->marginLeft(), height());
if (!selfNeedsLayout() && m_caption->checkForRepaintDuringLayout())
m_caption->repaintDuringLayoutIfMoved(captionRect);
setHeight(height() + m_caption->height() + m_caption->marginTop() + m_caption->marginBottom());
if (height() != oldTableTop) {
sectionMoved = true;
movedSectionTop = min(height(), oldTableTop);
}
}
int bpTop = borderTop() + (collapsing ? 0 : paddingTop());
int bpBottom = borderBottom() + (collapsing ? 0 : paddingBottom());
setHeight(height() + bpTop);
if (!isPositioned())
calcHeight();
Length h = style()->height();
int th = 0;
if (h.isFixed())
// Tables size as though CSS height includes border/padding.
th = h.value() - (bpTop + bpBottom);
else if (h.isPercent())
th = calcPercentageHeight(h);
th = max(0, th);
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
if (child->isTableSection())
// FIXME: Distribute extra height between all table body sections instead of giving it all to the first one.
toRenderTableSection(child)->layoutRows(child == m_firstBody ? max(0, th - calculatedHeight) : 0);
}
if (!m_firstBody && th > calculatedHeight && !style()->htmlHacks()) {
// Completely empty tables (with no sections or anything) should at least honor specified height
// in strict mode.
setHeight(height() + th);
}
int bl = borderLeft();
if (!collapsing)
bl += paddingLeft();
// position the table sections
RenderTableSection* section = m_head ? m_head : (m_firstBody ? m_firstBody : m_foot);
while (section) {
if (!sectionMoved && section->y() != height()) {
sectionMoved = true;
movedSectionTop = min(height(), section->y()) + section->topVisibleOverflow();
}
section->setLocation(bl, height());
setHeight(height() + section->height());
section = sectionBelow(section);
}
setHeight(height() + bpBottom);
if (m_caption && m_caption->style()->captionSide() == CAPBOTTOM) {
IntRect captionRect(m_caption->x(), m_caption->y(), m_caption->width(), m_caption->height());
m_caption->setLocation(m_caption->marginLeft(), height());
if (!selfNeedsLayout() && m_caption->checkForRepaintDuringLayout())
m_caption->repaintDuringLayoutIfMoved(captionRect);
setHeight(height() + m_caption->height() + m_caption->marginTop() + m_caption->marginBottom());
}
if (isPositioned())
calcHeight();
// table can be containing block of positioned elements.
// FIXME: Only pass true if width or height changed.
layoutPositionedObjects(true);
// Add overflow from borders.
int rightBorderOverflow = width() + (collapsing ? outerBorderRight() - borderRight() : 0);
int leftBorderOverflow = collapsing ? borderLeft() - outerBorderLeft() : 0;
int bottomBorderOverflow = height() + (collapsing ? outerBorderBottom() - borderBottom() : 0);
int topBorderOverflow = collapsing ? borderTop() - outerBorderTop() : 0;
addLayoutOverflow(IntRect(leftBorderOverflow, topBorderOverflow, rightBorderOverflow - leftBorderOverflow, bottomBorderOverflow - topBorderOverflow));
// Add visual overflow from box-shadow and reflections.
addShadowOverflow();
// Add overflow from our caption.
if (m_caption)
addOverflowFromChild(m_caption);
// Add overflow from our sections.
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
if (child->isTableSection()) {
RenderTableSection* section = toRenderTableSection(child);
addOverflowFromChild(section);
}
}
statePusher.pop();
bool didFullRepaint = repainter.repaintAfterLayout();
// Repaint with our new bounds if they are different from our old bounds.
if (!didFullRepaint && sectionMoved)
repaintRectangle(IntRect(leftVisibleOverflow(), movedSectionTop, rightVisibleOverflow() - leftVisibleOverflow(), bottomVisibleOverflow() - movedSectionTop));
setNeedsLayout(false);
}
void RenderTable::setCellWidths()
{
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
if (child->isTableSection())
toRenderTableSection(child)->setCellWidths();
}
}
void RenderTable::paint(PaintInfo& paintInfo, int tx, int ty)
{
tx += x();
ty += y();
PaintPhase paintPhase = paintInfo.phase;
int os = 2 * maximalOutlineSize(paintPhase);
if (ty + topVisibleOverflow() >= paintInfo.rect.bottom() + os || ty + bottomVisibleOverflow() <= paintInfo.rect.y() - os)
return;
if (tx + leftVisibleOverflow() >= paintInfo.rect.right() + os || tx + rightVisibleOverflow() <= paintInfo.rect.x() - os)
return;
bool pushedClip = pushContentsClip(paintInfo, tx, ty);
paintObject(paintInfo, tx, ty);
if (pushedClip)
popContentsClip(paintInfo, paintPhase, tx, ty);
}
void RenderTable::paintObject(PaintInfo& paintInfo, int tx, int ty)
{
PaintPhase paintPhase = paintInfo.phase;
if ((paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) && hasBoxDecorations() && style()->visibility() == VISIBLE)
paintBoxDecorations(paintInfo, tx, ty);
if (paintPhase == PaintPhaseMask) {
paintMask(paintInfo, tx, ty);
return;
}
// We're done. We don't bother painting any children.
if (paintPhase == PaintPhaseBlockBackground)
return;
// We don't paint our own background, but we do let the kids paint their backgrounds.
if (paintPhase == PaintPhaseChildBlockBackgrounds)
paintPhase = PaintPhaseChildBlockBackground;
PaintInfo info(paintInfo);
info.phase = paintPhase;
info.paintingRoot = paintingRootForChildren(paintInfo);
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
if (child->isBox() && !toRenderBox(child)->hasSelfPaintingLayer() && (child->isTableSection() || child == m_caption))
child->paint(info, tx, ty);
}
if (collapseBorders() && paintPhase == PaintPhaseChildBlockBackground && 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.
info.phase = PaintPhaseCollapsedTableBorders;
RenderTableCell::CollapsedBorderStyles borderStyles;
RenderObject* stop = nextInPreOrderAfterChildren();
for (RenderObject* o = firstChild(); o && o != stop; o = o->nextInPreOrder())
if (o->isTableCell())
toRenderTableCell(o)->collectBorderStyles(borderStyles);
RenderTableCell::sortBorderStyles(borderStyles);
size_t count = borderStyles.size();
for (size_t i = 0; i < count; ++i) {
m_currentBorder = &borderStyles[i];
for (RenderObject* child = firstChild(); child; child = child->nextSibling())
if (child->isTableSection())
child->paint(info, tx, ty);
}
m_currentBorder = 0;
}
}
void RenderTable::paintBoxDecorations(PaintInfo& paintInfo, int tx, int ty)
{
int w = width();
int h = height();
// Account for the caption.
if (m_caption) {
int captionHeight = (m_caption->height() + m_caption->marginBottom() + m_caption->marginTop());
h -= captionHeight;
if (m_caption->style()->captionSide() != CAPBOTTOM)
ty += captionHeight;
}
paintBoxShadow(paintInfo.context, tx, ty, w, h, style(), Normal);
paintFillLayers(paintInfo, style()->backgroundColor(), style()->backgroundLayers(), tx, ty, w, h);
paintBoxShadow(paintInfo.context, tx, ty, w, h, style(), Inset);
if (style()->hasBorder() && !collapseBorders())
paintBorder(paintInfo.context, tx, ty, w, h, style());
}
void RenderTable::paintMask(PaintInfo& paintInfo, int tx, int ty)
{
if (style()->visibility() != VISIBLE || paintInfo.phase != PaintPhaseMask)
return;
int w = width();
int h = height();
// Account for the caption.
if (m_caption) {
int captionHeight = (m_caption->height() + m_caption->marginBottom() + m_caption->marginTop());
h -= captionHeight;
if (m_caption->style()->captionSide() != CAPBOTTOM)
ty += captionHeight;
}
paintMaskImages(paintInfo, tx, ty, w, h);
}
void RenderTable::calcPrefWidths()
{
ASSERT(prefWidthsDirty());
recalcSectionsIfNeeded();
recalcHorizontalBorders();
m_tableLayout->calcPrefWidths(m_minPrefWidth, m_maxPrefWidth);
if (m_caption)
m_minPrefWidth = max(m_minPrefWidth, m_caption->minPrefWidth());
setPrefWidthsDirty(false);
}
void RenderTable::splitColumn(int pos, int firstSpan)
{
// we need to add a new columnStruct
int oldSize = m_columns.size();
m_columns.grow(oldSize + 1);
int oldSpan = m_columns[pos].span;
ASSERT(oldSpan > firstSpan);
m_columns[pos].span = firstSpan;
memmove(m_columns.data() + pos + 1, m_columns.data() + pos, (oldSize - pos) * sizeof(ColumnStruct));
m_columns[pos + 1].span = oldSpan - firstSpan;
// change width of all rows.
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
if (child->isTableSection())
toRenderTableSection(child)->splitColumn(pos, oldSize + 1);
}
m_columnPos.grow(numEffCols() + 1);
setNeedsLayoutAndPrefWidthsRecalc();
}
void RenderTable::appendColumn(int span)
{
// easy case.
int pos = m_columns.size();
int newSize = pos + 1;
m_columns.grow(newSize);
m_columns[pos].span = span;
// change width of all rows.
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
if (child->isTableSection())
toRenderTableSection(child)->appendColumn(pos);
}
m_columnPos.grow(numEffCols() + 1);
setNeedsLayoutAndPrefWidthsRecalc();
}
RenderTableCol* RenderTable::colElement(int col, bool* startEdge, bool* endEdge) const
{
if (!m_hasColElements)
return 0;
RenderObject* child = firstChild();
int cCol = 0;
while (child) {
if (child->isTableCol()) {
RenderTableCol* colElem = toRenderTableCol(child);
int span = colElem->span();
if (!colElem->firstChild()) {
int startCol = cCol;
int endCol = cCol + span - 1;
cCol += span;
if (cCol > col) {
if (startEdge)
*startEdge = startCol == col;
if (endEdge)
*endEdge = endCol == col;
return colElem;
}
}
RenderObject* next = child->firstChild();
if (!next)
next = child->nextSibling();
if (!next && child->parent()->isTableCol())
next = child->parent()->nextSibling();
child = next;
} else if (child == m_caption)
child = child->nextSibling();
else
break;
}
return 0;
}
void RenderTable::recalcSections() const
{
m_caption = 0;
m_head = 0;
m_foot = 0;
m_firstBody = 0;
m_hasColElements = false;
// We need to get valid pointers to caption, head, foot and first body again
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
switch (child->style()->display()) {
case TABLE_CAPTION:
if (!m_caption && child->isRenderBlock()) {
m_caption = toRenderBlock(child);
m_caption->setNeedsLayout(true);
}
break;
case TABLE_COLUMN:
case TABLE_COLUMN_GROUP:
m_hasColElements = true;
break;
case TABLE_HEADER_GROUP:
if (child->isTableSection()) {
RenderTableSection* section = toRenderTableSection(child);
if (!m_head)
m_head = section;
else if (!m_firstBody)
m_firstBody = section;
section->recalcCellsIfNeeded();
}
break;
case TABLE_FOOTER_GROUP:
if (child->isTableSection()) {
RenderTableSection* section = toRenderTableSection(child);
if (!m_foot)
m_foot = section;
else if (!m_firstBody)
m_firstBody = section;
section->recalcCellsIfNeeded();
}
break;
case TABLE_ROW_GROUP:
if (child->isTableSection()) {
RenderTableSection* section = toRenderTableSection(child);
if (!m_firstBody)
m_firstBody = section;
section->recalcCellsIfNeeded();
}
break;
default:
break;
}
}
// repair column count (addChild can grow it too much, because it always adds elements to the last row of a section)
int maxCols = 0;
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
if (child->isTableSection()) {
RenderTableSection* section = toRenderTableSection(child);
int sectionCols = section->numColumns();
if (sectionCols > maxCols)
maxCols = sectionCols;
}
}
m_columns.resize(maxCols);
m_columnPos.resize(maxCols + 1);
ASSERT(selfNeedsLayout());
m_needsSectionRecalc = false;
}
int RenderTable::calcBorderLeft() const
{
if (collapseBorders()) {
// Determined by the first cell of the first row. See the CSS 2.1 spec, section 17.6.2.
if (!numEffCols())
return 0;
unsigned borderWidth = 0;
const BorderValue& tb = style()->borderLeft();
if (tb.style() == BHIDDEN)
return 0;
if (tb.style() > BHIDDEN)
borderWidth = tb.width;
int leftmostColumn = style()->direction() == RTL ? numEffCols() - 1 : 0;
RenderTableCol* colGroup = colElement(leftmostColumn);
if (colGroup) {
const BorderValue& gb = style()->borderLeft();
if (gb.style() == BHIDDEN)
return 0;
if (gb.style() > BHIDDEN)
borderWidth = max(borderWidth, static_cast<unsigned>(gb.width));
}
RenderTableSection* firstNonEmptySection = m_head ? m_head : (m_firstBody ? m_firstBody : m_foot);
if (firstNonEmptySection && !firstNonEmptySection->numRows())
firstNonEmptySection = sectionBelow(firstNonEmptySection, true);
if (firstNonEmptySection) {
const BorderValue& sb = firstNonEmptySection->style()->borderLeft();
if (sb.style() == BHIDDEN)
return 0;
if (sb.style() > BHIDDEN)
borderWidth = max(borderWidth, static_cast<unsigned>(sb.width));
const RenderTableSection::CellStruct& cs = firstNonEmptySection->cellAt(0, leftmostColumn);
if (cs.cell) {
const BorderValue& cb = cs.cell->style()->borderLeft();
if (cb.style() == BHIDDEN)
return 0;
const BorderValue& rb = cs.cell->parent()->style()->borderLeft();
if (rb.style() == BHIDDEN)
return 0;
if (cb.style() > BHIDDEN)
borderWidth = max(borderWidth, static_cast<unsigned>(cb.width));
if (rb.style() > BHIDDEN)
borderWidth = max(borderWidth, static_cast<unsigned>(rb.width));
}
}
return borderWidth / 2;
}
return RenderBlock::borderLeft();
}
int RenderTable::calcBorderRight() const
{
if (collapseBorders()) {
// Determined by the last cell of the first row. See the CSS 2.1 spec, section 17.6.2.
if (!numEffCols())
return 0;
unsigned borderWidth = 0;
const BorderValue& tb = style()->borderRight();
if (tb.style() == BHIDDEN)
return 0;
if (tb.style() > BHIDDEN)
borderWidth = tb.width;
int rightmostColumn = style()->direction() == RTL ? 0 : numEffCols() - 1;
RenderTableCol* colGroup = colElement(rightmostColumn);
if (colGroup) {
const BorderValue& gb = style()->borderRight();
if (gb.style() == BHIDDEN)
return 0;
if (gb.style() > BHIDDEN)
borderWidth = max(borderWidth, static_cast<unsigned>(gb.width));
}
RenderTableSection* firstNonEmptySection = m_head ? m_head : (m_firstBody ? m_firstBody : m_foot);
if (firstNonEmptySection && !firstNonEmptySection->numRows())
firstNonEmptySection = sectionBelow(firstNonEmptySection, true);
if (firstNonEmptySection) {
const BorderValue& sb = firstNonEmptySection->style()->borderRight();
if (sb.style() == BHIDDEN)
return 0;
if (sb.style() > BHIDDEN)
borderWidth = max(borderWidth, static_cast<unsigned>(sb.width));
const RenderTableSection::CellStruct& cs = firstNonEmptySection->cellAt(0, rightmostColumn);
if (cs.cell) {
const BorderValue& cb = cs.cell->style()->borderRight();
if (cb.style() == BHIDDEN)
return 0;
const BorderValue& rb = cs.cell->parent()->style()->borderRight();
if (rb.style() == BHIDDEN)
return 0;
if (cb.style() > BHIDDEN)
borderWidth = max(borderWidth, static_cast<unsigned>(cb.width));
if (rb.style() > BHIDDEN)
borderWidth = max(borderWidth, static_cast<unsigned>(rb.width));
}
}
return (borderWidth + 1) / 2;
}
return RenderBlock::borderRight();
}
void RenderTable::recalcHorizontalBorders()
{
m_borderLeft = calcBorderLeft();
m_borderRight = calcBorderRight();
}
int RenderTable::borderTop() const
{
if (collapseBorders())
return outerBorderTop();
return RenderBlock::borderTop();
}
int RenderTable::borderBottom() const
{
if (collapseBorders())
return outerBorderBottom();
return RenderBlock::borderBottom();
}
int RenderTable::outerBorderTop() const
{
if (!collapseBorders())
return 0;
int borderWidth = 0;
RenderTableSection* topSection;
if (m_head)
topSection = m_head;
else if (m_firstBody)
topSection = m_firstBody;
else if (m_foot)
topSection = m_foot;
else
topSection = 0;
if (topSection) {
borderWidth = topSection->outerBorderTop();
if (borderWidth == -1)
return 0; // Overridden by hidden
}
const BorderValue& tb = style()->borderTop();
if (tb.style() == BHIDDEN)
return 0;
if (tb.style() > BHIDDEN)
borderWidth = max(borderWidth, static_cast<int>(tb.width / 2));
return borderWidth;
}
int RenderTable::outerBorderBottom() const
{
if (!collapseBorders())
return 0;
int borderWidth = 0;
RenderTableSection* bottomSection;
if (m_foot)
bottomSection = m_foot;
else {
RenderObject* child;
for (child = lastChild(); child && !child->isTableSection(); child = child->previousSibling()) { }
bottomSection = child ? toRenderTableSection(child) : 0;
}
if (bottomSection) {
borderWidth = bottomSection->outerBorderBottom();
if (borderWidth == -1)
return 0; // Overridden by hidden
}
const BorderValue& tb = style()->borderBottom();
if (tb.style() == BHIDDEN)
return 0;
if (tb.style() > BHIDDEN)
borderWidth = max(borderWidth, static_cast<int>((tb.width + 1) / 2));
return borderWidth;
}
int RenderTable::outerBorderLeft() const
{
if (!collapseBorders())
return 0;
int borderWidth = 0;
const BorderValue& tb = style()->borderLeft();
if (tb.style() == BHIDDEN)
return 0;
if (tb.style() > BHIDDEN)
borderWidth = tb.width / 2;
bool allHidden = true;
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
if (!child->isTableSection())
continue;
int sw = toRenderTableSection(child)->outerBorderLeft();
if (sw == -1)
continue;
else
allHidden = false;
borderWidth = max(borderWidth, sw);
}
if (allHidden)
return 0;
return borderWidth;
}
int RenderTable::outerBorderRight() const
{
if (!collapseBorders())
return 0;
int borderWidth = 0;
const BorderValue& tb = style()->borderRight();
if (tb.style() == BHIDDEN)
return 0;
if (tb.style() > BHIDDEN)
borderWidth = (tb.width + 1) / 2;
bool allHidden = true;
for (RenderObject* child = firstChild(); child; child = child->nextSibling()) {
if (!child->isTableSection())
continue;
int sw = toRenderTableSection(child)->outerBorderRight();
if (sw == -1)
continue;
else
allHidden = false;
borderWidth = max(borderWidth, sw);
}
if (allHidden)
return 0;
return borderWidth;
}
RenderTableSection* RenderTable::sectionAbove(const RenderTableSection* section, bool skipEmptySections) const
{
recalcSectionsIfNeeded();
if (section == m_head)
return 0;
RenderObject* prevSection = section == m_foot ? lastChild() : section->previousSibling();
while (prevSection) {
if (prevSection->isTableSection() && prevSection != m_head && prevSection != m_foot && (!skipEmptySections || toRenderTableSection(prevSection)->numRows()))
break;
prevSection = prevSection->previousSibling();
}
if (!prevSection && m_head && (!skipEmptySections || m_head->numRows()))
prevSection = m_head;
return toRenderTableSection(prevSection);
}
RenderTableSection* RenderTable::sectionBelow(const RenderTableSection* section, bool skipEmptySections) const
{
recalcSectionsIfNeeded();
if (section == m_foot)
return 0;
RenderObject* nextSection = section == m_head ? firstChild() : section->nextSibling();
while (nextSection) {
if (nextSection->isTableSection() && nextSection != m_head && nextSection != m_foot && (!skipEmptySections || toRenderTableSection(nextSection)->numRows()))
break;
nextSection = nextSection->nextSibling();
}
if (!nextSection && m_foot && (!skipEmptySections || m_foot->numRows()))
nextSection = m_foot;
return toRenderTableSection(nextSection);
}
RenderTableCell* RenderTable::cellAbove(const RenderTableCell* cell) const
{
recalcSectionsIfNeeded();
// Find the section and row to look in
int r = cell->row();
RenderTableSection* section = 0;
int rAbove = 0;
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 {
section = sectionAbove(cell->section(), true);
if (section)
rAbove = section->numRows() - 1;
}
// Look up the cell in the section's grid, which requires effective col index
if (section) {
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
{
recalcSectionsIfNeeded();
// Find the section and row to look in
int r = cell->row() + cell->rowSpan() - 1;
RenderTableSection* section = 0;
int rBelow = 0;
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 {
section = sectionBelow(cell->section(), true);
if (section)
rBelow = 0;
}
// Look up the cell in the section's grid, which requires effective col index
if (section) {
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::cellBefore(const RenderTableCell* cell) const
{
recalcSectionsIfNeeded();
RenderTableSection* section = cell->section();
int effCol = colToEffCol(cell->col());
if (!effCol)
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::cellAfter(const RenderTableCell* cell) const
{
recalcSectionsIfNeeded();
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()
{
}
int RenderTable::firstLineBoxBaseline() const
{
RenderTableSection* firstNonEmptySection = m_head ? m_head : (m_firstBody ? m_firstBody : m_foot);
if (firstNonEmptySection && !firstNonEmptySection->numRows())
firstNonEmptySection = sectionBelow(firstNonEmptySection, true);
if (!firstNonEmptySection)
return -1;
return firstNonEmptySection->y() + firstNonEmptySection->firstLineBoxBaseline();
}
IntRect RenderTable::overflowClipRect(int tx, int ty)
{
IntRect rect = RenderBlock::overflowClipRect(tx, ty);
// If we have a caption, expand the clip to include the caption.
// FIXME: Technically this is wrong, but it's virtually impossible to fix this
// for real until captions have been re-written.
// FIXME: This code assumes (like all our other caption code) that only top/bottom are
// supported. When we actually support left/right and stop mapping them to top/bottom,
// we might have to hack this code first (depending on what order we do these bug fixes in).
if (m_caption) {
rect.setHeight(height());
rect.setY(ty);
}
return rect;
}
bool RenderTable::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int xPos, int yPos, int tx, int ty, HitTestAction action)
{
tx += x();
ty += y();
// Check kids first.
if (!hasOverflowClip() || overflowClipRect(tx, ty).contains(xPos, yPos)) {
for (RenderObject* child = lastChild(); child; child = child->previousSibling()) {
if (child->isBox() && !toRenderBox(child)->hasSelfPaintingLayer() && (child->isTableSection() || child == m_caption) &&
child->nodeAtPoint(request, result, xPos, yPos, tx, ty, action)) {
updateHitTestResult(result, IntPoint(xPos - tx, yPos - ty));
return true;
}
}
}
// Check our bounds next.
if (visibleToHitTesting() && (action == HitTestBlockBackground || action == HitTestChildBlockBackground) && IntRect(tx, ty, width(), height()).contains(xPos, yPos)) {
updateHitTestResult(result, IntPoint(xPos - tx, yPos - ty));
return true;
}
return false;
}
}