blob: 8b2f8da3ad4f91ffbe68626cdade649c33a6aeda [file] [log] [blame]
// Copyright 2014 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "config.h"
#include "core/paint/TableSectionPainter.h"
#include "core/paint/TableRowPainter.h"
#include "core/rendering/GraphicsContextAnnotator.h"
#include "core/rendering/PaintInfo.h"
#include "core/rendering/RenderBoxClipper.h"
#include "core/rendering/RenderTable.h"
#include "core/rendering/RenderTableCell.h"
#include "core/rendering/RenderTableCol.h"
#include "core/rendering/RenderTableRow.h"
namespace blink {
void TableSectionPainter::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
ANNOTATE_GRAPHICS_CONTEXT(paintInfo, &m_renderTableSection);
ASSERT(!m_renderTableSection.needsLayout());
// avoid crashing on bugs that cause us to paint with dirty layout
if (m_renderTableSection.needsLayout())
return;
unsigned totalRows = m_renderTableSection.numRows();
unsigned totalCols = m_renderTableSection.table()->columns().size();
if (!totalRows || !totalCols)
return;
LayoutPoint adjustedPaintOffset = paintOffset + m_renderTableSection.location();
{
RenderBoxClipper boxClipper(m_renderTableSection, paintInfo, adjustedPaintOffset, ForceContentsClip);
paintObject(paintInfo, adjustedPaintOffset);
}
if ((paintInfo.phase == PaintPhaseOutline || paintInfo.phase == PaintPhaseSelfOutline) && m_renderTableSection.style()->visibility() == VISIBLE)
m_renderTableSection.paintOutline(paintInfo, LayoutRect(adjustedPaintOffset, m_renderTableSection.size()));
}
static inline bool compareCellPositions(RenderTableCell* elem1, RenderTableCell* elem2)
{
return elem1->rowIndex() < elem2->rowIndex();
}
// This comparison is used only when we have overflowing cells as we have an unsorted array to sort. We thus need
// to sort both on rows and columns to properly issue paint invalidations.
static inline bool compareCellPositionsWithOverflowingCells(RenderTableCell* elem1, RenderTableCell* elem2)
{
if (elem1->rowIndex() != elem2->rowIndex())
return elem1->rowIndex() < elem2->rowIndex();
return elem1->col() < elem2->col();
}
void TableSectionPainter::paintObject(PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
LayoutRect localPaintInvalidationRect = paintInfo.rect;
localPaintInvalidationRect.moveBy(-paintOffset);
LayoutRect tableAlignedRect = m_renderTableSection.logicalRectForWritingModeAndDirection(localPaintInvalidationRect);
CellSpan dirtiedRows = m_renderTableSection.dirtiedRows(tableAlignedRect);
CellSpan dirtiedColumns = m_renderTableSection.dirtiedColumns(tableAlignedRect);
WillBeHeapHashSet<RawPtrWillBeMember<RenderTableCell> > overflowingCells = m_renderTableSection.overflowingCells();
if (dirtiedColumns.start() < dirtiedColumns.end()) {
if (!m_renderTableSection.hasMultipleCellLevels() && !overflowingCells.size()) {
if (paintInfo.phase == PaintPhaseCollapsedTableBorders) {
// Collapsed borders are painted from the bottom right to the top left so that precedence
// due to cell position is respected.
for (unsigned r = dirtiedRows.end(); r > dirtiedRows.start(); r--) {
unsigned row = r - 1;
for (unsigned c = dirtiedColumns.end(); c > dirtiedColumns.start(); c--) {
unsigned col = c - 1;
RenderTableSection::CellStruct& current = m_renderTableSection.cellAt(row, col);
RenderTableCell* cell = current.primaryCell();
if (!cell || (row > dirtiedRows.start() && m_renderTableSection.primaryCellAt(row - 1, col) == cell) || (col > dirtiedColumns.start() && m_renderTableSection.primaryCellAt(row, col - 1) == cell))
continue;
LayoutPoint cellPoint = m_renderTableSection.flipForWritingModeForChild(cell, paintOffset);
cell->paintCollapsedBorders(paintInfo, cellPoint);
}
}
} else {
// Draw the dirty cells in the order that they appear.
for (unsigned r = dirtiedRows.start(); r < dirtiedRows.end(); r++) {
RenderTableRow* row = m_renderTableSection.rowRendererAt(r);
if (row && !row->hasSelfPaintingLayer())
TableRowPainter(*row).paintOutlineForRowIfNeeded(paintInfo, paintOffset);
for (unsigned c = dirtiedColumns.start(); c < dirtiedColumns.end(); c++) {
RenderTableSection::CellStruct& current = m_renderTableSection.cellAt(r, c);
RenderTableCell* cell = current.primaryCell();
if (!cell || (r > dirtiedRows.start() && m_renderTableSection.primaryCellAt(r - 1, c) == cell) || (c > dirtiedColumns.start() && m_renderTableSection.primaryCellAt(r, c - 1) == cell))
continue;
paintCell(cell, paintInfo, paintOffset);
}
}
}
} else {
// The overflowing cells should be scarce to avoid adding a lot of cells to the HashSet.
#if ENABLE(ASSERT)
unsigned totalRows = m_renderTableSection.numRows();
unsigned totalCols = m_renderTableSection.table()->columns().size();
ASSERT(overflowingCells.size() < totalRows * totalCols * gMaxAllowedOverflowingCellRatioForFastPaintPath);
#endif
// To make sure we properly paint invalidate the section, we paint invalidated all the overflowing cells that we collected.
Vector<RenderTableCell*> cells;
copyToVector(overflowingCells, cells);
HashSet<RenderTableCell*> spanningCells;
for (unsigned r = dirtiedRows.start(); r < dirtiedRows.end(); r++) {
RenderTableRow* row = m_renderTableSection.rowRendererAt(r);
if (row && !row->hasSelfPaintingLayer())
TableRowPainter(*row).paintOutlineForRowIfNeeded(paintInfo, paintOffset);
for (unsigned c = dirtiedColumns.start(); c < dirtiedColumns.end(); c++) {
RenderTableSection::CellStruct& current = m_renderTableSection.cellAt(r, c);
if (!current.hasCells())
continue;
for (unsigned i = 0; i < current.cells.size(); ++i) {
if (overflowingCells.contains(current.cells[i]))
continue;
if (current.cells[i]->rowSpan() > 1 || current.cells[i]->colSpan() > 1) {
if (!spanningCells.add(current.cells[i]).isNewEntry)
continue;
}
cells.append(current.cells[i]);
}
}
}
// Sort the dirty cells by paint order.
if (!overflowingCells.size())
std::stable_sort(cells.begin(), cells.end(), compareCellPositions);
else
std::sort(cells.begin(), cells.end(), compareCellPositionsWithOverflowingCells);
if (paintInfo.phase == PaintPhaseCollapsedTableBorders) {
for (unsigned i = cells.size(); i > 0; --i) {
LayoutPoint cellPoint = m_renderTableSection.flipForWritingModeForChild(cells[i - 1], paintOffset);
cells[i - 1]->paintCollapsedBorders(paintInfo, cellPoint);
}
} else {
for (unsigned i = 0; i < cells.size(); ++i)
paintCell(cells[i], paintInfo, paintOffset);
}
}
}
}
void TableSectionPainter::paintCell(RenderTableCell* cell, PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
LayoutPoint cellPoint = m_renderTableSection.flipForWritingModeForChild(cell, paintOffset);
PaintPhase paintPhase = paintInfo.phase;
RenderTableRow* row = toRenderTableRow(cell->parent());
if (paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) {
// We need to handle painting a stack of backgrounds. This stack (from bottom to top) consists of
// the column group, column, row group, row, and then the cell.
RenderTableCol* column = m_renderTableSection.table()->colElement(cell->col());
RenderTableCol* columnGroup = column ? column->enclosingColumnGroup() : 0;
// Column groups and columns first.
// FIXME: Columns and column groups do not currently support opacity, and they are being painted "too late" in
// the stack, since we have already opened a transparency layer (potentially) for the table row group.
// Note that we deliberately ignore whether or not the cell has a layer, since these backgrounds paint "behind" the
// cell.
cell->paintBackgroundsBehindCell(paintInfo, cellPoint, columnGroup);
cell->paintBackgroundsBehindCell(paintInfo, cellPoint, column);
// Paint the row group next.
cell->paintBackgroundsBehindCell(paintInfo, cellPoint, &m_renderTableSection);
// 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->hasSelfPaintingLayer())
cell->paintBackgroundsBehindCell(paintInfo, cellPoint, row);
}
if ((!cell->hasSelfPaintingLayer() && !row->hasSelfPaintingLayer()))
cell->paint(paintInfo, cellPoint);
}
} // namespace blink