/* * 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, 2009 Apple Inc. All rights reserved. * * 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. */ #ifndef RenderTableCell_h #define RenderTableCell_h #include "RenderTableSection.h" namespace WebCore { class RenderTableCell : public RenderBlock { public: explicit RenderTableCell(Node*); // FIXME: need to implement cellIndex int cellIndex() const { return 0; } void setCellIndex(int) { } int colSpan() const { return m_columnSpan; } void setColSpan(int c) { m_columnSpan = c; } int rowSpan() const { return m_rowSpan; } void setRowSpan(int r) { m_rowSpan = r; } int col() const { return m_column; } void setCol(int col) { m_column = col; } int row() const { return m_row; } void setRow(int row) { m_row = row; } RenderTableSection* section() const { return toRenderTableSection(parent()->parent()); } RenderTable* table() const { return toRenderTable(parent()->parent()->parent()); } Length styleOrColLogicalWidth() const; virtual void computePreferredLogicalWidths(); void updateLogicalWidth(int); virtual int borderLeft() const; virtual int borderRight() const; virtual int borderTop() const; virtual int borderBottom() const; virtual int borderStart() const; virtual int borderEnd() const; virtual int borderBefore() const; virtual int borderAfter() const; int borderHalfLeft(bool outer) const; int borderHalfRight(bool outer) const; int borderHalfTop(bool outer) const; int borderHalfBottom(bool outer) const; int borderHalfStart(bool outer) const; int borderHalfEnd(bool outer) const; int borderHalfBefore(bool outer) const; int borderHalfAfter(bool outer) const; CollapsedBorderValue collapsedStartBorder() const; CollapsedBorderValue collapsedEndBorder() const; CollapsedBorderValue collapsedBeforeBorder() const; CollapsedBorderValue collapsedAfterBorder() const; CollapsedBorderValue collapsedLeftBorder() const; CollapsedBorderValue collapsedRightBorder() const; CollapsedBorderValue collapsedTopBorder() const; CollapsedBorderValue collapsedBottomBorder() const; typedef Vector CollapsedBorderStyles; void collectBorderStyles(CollapsedBorderStyles&) const; static void sortBorderStyles(CollapsedBorderStyles&); virtual void updateFromElement(); virtual void layout(); virtual void paint(PaintInfo&, int tx, int ty); void paintBackgroundsBehindCell(PaintInfo&, int tx, int ty, RenderObject* backgroundObject); int cellBaselinePosition() const; void setIntrinsicPaddingBefore(int p) { m_intrinsicPaddingBefore = p; } void setIntrinsicPaddingAfter(int p) { m_intrinsicPaddingAfter = p; } void setIntrinsicPadding(int before, int after) { setIntrinsicPaddingBefore(before); setIntrinsicPaddingAfter(after); } void clearIntrinsicPadding() { setIntrinsicPadding(0, 0); } int intrinsicPaddingBefore() const { return m_intrinsicPaddingBefore; } int intrinsicPaddingAfter() const { return m_intrinsicPaddingAfter; } virtual int paddingTop(bool includeIntrinsicPadding = true) const; virtual int paddingBottom(bool includeIntrinsicPadding = true) const; virtual int paddingLeft(bool includeIntrinsicPadding = true) const; virtual int paddingRight(bool includeIntrinsicPadding = true) const; // FIXME: For now we just assume the cell has the same block flow direction as the table. It's likely we'll // create an extra anonymous RenderBlock to handle mixing directionality anyway, in which case we can lock // the block flow directionality of the cells to the table's directionality. virtual int paddingBefore(bool includeIntrinsicPadding = true) const; virtual int paddingAfter(bool includeIntrinsicPadding = true) const; virtual void setOverrideSize(int); void setOverrideSizeFromRowHeight(int); bool hasVisualOverflow() const { return m_overflow && !borderBoxRect().contains(m_overflow->visualOverflowRect()); } virtual void scrollbarsChanged(bool horizontalScrollbarChanged, bool verticalScrollbarChanged); bool cellWidthChanged() const { return m_cellWidthChanged; } void setCellWidthChanged(bool b = true) { m_cellWidthChanged = b; } protected: virtual void styleWillChange(StyleDifference, const RenderStyle* newStyle); virtual void styleDidChange(StyleDifference, const RenderStyle* oldStyle); private: virtual const char* renderName() const { return isAnonymous() ? "RenderTableCell (anonymous)" : "RenderTableCell"; } virtual bool isTableCell() const { return true; } virtual void destroy(); virtual void computeLogicalWidth(); virtual void paintBoxDecorations(PaintInfo&, int tx, int ty); virtual void paintMask(PaintInfo&, int tx, int ty); virtual IntSize offsetFromContainer(RenderObject*, const IntPoint&) const; virtual IntRect clippedOverflowRectForRepaint(RenderBoxModelObject* repaintContainer); virtual void computeRectForRepaint(RenderBoxModelObject* repaintContainer, IntRect&, bool fixed = false); void paintCollapsedBorder(GraphicsContext*, int x, int y, int w, int h); int m_row; int m_column; int m_rowSpan; int m_columnSpan : 31; bool m_cellWidthChanged : 1; int m_intrinsicPaddingBefore; int m_intrinsicPaddingAfter; }; inline RenderTableCell* toRenderTableCell(RenderObject* object) { ASSERT(!object || object->isTableCell()); return static_cast(object); } inline const RenderTableCell* toRenderTableCell(const RenderObject* object) { ASSERT(!object || object->isTableCell()); return static_cast(object); } // This will catch anyone doing an unnecessary cast. void toRenderTableCell(const RenderTableCell*); } // namespace WebCore #endif // RenderTableCell_h