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+/*
+ * 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);
+}
+
+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.rawValue() < logicalHeight.rawValue()))
+ 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->baselinePosition();
+ 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.rawValue();
+ }
+ if (totalPercent) {
+ // try to satisfy percent
+ int add = 0;
+ totalPercent = min(totalPercent, 100 * percentScaleFactor);
+ 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, (totalHeight * m_grid[r].logicalHeight.rawValue() / (100 * percentScaleFactor)) - 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.rawValue();
+ }
+ 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->setOverrideSize(max(0,
+ rHeight - cell->borderBefore() - cell->paddingBefore() -
+ cell->borderAfter() - cell->paddingAfter()));
+ 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->baselinePosition();
+ 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->baselinePosition();
+ 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->y()) != 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.bottom());
+ else
+ localRepaintRect.setX(width() - localRepaintRect.right());
+ }
+
+ // 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.bottom() : localRepaintRect.right()) + 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.right() : localRepaintRect.bottom()) + 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