blob: 06d326f9a91ea9ce915c4347fc75c8a76256919b [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, 2008, 2009, 2010 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 "RenderTableSection.h"
#include "CachedImage.h"
#include "Document.h"
#include "HitTestResult.h"
#include "HTMLNames.h"
#include "PaintInfo.h"
#include "RenderTableCell.h"
#include "RenderTableCol.h"
#include "RenderTableRow.h"
#include "RenderView.h"
#include <limits>
#include <wtf/HashSet.h>
#include <wtf/Vector.h>
#ifdef ANDROID_LAYOUT
#include "Frame.h"
#include "Settings.h"
#endif
using namespace std;
namespace WebCore {
using namespace HTMLNames;
static inline void setRowLogicalHeightToRowStyleLogicalHeightIfNotRelative(RenderTableSection::RowStruct* row)
{
ASSERT(row && row->rowRenderer);
row->logicalHeight = row->rowRenderer->style()->logicalHeight();
if (row->logicalHeight.isRelative())
row->logicalHeight = Length();
}
RenderTableSection::RenderTableSection(Node* node)
: RenderBox(node)
, m_gridRows(0)
, m_cCol(0)
, m_cRow(-1)
, m_outerBorderStart(0)
, m_outerBorderEnd(0)
, m_outerBorderBefore(0)
, m_outerBorderAfter(0)
, m_needsCellRecalc(false)
, m_hasOverflowingCell(false)
, m_hasMultipleCellLevels(false)
{
// init RenderObject attributes
setInline(false); // our object is not Inline
}
RenderTableSection::~RenderTableSection()
{
clearGrid();
}
void RenderTableSection::destroy()
{
RenderTable* recalcTable = table();
RenderBox::destroy();
// recalc cell info because RenderTable has unguarded pointers
// stored that point to this RenderTableSection.
if (recalcTable)
recalcTable->setNeedsSectionRecalc();
}
void RenderTableSection::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();
if (!child->isTableRow()) {
RenderObject* last = beforeChild;
if (!last)
last = lastChild();
if (last && last->isAnonymous()) {
if (beforeChild == last)
beforeChild = last->firstChild();
last->addChild(child, beforeChild);
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 row */);
RefPtr<RenderStyle> newStyle = RenderStyle::create();
newStyle->inheritFrom(style());
newStyle->setDisplay(TABLE_ROW);
row->setStyle(newStyle.release());
addChild(row, beforeChild);
row->addChild(child);
return;
}
if (beforeChild)
setNeedsCellRecalc();
++m_cRow;
m_cCol = 0;
// make sure we have enough rows
if (!ensureRows(m_cRow + 1))
return;
m_grid[m_cRow].rowRenderer = toRenderTableRow(child);
if (!beforeChild)
setRowLogicalHeightToRowStyleLogicalHeightIfNotRelative(&m_grid[m_cRow]);
// If the next renderer is actually wrapped in an anonymous table row, we need to go up and find that.
while (beforeChild && beforeChild->parent() != this)
beforeChild = beforeChild->parent();
ASSERT(!beforeChild || beforeChild->isTableRow());
RenderBox::addChild(child, beforeChild);
toRenderTableRow(child)->updateBeforeAndAfterContent();
}
void RenderTableSection::removeChild(RenderObject* oldChild)
{
setNeedsCellRecalc();
RenderBox::removeChild(oldChild);
}
bool RenderTableSection::ensureRows(int numRows)
{
int nRows = m_gridRows;
if (numRows > nRows) {
if (numRows > static_cast<int>(m_grid.size())) {
size_t maxSize = numeric_limits<size_t>::max() / sizeof(RowStruct);
if (static_cast<size_t>(numRows) > maxSize)
return false;
m_grid.grow(numRows);
}
m_gridRows = numRows;
int nCols = max(1, table()->numEffCols());
for (int r = nRows; r < numRows; r++) {
m_grid[r].row = new Row(nCols);
m_grid[r].rowRenderer = 0;
m_grid[r].baseline = 0;
m_grid[r].logicalHeight = Length();
}
}
return true;
}
void RenderTableSection::addCell(RenderTableCell* cell, RenderTableRow* row)
{
int rSpan = cell->rowSpan();
int cSpan = cell->colSpan();
Vector<RenderTable::ColumnStruct>& columns = table()->columns();
int nCols = columns.size();
// ### mozilla still seems to do the old HTML way, even for strict DTD
// (see the annotation on table cell layouting in the CSS specs and the testcase below:
// <TABLE border>
// <TR><TD>1 <TD rowspan="2">2 <TD>3 <TD>4
// <TR><TD colspan="2">5
// </TABLE>
while (m_cCol < nCols && (cellAt(m_cRow, m_cCol).hasCells() || cellAt(m_cRow, m_cCol).inColSpan))
m_cCol++;
if (rSpan == 1) {
// we ignore height settings on rowspan cells
Length logicalHeight = cell->style()->logicalHeight();
if (logicalHeight.isPositive() || (logicalHeight.isRelative() && logicalHeight.value() >= 0)) {
Length cRowLogicalHeight = m_grid[m_cRow].logicalHeight;
switch (logicalHeight.type()) {
case Percent:
if (!(cRowLogicalHeight.isPercent()) ||
(cRowLogicalHeight.isPercent() && cRowLogicalHeight.percent() < logicalHeight.percent()))
m_grid[m_cRow].logicalHeight = logicalHeight;
break;
case Fixed:
if (cRowLogicalHeight.type() < Percent ||
(cRowLogicalHeight.isFixed() && cRowLogicalHeight.value() < logicalHeight.value()))
m_grid[m_cRow].logicalHeight = logicalHeight;
break;
case Relative:
default:
break;
}
}
}
// make sure we have enough rows
if (!ensureRows(m_cRow + rSpan))
return;
m_grid[m_cRow].rowRenderer = row;
int col = m_cCol;
// tell the cell where it is
bool inColSpan = false;
while (cSpan) {
int currentSpan;
if (m_cCol >= nCols) {
table()->appendColumn(cSpan);
currentSpan = cSpan;
} else {
if (cSpan < (int)columns[m_cCol].span)
table()->splitColumn(m_cCol, cSpan);
currentSpan = columns[m_cCol].span;
}
for (int r = 0; r < rSpan; r++) {
CellStruct& c = cellAt(m_cRow + r, m_cCol);
ASSERT(cell);
c.cells.append(cell);
// If cells overlap then we take the slow path for painting.
if (c.cells.size() > 1)
m_hasMultipleCellLevels = true;
if (inColSpan)
c.inColSpan = true;
}
m_cCol++;
cSpan -= currentSpan;
inColSpan = true;
}
cell->setRow(m_cRow);
cell->setCol(table()->effColToCol(col));
}
void RenderTableSection::setCellLogicalWidths()
{
Vector<int>& columnPos = table()->columnPositions();
LayoutStateMaintainer statePusher(view());
#ifdef ANDROID_LAYOUT
int visibleWidth = 0;
if (view()->frameView()) {
const Settings* settings = document()->settings();
ASSERT(settings);
if (settings->layoutAlgorithm() == Settings::kLayoutFitColumnToScreen)
visibleWidth = view()->frameView()->textWrapWidth();
}
#endif
for (int i = 0; i < m_gridRows; i++) {
Row& row = *m_grid[i].row;
int cols = row.size();
for (int j = 0; j < cols; j++) {
CellStruct& current = row[j];
RenderTableCell* cell = current.primaryCell();
if (!cell || current.inColSpan)
continue;
int endCol = j;
int cspan = cell->colSpan();
while (cspan && endCol < cols) {
ASSERT(endCol < (int)table()->columns().size());
cspan -= table()->columns()[endCol].span;
endCol++;
}
int w = columnPos[endCol] - columnPos[j] - table()->hBorderSpacing();
#ifdef ANDROID_LAYOUT
if (table()->isSingleColumn()) {
int b = table()->collapseBorders() ?
0 : table()->paddingLeft() + table()->paddingRight() + 2 * table()->hBorderSpacing();
w = table()->width() - (table()->borderLeft() + table()->borderRight() + b);
}
#endif
int oldLogicalWidth = cell->logicalWidth();
#ifdef ANDROID_LAYOUT
if (w != oldLogicalWidth || (visibleWidth > 0 && visibleWidth != cell->getVisibleWidth())) {
#else
if (w != oldLogicalWidth) {
#endif
cell->setNeedsLayout(true);
if (!table()->selfNeedsLayout() && cell->checkForRepaintDuringLayout()) {
if (!statePusher.didPush()) {
// Technically, we should also push state for the row, but since
// rows don't push a coordinate transform, that's not necessary.
statePusher.push(this, IntSize(x(), y()));
}
cell->repaint();
}
#ifdef ANDROID_LAYOUT
if (w != oldLogicalWidth)
#endif
cell->updateLogicalWidth(w);
}
}
}
statePusher.pop(); // only pops if we pushed
}
int RenderTableSection::calcRowLogicalHeight()
{
#ifndef NDEBUG
setNeedsLayoutIsForbidden(true);
#endif
ASSERT(!needsLayout());
#ifdef ANDROID_LAYOUT
if (table()->isSingleColumn()) {
int height = 0;
int spacing = table()->vBorderSpacing();
for (int r = 0; r < m_gridRows; r++)
height += m_grid[r].logicalHeight.calcMinValue(0) + (m_grid[r].rowRenderer ? spacing : 0);
return height;
}
#endif
RenderTableCell* cell;
int spacing = table()->vBorderSpacing();
LayoutStateMaintainer statePusher(view());
m_rowPos.resize(m_gridRows + 1);
m_rowPos[0] = spacing;
for (int r = 0; r < m_gridRows; r++) {
m_rowPos[r + 1] = 0;
m_grid[r].baseline = 0;
int baseline = 0;
int bdesc = 0;
int ch = m_grid[r].logicalHeight.calcMinValue(0);
int pos = m_rowPos[r] + ch + (m_grid[r].rowRenderer ? spacing : 0);
m_rowPos[r + 1] = max(m_rowPos[r + 1], pos);
Row* row = m_grid[r].row;
int totalCols = row->size();
for (int c = 0; c < totalCols; c++) {
CellStruct& current = cellAt(r, c);
cell = current.primaryCell();
if (!cell || current.inColSpan)
continue;
if ((cell->row() + cell->rowSpan() - 1) > r)
continue;
int indx = max(r - cell->rowSpan() + 1, 0);
if (cell->overrideSize() != -1) {
if (!statePusher.didPush()) {
// Technically, we should also push state for the row, but since
// rows don't push a coordinate transform, that's not necessary.
statePusher.push(this, IntSize(x(), y()));
}
cell->setOverrideSize(-1);
cell->setChildNeedsLayout(true, false);
cell->layoutIfNeeded();
}
int adjustedPaddingBefore = cell->paddingBefore() - cell->intrinsicPaddingBefore();
int adjustedPaddingAfter = cell->paddingAfter() - cell->intrinsicPaddingAfter();
int adjustedLogicalHeight = cell->logicalHeight() - (cell->intrinsicPaddingBefore() + cell->intrinsicPaddingAfter());
// 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()->logicalHeight().calcValue(0) +
(document()->inQuirksMode() ? 0 : (adjustedPaddingBefore + adjustedPaddingAfter +
cell->borderBefore() + cell->borderAfter()));
ch = max(ch, adjustedLogicalHeight);
pos = m_rowPos[indx] + ch + (m_grid[r].rowRenderer ? spacing : 0);
m_rowPos[r + 1] = max(m_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->cellBaselinePosition();
if (b > cell->borderBefore() + cell->paddingBefore()) {
baseline = max(baseline, b - cell->intrinsicPaddingBefore());
bdesc = max(bdesc, m_rowPos[indx] + ch - (b - cell->intrinsicPaddingBefore()));
}
}
}
// do we have baseline aligned elements?
if (baseline) {
// increase rowheight if baseline requires
m_rowPos[r + 1] = max(m_rowPos[r + 1], baseline + bdesc + (m_grid[r].rowRenderer ? spacing : 0));
m_grid[r].baseline = baseline;
}
m_rowPos[r + 1] = max(m_rowPos[r + 1], m_rowPos[r]);
}
#ifndef NDEBUG
setNeedsLayoutIsForbidden(false);
#endif
ASSERT(!needsLayout());
statePusher.pop();
return m_rowPos[m_gridRows];
}
void RenderTableSection::layout()
{
ASSERT(needsLayout());
LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), style()->isFlippedBlocksWritingMode());
for (RenderObject* child = children()->firstChild(); child; child = child->nextSibling()) {
if (child->isTableRow()) {
child->layoutIfNeeded();
ASSERT(!child->needsLayout());
}
}
statePusher.pop();
setNeedsLayout(false);
}
int RenderTableSection::layoutRows(int toAdd)
{
#ifndef NDEBUG
setNeedsLayoutIsForbidden(true);
#endif
ASSERT(!needsLayout());
#ifdef ANDROID_LAYOUT
if (table()->isSingleColumn()) {
int totalRows = m_gridRows;
int hspacing = table()->hBorderSpacing();
int vspacing = table()->vBorderSpacing();
int rHeight = vspacing;
int leftOffset = hspacing;
int nEffCols = table()->numEffCols();
for (int r = 0; r < totalRows; r++) {
for (int c = 0; c < nEffCols; c++) {
CellStruct current = cellAt(r, c);
RenderTableCell* cell = current.primaryCell();
if (!cell || current.inColSpan)
continue;
if (r > 0 && (primaryCellAt(r-1, c) == cell))
continue;
// cell->setCellTopExtra(0);
// cell->setCellBottomExtra(0);
int oldCellX = cell->x();
int oldCellY = cell->y();
if (style()->direction() == RTL) {
cell->setX(table()->width());
cell->setY(rHeight);
} else {
cell->setX(leftOffset);
cell->setY(rHeight);
}
// 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()) {
// IntRect cellRect(oldCellX, oldCellY - cell->borderTopExtra() , cell->width(), cell->height());
IntRect cellRect(oldCellX, oldCellY, cell->width(), cell->height());
cell->repaintDuringLayoutIfMoved(cellRect);
}
rHeight += cell->height() + vspacing;
}
}
setHeight(rHeight);
return height();
}
#endif
int rHeight;
int rindx;
int totalRows = m_gridRows;
// Set the width of our section now. The rows will also be this width.
setLogicalWidth(table()->contentLogicalWidth());
m_overflow.clear();
m_hasOverflowingCell = false;
if (toAdd && totalRows && (m_rowPos[totalRows] || !nextSibling())) {
int totalHeight = m_rowPos[totalRows] + toAdd;
int dh = toAdd;
int totalPercent = 0;
int numAuto = 0;
for (int r = 0; r < totalRows; r++) {
if (m_grid[r].logicalHeight.isAuto())
numAuto++;
else if (m_grid[r].logicalHeight.isPercent())
totalPercent += m_grid[r].logicalHeight.percent();
}
if (totalPercent) {
// try to satisfy percent
int add = 0;
totalPercent = min(totalPercent, 100);
int rh = m_rowPos[1] - m_rowPos[0];
for (int r = 0; r < totalRows; r++) {
if (totalPercent > 0 && m_grid[r].logicalHeight.isPercent()) {
int toAdd = min(dh, static_cast<int>((totalHeight * m_grid[r].logicalHeight.percent() / 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 -= m_grid[r].logicalHeight.percent();
}
if (r < totalRows - 1)
rh = m_rowPos[r + 2] - m_rowPos[r + 1];
m_rowPos[r + 1] += add;
}
}
if (numAuto) {
// distribute over variable cols
int add = 0;
for (int r = 0; r < totalRows; r++) {
if (numAuto > 0 && m_grid[r].logicalHeight.isAuto()) {
int toAdd = dh / numAuto;
add += toAdd;
dh -= toAdd;
numAuto--;
}
m_rowPos[r + 1] += add;
}
}
if (dh > 0 && m_rowPos[totalRows]) {
// if some left overs, distribute equally.
int tot = m_rowPos[totalRows];
int add = 0;
int prev = m_rowPos[0];
for (int r = 0; r < totalRows; r++) {
// weight with the original height
add += dh * (m_rowPos[r + 1] - prev) / tot;
prev = m_rowPos[r + 1];
m_rowPos[r + 1] += add;
}
}
}
int hspacing = table()->hBorderSpacing();
int vspacing = table()->vBorderSpacing();
int nEffCols = table()->numEffCols();
LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y()), style()->isFlippedBlocksWritingMode());
for (int r = 0; r < totalRows; r++) {
// Set the row's x/y position and width/height.
if (RenderTableRow* rowRenderer = m_grid[r].rowRenderer) {
rowRenderer->setLocation(0, m_rowPos[r]);
rowRenderer->setLogicalWidth(logicalWidth());
rowRenderer->setLogicalHeight(m_rowPos[r + 1] - m_rowPos[r] - vspacing);
rowRenderer->updateLayerTransform();
}
for (int c = 0; c < nEffCols; c++) {
CellStruct& cs = cellAt(r, c);
RenderTableCell* cell = cs.primaryCell();
if (!cell || cs.inColSpan)
continue;
rindx = cell->row();
rHeight = m_rowPos[rindx + cell->rowSpan()] - m_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()->logicalHeight().isFixed()
|| (!table()->style()->logicalHeight().isAuto() && rHeight != cell->logicalHeight());
for (RenderObject* o = cell->firstChild(); o; o = o->nextSibling()) {
if (!o->isText() && o->style()->logicalHeight().isPercent() && (flexAllChildren || o->isReplaced() || (o->isBox() && toRenderBox(o)->scrollsOverflow()))) {
// Tables with no sections do not flex.
if (!o->isTable() || toRenderTable(o)->hasSections()) {
o->setNeedsLayout(true, false);
cellChildrenFlex = true;
}
}
}
if (HashSet<RenderBox*>* percentHeightDescendants = cell->percentHeightDescendants()) {
HashSet<RenderBox*>::iterator end = percentHeightDescendants->end();
for (HashSet<RenderBox*>::iterator it = percentHeightDescendants->begin(); it != end; ++it) {
RenderBox* box = *it;
if (!box->isReplaced() && !box->scrollsOverflow() && !flexAllChildren)
continue;
while (box != cell) {
if (box->normalChildNeedsLayout())
break;
box->setChildNeedsLayout(true, false);
box = box->containingBlock();
ASSERT(box);
if (!box)
break;
}
cellChildrenFlex = true;
}
}
if (cellChildrenFlex) {
cell->setChildNeedsLayout(true, false);
// Alignment within a cell is based off the calculated
// height, which becomes irrelevant once the cell has
// been resized based off its percentage.
cell->setOverrideSizeFromRowHeight(rHeight);
cell->layoutIfNeeded();
// If the baseline moved, we may have to update the data for our row. Find out the new baseline.
EVerticalAlign va = cell->style()->verticalAlign();
if (va == BASELINE || va == TEXT_BOTTOM || va == TEXT_TOP || va == SUPER || va == SUB) {
int b = cell->cellBaselinePosition();
if (b > cell->borderBefore() + cell->paddingBefore())
m_grid[r].baseline = max(m_grid[r].baseline, b);
}
}
int oldIntrinsicPaddingBefore = cell->intrinsicPaddingBefore();
int oldIntrinsicPaddingAfter = cell->intrinsicPaddingAfter();
int logicalHeightWithoutIntrinsicPadding = cell->logicalHeight() - oldIntrinsicPaddingBefore - oldIntrinsicPaddingAfter;
int intrinsicPaddingBefore = 0;
switch (cell->style()->verticalAlign()) {
case SUB:
case SUPER:
case TEXT_TOP:
case TEXT_BOTTOM:
case BASELINE: {
int b = cell->cellBaselinePosition();
if (b > cell->borderBefore() + cell->paddingBefore())
intrinsicPaddingBefore = getBaseline(r) - (b - oldIntrinsicPaddingBefore);
break;
}
case TOP:
break;
case MIDDLE:
intrinsicPaddingBefore = (rHeight - logicalHeightWithoutIntrinsicPadding) / 2;
break;
case BOTTOM:
intrinsicPaddingBefore = rHeight - logicalHeightWithoutIntrinsicPadding;
break;
default:
break;
}
int intrinsicPaddingAfter = rHeight - logicalHeightWithoutIntrinsicPadding - intrinsicPaddingBefore;
cell->setIntrinsicPaddingBefore(intrinsicPaddingBefore);
cell->setIntrinsicPaddingAfter(intrinsicPaddingAfter);
IntRect oldCellRect(cell->x(), cell->y() , cell->width(), cell->height());
if (!style()->isLeftToRightDirection())
cell->setLogicalLocation(table()->columnPositions()[nEffCols] - table()->columnPositions()[table()->colToEffCol(cell->col() + cell->colSpan())] + hspacing, m_rowPos[rindx]);
else
cell->setLogicalLocation(table()->columnPositions()[c] + hspacing, m_rowPos[rindx]);
view()->addLayoutDelta(IntSize(oldCellRect.x() - cell->x(), oldCellRect.y() - cell->y()));
if (intrinsicPaddingBefore != oldIntrinsicPaddingBefore || intrinsicPaddingAfter != oldIntrinsicPaddingAfter)
cell->setNeedsLayout(true, false);
if (!cell->needsLayout() && view()->layoutState()->pageLogicalHeight() && view()->layoutState()->pageLogicalOffset(cell->logicalTop()) != cell->pageLogicalOffset())
cell->setChildNeedsLayout(true, false);
cell->layoutIfNeeded();
// FIXME: Make pagination work with vertical tables.
if (style()->isHorizontalWritingMode() && view()->layoutState()->pageLogicalHeight() && cell->height() != rHeight)
cell->setHeight(rHeight); // FIXME: Pagination might have made us change size. For now just shrink or grow the cell to fit without doing a relayout.
IntSize childOffset(cell->x() - oldCellRect.x(), cell->y() - oldCellRect.y());
if (childOffset.width() || childOffset.height()) {
view()->addLayoutDelta(childOffset);
// If the child 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 child) anyway.
if (!table()->selfNeedsLayout() && cell->checkForRepaintDuringLayout())
cell->repaintDuringLayoutIfMoved(oldCellRect);
}
}
}
#ifndef NDEBUG
setNeedsLayoutIsForbidden(false);
#endif
ASSERT(!needsLayout());
setLogicalHeight(m_rowPos[totalRows]);
// Now that our height has been determined, add in overflow from cells.
for (int r = 0; r < totalRows; r++) {
for (int c = 0; c < nEffCols; c++) {
CellStruct& cs = cellAt(r, c);
RenderTableCell* cell = cs.primaryCell();
if (!cell || cs.inColSpan)
continue;
if (r < totalRows - 1 && cell == primaryCellAt(r + 1, c))
continue;
addOverflowFromChild(cell);
m_hasOverflowingCell |= cell->hasVisualOverflow();
}
}
statePusher.pop();
return height();
}
int RenderTableSection::calcOuterBorderBefore() const
{
int totalCols = table()->numEffCols();
if (!m_gridRows || !totalCols)
return 0;
unsigned borderWidth = 0;
const BorderValue& sb = style()->borderBefore();
if (sb.style() == BHIDDEN)
return -1;
if (sb.style() > BHIDDEN)
borderWidth = sb.width();
const BorderValue& rb = firstChild()->style()->borderBefore();
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.hasCells())
continue;
const BorderValue& cb = current.primaryCell()->style()->borderBefore(); // FIXME: Make this work with perpendicular and flipped cells.
// FIXME: Don't repeat for the same col group
RenderTableCol* colGroup = table()->colElement(c);
if (colGroup) {
const BorderValue& gb = colGroup->style()->borderBefore();
if (gb.style() == BHIDDEN || cb.style() == BHIDDEN)
continue;
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;
allHidden = false;
if (cb.style() > BHIDDEN && cb.width() > borderWidth)
borderWidth = cb.width();
}
}
if (allHidden)
return -1;
return borderWidth / 2;
}
int RenderTableSection::calcOuterBorderAfter() const
{
int totalCols = table()->numEffCols();
if (!m_gridRows || !totalCols)
return 0;
unsigned borderWidth = 0;
const BorderValue& sb = style()->borderAfter();
if (sb.style() == BHIDDEN)
return -1;
if (sb.style() > BHIDDEN)
borderWidth = sb.width();
const BorderValue& rb = lastChild()->style()->borderAfter();
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(m_gridRows - 1, c);
if (current.inColSpan || !current.hasCells())
continue;
const BorderValue& cb = current.primaryCell()->style()->borderAfter(); // FIXME: Make this work with perpendicular and flipped cells.
// FIXME: Don't repeat for the same col group
RenderTableCol* colGroup = table()->colElement(c);
if (colGroup) {
const BorderValue& gb = colGroup->style()->borderAfter();
if (gb.style() == BHIDDEN || cb.style() == BHIDDEN)
continue;
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;
allHidden = false;
if (cb.style() > BHIDDEN && cb.width() > borderWidth)
borderWidth = cb.width();
}
}
if (allHidden)
return -1;
return (borderWidth + 1) / 2;
}
int RenderTableSection::calcOuterBorderStart() const
{
int totalCols = table()->numEffCols();
if (!m_gridRows || !totalCols)
return 0;
unsigned borderWidth = 0;
const BorderValue& sb = style()->borderStart();
if (sb.style() == BHIDDEN)
return -1;
if (sb.style() > BHIDDEN)
borderWidth = sb.width();
if (RenderTableCol* colGroup = table()->colElement(0)) {
const BorderValue& gb = colGroup->style()->borderStart();
if (gb.style() == BHIDDEN)
return -1;
if (gb.style() > BHIDDEN && gb.width() > borderWidth)
borderWidth = gb.width();
}
bool allHidden = true;
for (int r = 0; r < m_gridRows; r++) {
const CellStruct& current = cellAt(r, 0);
if (!current.hasCells())
continue;
// FIXME: Don't repeat for the same cell
const BorderValue& cb = current.primaryCell()->style()->borderStart(); // FIXME: Make this work with perpendicular and flipped cells.
const BorderValue& rb = current.primaryCell()->parent()->style()->borderStart();
if (cb.style() == BHIDDEN || rb.style() == BHIDDEN)
continue;
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 + (table()->style()->isLeftToRightDirection() ? 0 : 1)) / 2;
}
int RenderTableSection::calcOuterBorderEnd() const
{
int totalCols = table()->numEffCols();
if (!m_gridRows || !totalCols)
return 0;
unsigned borderWidth = 0;
const BorderValue& sb = style()->borderEnd();
if (sb.style() == BHIDDEN)
return -1;
if (sb.style() > BHIDDEN)
borderWidth = sb.width();
if (RenderTableCol* colGroup = table()->colElement(totalCols - 1)) {
const BorderValue& gb = colGroup->style()->borderEnd();
if (gb.style() == BHIDDEN)
return -1;
if (gb.style() > BHIDDEN && gb.width() > borderWidth)
borderWidth = gb.width();
}
bool allHidden = true;
for (int r = 0; r < m_gridRows; r++) {
const CellStruct& current = cellAt(r, totalCols - 1);
if (!current.hasCells())
continue;
// FIXME: Don't repeat for the same cell
const BorderValue& cb = current.primaryCell()->style()->borderEnd(); // FIXME: Make this work with perpendicular and flipped cells.
const BorderValue& rb = current.primaryCell()->parent()->style()->borderEnd();
if (cb.style() == BHIDDEN || rb.style() == BHIDDEN)
continue;
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 + (table()->style()->isLeftToRightDirection() ? 1 : 0)) / 2;
}
void RenderTableSection::recalcOuterBorder()
{
m_outerBorderBefore = calcOuterBorderBefore();
m_outerBorderAfter = calcOuterBorderAfter();
m_outerBorderStart = calcOuterBorderStart();
m_outerBorderEnd = calcOuterBorderEnd();
}
int RenderTableSection::firstLineBoxBaseline() const
{
if (!m_gridRows)
return -1;
int firstLineBaseline = m_grid[0].baseline;
if (firstLineBaseline)
return firstLineBaseline + m_rowPos[0];
firstLineBaseline = -1;
Row* firstRow = m_grid[0].row;
for (size_t i = 0; i < firstRow->size(); ++i) {
CellStruct& cs = firstRow->at(i);
RenderTableCell* cell = cs.primaryCell();
if (cell)
firstLineBaseline = max(firstLineBaseline, cell->logicalTop() + cell->paddingBefore() + cell->borderBefore() + cell->contentLogicalHeight());
}
return firstLineBaseline;
}
void RenderTableSection::paint(PaintInfo& paintInfo, int tx, int ty)
{
// put this back in when all layout tests can handle it
// ASSERT(!needsLayout());
// avoid crashing on bugs that cause us to paint with dirty layout
if (needsLayout())
return;
unsigned totalRows = m_gridRows;
unsigned totalCols = table()->columns().size();
if (!totalRows || !totalCols)
return;
tx += x();
ty += y();
PaintPhase phase = paintInfo.phase;
bool pushedClip = pushContentsClip(paintInfo, tx, ty);
paintObject(paintInfo, tx, ty);
if (pushedClip)
popContentsClip(paintInfo, phase, tx, ty);
}
static inline bool compareCellPositions(RenderTableCell* elem1, RenderTableCell* elem2)
{
return elem1->row() < elem2->row();
}
void RenderTableSection::paintCell(RenderTableCell* cell, PaintInfo& paintInfo, int tx, int ty)
{
IntPoint cellPoint = flipForWritingMode(cell, IntPoint(tx, ty), ParentToChildFlippingAdjustment);
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.
RenderObject* col = table()->colElement(cell->col());
RenderObject* colGroup = 0;
if (col && col->parent()->style()->display() == TABLE_COLUMN_GROUP)
colGroup = col->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(paintInfo, cellPoint.x(), cellPoint.y(), colGroup);
cell->paintBackgroundsBehindCell(paintInfo, cellPoint.x(), cellPoint.y(), col);
// Paint the row group next.
cell->paintBackgroundsBehindCell(paintInfo, cellPoint.x(), cellPoint.y(), 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->hasSelfPaintingLayer())
cell->paintBackgroundsBehindCell(paintInfo, cellPoint.x(), cellPoint.y(), row);
}
if ((!cell->hasSelfPaintingLayer() && !row->hasSelfPaintingLayer()) || paintInfo.phase == PaintPhaseCollapsedTableBorders)
cell->paint(paintInfo, cellPoint.x(), cellPoint.y());
}
void RenderTableSection::paintObject(PaintInfo& paintInfo, int tx, int ty)
{
// Check which rows and cols are visible and only paint these.
// FIXME: Could use a binary search here.
unsigned totalRows = m_gridRows;
unsigned totalCols = table()->columns().size();
PaintPhase paintPhase = paintInfo.phase;
#ifdef ANDROID_LAYOUT
unsigned int startrow = 0;
unsigned int endrow = totalRows;
unsigned int startcol = 0;
unsigned int endcol = totalCols;
if (table()->isSingleColumn()) {
// FIXME: should we be smarter too?
} else {
// FIXME: possible to rollback to the common tree.
// rowPos size is set in calcRowHeight(), which is called from table layout().
// BUT RenderTableSection is init through parsing. On a slow device, paint() as
// the result of layout() can come after the next parse() as everything is triggered
// by timer. So we have to check rowPos before using it.
if (m_rowPos.size() != (totalRows + 1))
return;
#endif
int os = 2 * maximalOutlineSize(paintPhase);
unsigned startrow = 0;
unsigned endrow = totalRows;
IntRect localRepaintRect = paintInfo.rect;
localRepaintRect.move(-tx, -ty);
if (style()->isFlippedBlocksWritingMode()) {
if (style()->isHorizontalWritingMode())
localRepaintRect.setY(height() - localRepaintRect.maxY());
else
localRepaintRect.setX(width() - localRepaintRect.maxX());
}
// If some cell overflows, just paint all of them.
if (!m_hasOverflowingCell) {
int before = (style()->isHorizontalWritingMode() ? localRepaintRect.y() : localRepaintRect.x()) - os;
// binary search to find a row
startrow = std::lower_bound(m_rowPos.begin(), m_rowPos.end(), before) - m_rowPos.begin();
// The binary search above gives us the first row with
// a y position >= the top of the paint rect. Thus, the previous
// may need to be repainted as well.
if (startrow == m_rowPos.size() || (startrow > 0 && (m_rowPos[startrow] > before)))
--startrow;
int after = (style()->isHorizontalWritingMode() ? localRepaintRect.maxY() : localRepaintRect.maxX()) + os;
endrow = std::lower_bound(m_rowPos.begin(), m_rowPos.end(), after) - m_rowPos.begin();
if (endrow == m_rowPos.size())
--endrow;
if (!endrow && m_rowPos[0] - table()->outerBorderBefore() <= after)
++endrow;
}
unsigned startcol = 0;
unsigned endcol = totalCols;
// FIXME: Implement RTL.
if (!m_hasOverflowingCell && style()->isLeftToRightDirection()) {
int start = (style()->isHorizontalWritingMode() ? localRepaintRect.x() : localRepaintRect.y()) - os;
Vector<int>& columnPos = table()->columnPositions();
startcol = std::lower_bound(columnPos.begin(), columnPos.end(), start) - columnPos.begin();
if ((startcol == columnPos.size()) || (startcol > 0 && (columnPos[startcol] > start)))
--startcol;
int end = (style()->isHorizontalWritingMode() ? localRepaintRect.maxX() : localRepaintRect.maxY()) + os;
endcol = std::lower_bound(columnPos.begin(), columnPos.end(), end) - columnPos.begin();
if (endcol == columnPos.size())
--endcol;
if (!endcol && columnPos[0] - table()->outerBorderStart() <= end)
++endcol;
}
#ifdef ANDROID_LAYOUT
}
#endif
if (startcol < endcol) {
if (!m_hasMultipleCellLevels) {
// Draw the dirty cells in the order that they appear.
for (unsigned r = startrow; r < endrow; r++) {
for (unsigned c = startcol; c < endcol; c++) {
CellStruct& current = cellAt(r, c);
RenderTableCell* cell = current.primaryCell();
if (!cell || (r > startrow && primaryCellAt(r - 1, c) == cell) || (c > startcol && primaryCellAt(r, c - 1) == cell))
continue;
paintCell(cell, paintInfo, tx, ty);
}
}
} else {
// Draw the cells in the correct paint order.
Vector<RenderTableCell*> cells;
HashSet<RenderTableCell*> spanningCells;
for (unsigned r = startrow; r < endrow; r++) {
for (unsigned c = startcol; c < endcol; c++) {
CellStruct& current = cellAt(r, c);
if (!current.hasCells())
continue;
for (unsigned i = 0; i < current.cells.size(); ++i) {
if (current.cells[i]->rowSpan() > 1 || current.cells[i]->colSpan() > 1) {
if (spanningCells.contains(current.cells[i]))
continue;
spanningCells.add(current.cells[i]);
}
cells.append(current.cells[i]);
}
}
}
// Sort the dirty cells by paint order.
std::stable_sort(cells.begin(), cells.end(), compareCellPositions);
int size = cells.size();
// Paint the cells.
for (int i = 0; i < size; ++i)
paintCell(cells[i], paintInfo, tx, ty);
}
}
}
void RenderTableSection::imageChanged(WrappedImagePtr, const IntRect*)
{
// FIXME: Examine cells and repaint only the rect the image paints in.
repaint();
}
void RenderTableSection::recalcCells()
{
m_cCol = 0;
m_cRow = -1;
clearGrid();
m_gridRows = 0;
for (RenderObject* row = firstChild(); row; row = row->nextSibling()) {
if (row->isTableRow()) {
m_cRow++;
m_cCol = 0;
if (!ensureRows(m_cRow + 1))
break;
RenderTableRow* tableRow = toRenderTableRow(row);
m_grid[m_cRow].rowRenderer = tableRow;
setRowLogicalHeightToRowStyleLogicalHeightIfNotRelative(&m_grid[m_cRow]);
for (RenderObject* cell = row->firstChild(); cell; cell = cell->nextSibling()) {
if (cell->isTableCell())
addCell(toRenderTableCell(cell), tableRow);
}
}
}
m_needsCellRecalc = false;
setNeedsLayout(true);
}
void RenderTableSection::setNeedsCellRecalc()
{
m_needsCellRecalc = true;
if (RenderTable* t = table())
t->setNeedsSectionRecalc();
}
void RenderTableSection::clearGrid()
{
int rows = m_gridRows;
while (rows--)
delete m_grid[rows].row;
}
int RenderTableSection::numColumns() const
{
int result = 0;
for (int r = 0; r < m_gridRows; ++r) {
for (int c = result; c < table()->numEffCols(); ++c) {
const CellStruct& cell = cellAt(r, c);
if (cell.hasCells() || cell.inColSpan)
result = c;
}
}
return result + 1;
}
void RenderTableSection::appendColumn(int pos)
{
for (int row = 0; row < m_gridRows; ++row)
m_grid[row].row->resize(pos + 1);
}
void RenderTableSection::splitColumn(int pos, int first)
{
if (m_cCol > pos)
m_cCol++;
for (int row = 0; row < m_gridRows; ++row) {
Row& r = *m_grid[row].row;
r.insert(pos + 1, CellStruct());
if (r[pos].hasCells()) {
r[pos + 1].cells.append(r[pos].cells);
RenderTableCell* cell = r[pos].primaryCell();
ASSERT(cell);
int colleft = cell->colSpan() - r[pos].inColSpan;
if (first > colleft)
r[pos + 1].inColSpan = 0;
else
r[pos + 1].inColSpan = first + r[pos].inColSpan;
} else {
r[pos + 1].inColSpan = 0;
}
}
}
// Hit Testing
bool RenderTableSection::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int xPos, int yPos, int tx, int ty, HitTestAction action)
{
// If we have no children then we have nothing to do.
if (!firstChild())
return false;
// Table sections cannot ever be hit tested. Effectively they do not exist.
// Just forward to our children always.
tx += x();
ty += y();
if (hasOverflowClip() && !overflowClipRect(tx, ty).intersects(result.rectForPoint(xPos, yPos)))
return false;
if (m_hasOverflowingCell) {
for (RenderObject* child = lastChild(); child; child = child->previousSibling()) {
// FIXME: We have to skip over inline flows, since they can show up inside table rows
// at the moment (a demoted inline <form> for example). If we ever implement a
// table-specific hit-test method (which we should do for performance reasons anyway),
// then we can remove this check.
if (child->isBox() && !toRenderBox(child)->hasSelfPaintingLayer()) {
IntPoint childPoint = flipForWritingMode(toRenderBox(child), IntPoint(tx, ty), ParentToChildFlippingAdjustment);
if (child->nodeAtPoint(request, result, xPos, yPos, childPoint.x(), childPoint.y(), action)) {
updateHitTestResult(result, IntPoint(xPos - childPoint.x(), yPos - childPoint.y()));
return true;
}
}
}
return false;
}
IntPoint location = IntPoint(xPos - tx, yPos - ty);
if (style()->isFlippedBlocksWritingMode()) {
if (style()->isHorizontalWritingMode())
location.setY(height() - location.y());
else
location.setX(width() - location.x());
}
int offsetInColumnDirection = style()->isHorizontalWritingMode() ? location.y() : location.x();
// Find the first row that starts after offsetInColumnDirection.
unsigned nextRow = std::upper_bound(m_rowPos.begin(), m_rowPos.end(), offsetInColumnDirection) - m_rowPos.begin();
if (nextRow == m_rowPos.size())
return false;
// Now set hitRow to the index of the hit row, or 0.
unsigned hitRow = nextRow > 0 ? nextRow - 1 : 0;
Vector<int>& columnPos = table()->columnPositions();
int offsetInRowDirection = style()->isHorizontalWritingMode() ? location.x() : location.y();
if (!style()->isLeftToRightDirection())
offsetInRowDirection = columnPos[columnPos.size() - 1] - offsetInRowDirection;
unsigned nextColumn = std::lower_bound(columnPos.begin(), columnPos.end(), offsetInRowDirection) - columnPos.begin();
if (nextColumn == columnPos.size())
return false;
unsigned hitColumn = nextColumn > 0 ? nextColumn - 1 : 0;
CellStruct& current = cellAt(hitRow, hitColumn);
// If the cell is empty, there's nothing to do
if (!current.hasCells())
return false;
for (int i = current.cells.size() - 1; i >= 0; --i) {
RenderTableCell* cell = current.cells[i];
IntPoint cellPoint = flipForWritingMode(cell, IntPoint(tx, ty), ParentToChildFlippingAdjustment);
if (static_cast<RenderObject*>(cell)->nodeAtPoint(request, result, xPos, yPos, cellPoint.x(), cellPoint.y(), action)) {
updateHitTestResult(result, IntPoint(xPos - cellPoint.x(), yPos - cellPoint.y()));
return true;
}
}
return false;
}
} // namespace WebCore