/* * Copyright (C) 1997 Martin Jones (mjones@kde.org) * (C) 1997 Torben Weis (weis@kde.org) * (C) 1998 Waldo Bastian (bastian@kde.org) * (C) 1999 Lars Knoll (knoll@kde.org) * (C) 1999 Antti Koivisto (koivisto@kde.org) * Copyright (C) 2003, 2004, 2005, 2006, 2007, 2008, 2009 Apple Inc. All rights reserved. * Copyright (C) 2006 Alexey Proskuryakov (ap@nypop.com) * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public License * along with this library; see the file COPYING.LIB. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. */ #include "config.h" #include "RenderTable.h" #include "AutoTableLayout.h" #include "DeleteButtonController.h" #include "Document.h" #include "FixedTableLayout.h" #include "FrameView.h" #include "HitTestResult.h" #include "HTMLNames.h" #include "RenderLayer.h" #include "RenderTableCell.h" #include "RenderTableCol.h" #include "RenderTableSection.h" #ifdef ANDROID_LAYOUT #include "Settings.h" #endif #include "RenderView.h" using namespace std; namespace WebCore { using namespace HTMLNames; RenderTable::RenderTable(Node* node) : RenderBlock(node) , m_caption(0) , m_head(0) , m_foot(0) , m_firstBody(0) , m_currentBorder(0) , m_hasColElements(false) , m_needsSectionRecalc(0) , m_hSpacing(0) , m_vSpacing(0) , m_borderLeft(0) , m_borderRight(0) { setChildrenInline(false); m_columnPos.fill(0, 2); m_columns.fill(ColumnStruct(), 1); #ifdef ANDROID_LAYOUT m_singleColumn = false; #endif } RenderTable::~RenderTable() { } void RenderTable::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle) { RenderBlock::styleDidChange(diff, oldStyle); ETableLayout oldTableLayout = oldStyle ? oldStyle->tableLayout() : TAUTO; // In the collapsed border model, there is no cell spacing. m_hSpacing = collapseBorders() ? 0 : style()->horizontalBorderSpacing(); m_vSpacing = collapseBorders() ? 0 : style()->verticalBorderSpacing(); m_columnPos[0] = m_hSpacing; if (!m_tableLayout || style()->tableLayout() != oldTableLayout) { // According to the CSS2 spec, you only use fixed table layout if an // explicit width is specified on the table. Auto width implies auto table layout. if (style()->tableLayout() == TFIXED && !style()->width().isAuto()) m_tableLayout.set(new FixedTableLayout(this)); else m_tableLayout.set(new AutoTableLayout(this)); } } static inline void resetSectionPointerIfNotBefore(RenderTableSection*& ptr, RenderObject* before) { if (!before || !ptr) return; RenderObject* o = before->previousSibling(); while (o && o != ptr) o = o->previousSibling(); if (!o) ptr = 0; } void RenderTable::addChild(RenderObject* child, RenderObject* beforeChild) { // Make sure we don't append things after :after-generated content if we have it. if (!beforeChild && isAfterContent(lastChild())) beforeChild = lastChild(); bool wrapInAnonymousSection = !child->isPositioned(); if (child->isRenderBlock() && child->style()->display() == TABLE_CAPTION) { // First caption wins. if (beforeChild && m_caption) { RenderObject* o = beforeChild->previousSibling(); while (o && o != m_caption) o = o->previousSibling(); if (!o) m_caption = 0; } if (!m_caption) m_caption = toRenderBlock(child); wrapInAnonymousSection = false; } else if (child->isTableCol()) { m_hasColElements = true; wrapInAnonymousSection = false; } else if (child->isTableSection()) { switch (child->style()->display()) { case TABLE_HEADER_GROUP: resetSectionPointerIfNotBefore(m_head, beforeChild); if (!m_head) { m_head = toRenderTableSection(child); } else { resetSectionPointerIfNotBefore(m_firstBody, beforeChild); if (!m_firstBody) m_firstBody = toRenderTableSection(child); } wrapInAnonymousSection = false; break; case TABLE_FOOTER_GROUP: resetSectionPointerIfNotBefore(m_foot, beforeChild); if (!m_foot) { m_foot = toRenderTableSection(child); wrapInAnonymousSection = false; break; } // Fall through. case TABLE_ROW_GROUP: resetSectionPointerIfNotBefore(m_firstBody, beforeChild); if (!m_firstBody) m_firstBody = toRenderTableSection(child); wrapInAnonymousSection = false; break; default: ASSERT_NOT_REACHED(); } } else if (child->isTableCell() || child->isTableRow()) wrapInAnonymousSection = true; else wrapInAnonymousSection = true; if (!wrapInAnonymousSection) { // If the next renderer is actually wrapped in an anonymous table section, we need to go up and find that. while (beforeChild && !beforeChild->isTableSection() && !beforeChild->isTableCol() && beforeChild->style()->display() != TABLE_CAPTION) beforeChild = beforeChild->parent(); RenderBox::addChild(child, beforeChild); return; } if (!beforeChild && lastChild() && lastChild()->isTableSection() && lastChild()->isAnonymous()) { lastChild()->addChild(child); return; } RenderObject* lastBox = beforeChild; while (lastBox && lastBox->parent()->isAnonymous() && !lastBox->isTableSection() && lastBox->style()->display() != TABLE_CAPTION && lastBox->style()->display() != TABLE_COLUMN_GROUP) lastBox = lastBox->parent(); if (lastBox && lastBox->isAnonymous() && !isAfterContent(lastBox)) { lastBox->addChild(child, beforeChild); return; } if (beforeChild && !beforeChild->isTableSection() && beforeChild->style()->display() != TABLE_CAPTION && beforeChild->style()->display() != TABLE_COLUMN_GROUP) beforeChild = 0; RenderTableSection* section = new (renderArena()) RenderTableSection(document() /* anonymous */); RefPtr newStyle = RenderStyle::create(); newStyle->inheritFrom(style()); newStyle->setDisplay(TABLE_ROW_GROUP); section->setStyle(newStyle.release()); addChild(section, beforeChild); section->addChild(child); } void RenderTable::removeChild(RenderObject* oldChild) { RenderBox::removeChild(oldChild); setNeedsSectionRecalc(); } void RenderTable::computeLogicalWidth() { #ifdef ANDROID_LAYOUT if (view()->frameView()) setVisibleWidth(view()->frameView()->textWrapWidth()); #endif if (isPositioned()) computePositionedLogicalWidth(); RenderBlock* cb = containingBlock(); int availableWidth = cb->availableLogicalWidth(); LengthType widthType = style()->width().type(); if (widthType > Relative && style()->width().isPositive()) { // Percent or fixed table setWidth(style()->width().calcMinValue(availableWidth)); setWidth(max(minPreferredLogicalWidth(), width())); } else { // An auto width table should shrink to fit within the line width if necessary in order to // avoid overlapping floats. availableWidth = cb->availableLogicalWidthForLine(y(), false); // Subtract out any fixed margins from our available width for auto width tables. int marginTotal = 0; if (!style()->marginLeft().isAuto()) marginTotal += style()->marginLeft().calcValue(availableWidth); if (!style()->marginRight().isAuto()) marginTotal += style()->marginRight().calcValue(availableWidth); // Subtract out our margins to get the available content width. int availContentWidth = max(0, availableWidth - marginTotal); // Ensure we aren't bigger than our max width or smaller than our min width. setWidth(min(availContentWidth, maxPreferredLogicalWidth())); } setWidth(max(width(), minPreferredLogicalWidth())); // Finally, with our true width determined, compute our margins for real. m_marginRight = 0; m_marginLeft = 0; #ifdef ANDROID_LAYOUT // in SSR mode, we ignore left/right margin for table if (document()->settings()->layoutAlgorithm() == Settings::kLayoutSSR) return; #endif computeInlineDirectionMargins(cb, availableWidth, width()); } void RenderTable::layout() { ASSERT(needsLayout()); if (layoutOnlyPositionedObjects()) return; recalcSectionsIfNeeded(); LayoutRepainter repainter(*this, checkForRepaintDuringLayout()); LayoutStateMaintainer statePusher(view(), this, IntSize(x(), y())); setHeight(0); m_overflow.clear(); initMaxMarginValues(); #ifdef ANDROID_LAYOUT bool relayoutChildren = false; #endif int oldWidth = width(); computeLogicalWidth(); #ifdef ANDROID_LAYOUT if (!checkAndSetRelayoutChildren(&relayoutChildren) && document()->settings()->layoutAlgorithm() == Settings::kLayoutSSR) { // if the width of a table is wider than its container width, or it has a nested table, // we will render it with single column. int cw = containingBlockLogicalWidthForContent(); bool shouldRenderAsSingleColumn = (width() > cw); if (!shouldRenderAsSingleColumn) { RenderObject* child = firstChild(); while (child) { if (child->isTable()) { shouldRenderAsSingleColumn = true; break; } child = child->nextInPreOrder(); } } if (shouldRenderAsSingleColumn) { m_singleColumn = true; if (width() > cw) setWidth(cw); if (m_minPreferredLogicalWidth > cw) m_minPreferredLogicalWidth = cw; if (m_maxPreferredLogicalWidth > cw) m_maxPreferredLogicalWidth = cw; } } #endif if (m_caption && width() != oldWidth) m_caption->setNeedsLayout(true, false); // FIXME: The optimisation below doesn't work since the internal table // layout could have changed. we need to add a flag to the table // layout that tells us if something has changed in the min max // calculations to do it correctly. // if ( oldWidth != width() || columns.size() + 1 != columnPos.size() ) m_tableLayout->layout(); setCellWidths(); // layout child objects int calculatedHeight = 0; int oldTableTop = m_caption ? m_caption->height() + m_caption->marginTop() + m_caption->marginBottom() : 0; bool collapsing = collapseBorders(); for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { #ifdef ANDROID_LAYOUT if (relayoutChildren) { child->setNeedsLayout(true, false); if (!child->isTableSection()) { child->layoutIfNeeded(); continue; } // fall through } #endif if (child->isTableSection()) { child->layoutIfNeeded(); RenderTableSection* section = toRenderTableSection(child); calculatedHeight += section->calcRowHeight(); if (collapsing) section->recalcOuterBorder(); ASSERT(!section->needsLayout()); } else if (child->isTableCol()) { child->layoutIfNeeded(); ASSERT(!child->needsLayout()); } } // Only lay out one caption, since it's the only one we're going to end up painting. if (m_caption) m_caption->layoutIfNeeded(); // If any table section moved vertically, we will just repaint everything from that // section down (it is quite unlikely that any of the following sections // did not shift). bool sectionMoved = false; int movedSectionTop = 0; // FIXME: Collapse caption margin. if (m_caption && m_caption->style()->captionSide() != CAPBOTTOM) { IntRect captionRect(m_caption->x(), m_caption->y(), m_caption->width(), m_caption->height()); m_caption->setLocation(m_caption->marginLeft(), height()); if (!selfNeedsLayout() && m_caption->checkForRepaintDuringLayout()) m_caption->repaintDuringLayoutIfMoved(captionRect); setHeight(height() + m_caption->height() + m_caption->marginTop() + m_caption->marginBottom()); if (height() != oldTableTop) { sectionMoved = true; movedSectionTop = min(height(), oldTableTop); } } int bpTop = borderTop() + (collapsing ? 0 : paddingTop()); int bpBottom = borderBottom() + (collapsing ? 0 : paddingBottom()); setHeight(height() + bpTop); if (!isPositioned()) computeLogicalHeight(); Length h = style()->height(); int th = 0; if (h.isFixed()) // Tables size as though CSS height includes border/padding. th = h.value() - (bpTop + bpBottom); else if (h.isPercent()) th = computePercentageLogicalHeight(h); th = max(0, th); for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { if (child->isTableSection()) // FIXME: Distribute extra height between all table body sections instead of giving it all to the first one. toRenderTableSection(child)->layoutRows(child == m_firstBody ? max(0, th - calculatedHeight) : 0); } if (!m_firstBody && th > calculatedHeight && !document()->inQuirksMode()) { // Completely empty tables (with no sections or anything) should at least honor specified height // in strict mode. setHeight(height() + th); } int bl = borderLeft(); if (!collapsing) bl += paddingLeft(); // position the table sections RenderTableSection* section = m_head ? m_head : (m_firstBody ? m_firstBody : m_foot); while (section) { if (!sectionMoved && section->y() != height()) { sectionMoved = true; movedSectionTop = min(height(), section->y()) + section->topVisibleOverflow(); } section->setLocation(bl, height()); setHeight(height() + section->height()); section = sectionBelow(section); } setHeight(height() + bpBottom); if (m_caption && m_caption->style()->captionSide() == CAPBOTTOM) { IntRect captionRect(m_caption->x(), m_caption->y(), m_caption->width(), m_caption->height()); m_caption->setLocation(m_caption->marginLeft(), height()); if (!selfNeedsLayout() && m_caption->checkForRepaintDuringLayout()) m_caption->repaintDuringLayoutIfMoved(captionRect); setHeight(height() + m_caption->height() + m_caption->marginTop() + m_caption->marginBottom()); } if (isPositioned()) computeLogicalHeight(); // table can be containing block of positioned elements. // FIXME: Only pass true if width or height changed. layoutPositionedObjects(true); // Add overflow from borders. int rightBorderOverflow = width() + (collapsing ? outerBorderRight() - borderRight() : 0); int leftBorderOverflow = collapsing ? borderLeft() - outerBorderLeft() : 0; int bottomBorderOverflow = height() + (collapsing ? outerBorderBottom() - borderBottom() : 0); int topBorderOverflow = collapsing ? borderTop() - outerBorderTop() : 0; addLayoutOverflow(IntRect(leftBorderOverflow, topBorderOverflow, rightBorderOverflow - leftBorderOverflow, bottomBorderOverflow - topBorderOverflow)); // Add visual overflow from box-shadow and reflections. addShadowOverflow(); // Add overflow from our caption. if (m_caption) addOverflowFromChild(m_caption); // Add overflow from our sections. for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { if (child->isTableSection()) { RenderTableSection* section = toRenderTableSection(child); addOverflowFromChild(section); } } statePusher.pop(); if (view()->layoutState()->m_pageHeight) setPageY(view()->layoutState()->pageY(y())); bool didFullRepaint = repainter.repaintAfterLayout(); // Repaint with our new bounds if they are different from our old bounds. if (!didFullRepaint && sectionMoved) repaintRectangle(IntRect(leftVisibleOverflow(), movedSectionTop, rightVisibleOverflow() - leftVisibleOverflow(), bottomVisibleOverflow() - movedSectionTop)); setNeedsLayout(false); } void RenderTable::setCellWidths() { for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { if (child->isTableSection()) toRenderTableSection(child)->setCellWidths(); } } void RenderTable::paint(PaintInfo& paintInfo, int tx, int ty) { tx += x(); ty += y(); PaintPhase paintPhase = paintInfo.phase; int os = 2 * maximalOutlineSize(paintPhase); if (ty + topVisibleOverflow() >= paintInfo.rect.bottom() + os || ty + bottomVisibleOverflow() <= paintInfo.rect.y() - os) return; if (tx + leftVisibleOverflow() >= paintInfo.rect.right() + os || tx + rightVisibleOverflow() <= paintInfo.rect.x() - os) return; bool pushedClip = pushContentsClip(paintInfo, tx, ty); paintObject(paintInfo, tx, ty); if (pushedClip) popContentsClip(paintInfo, paintPhase, tx, ty); } void RenderTable::paintObject(PaintInfo& paintInfo, int tx, int ty) { PaintPhase paintPhase = paintInfo.phase; if ((paintPhase == PaintPhaseBlockBackground || paintPhase == PaintPhaseChildBlockBackground) && hasBoxDecorations() && style()->visibility() == VISIBLE) paintBoxDecorations(paintInfo, tx, ty); if (paintPhase == PaintPhaseMask) { paintMask(paintInfo, tx, ty); return; } // We're done. We don't bother painting any children. if (paintPhase == PaintPhaseBlockBackground) return; // We don't paint our own background, but we do let the kids paint their backgrounds. if (paintPhase == PaintPhaseChildBlockBackgrounds) paintPhase = PaintPhaseChildBlockBackground; PaintInfo info(paintInfo); info.phase = paintPhase; info.updatePaintingRootForChildren(this); for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { if (child->isBox() && !toRenderBox(child)->hasSelfPaintingLayer() && (child->isTableSection() || child == m_caption)) child->paint(info, tx, ty); } if (collapseBorders() && paintPhase == PaintPhaseChildBlockBackground && style()->visibility() == VISIBLE) { // Collect all the unique border styles that we want to paint in a sorted list. Once we // have all the styles sorted, we then do individual passes, painting each style of border // from lowest precedence to highest precedence. info.phase = PaintPhaseCollapsedTableBorders; RenderTableCell::CollapsedBorderStyles borderStyles; RenderObject* stop = nextInPreOrderAfterChildren(); for (RenderObject* o = firstChild(); o && o != stop; o = o->nextInPreOrder()) if (o->isTableCell()) toRenderTableCell(o)->collectBorderStyles(borderStyles); RenderTableCell::sortBorderStyles(borderStyles); size_t count = borderStyles.size(); for (size_t i = 0; i < count; ++i) { m_currentBorder = &borderStyles[i]; for (RenderObject* child = firstChild(); child; child = child->nextSibling()) if (child->isTableSection()) child->paint(info, tx, ty); } m_currentBorder = 0; } } void RenderTable::paintBoxDecorations(PaintInfo& paintInfo, int tx, int ty) { if (!paintInfo.shouldPaintWithinRoot(this)) return; int w = width(); int h = height(); // Account for the caption. if (m_caption) { int captionHeight = (m_caption->height() + m_caption->marginBottom() + m_caption->marginTop()); h -= captionHeight; if (m_caption->style()->captionSide() != CAPBOTTOM) ty += captionHeight; } paintBoxShadow(paintInfo.context, tx, ty, w, h, style(), Normal); paintFillLayers(paintInfo, style()->visitedDependentColor(CSSPropertyBackgroundColor), style()->backgroundLayers(), tx, ty, w, h); paintBoxShadow(paintInfo.context, tx, ty, w, h, style(), Inset); if (style()->hasBorder() && !collapseBorders()) paintBorder(paintInfo.context, tx, ty, w, h, style()); } void RenderTable::paintMask(PaintInfo& paintInfo, int tx, int ty) { if (style()->visibility() != VISIBLE || paintInfo.phase != PaintPhaseMask) return; int w = width(); int h = height(); // Account for the caption. if (m_caption) { int captionHeight = (m_caption->height() + m_caption->marginBottom() + m_caption->marginTop()); h -= captionHeight; if (m_caption->style()->captionSide() != CAPBOTTOM) ty += captionHeight; } paintMaskImages(paintInfo, tx, ty, w, h); } void RenderTable::computePreferredLogicalWidths() { ASSERT(preferredLogicalWidthsDirty()); recalcSectionsIfNeeded(); recalcHorizontalBorders(); m_tableLayout->computePreferredLogicalWidths(m_minPreferredLogicalWidth, m_maxPreferredLogicalWidth); if (m_caption) m_minPreferredLogicalWidth = max(m_minPreferredLogicalWidth, m_caption->minPreferredLogicalWidth()); setPreferredLogicalWidthsDirty(false); } void RenderTable::splitColumn(int pos, int firstSpan) { // we need to add a new columnStruct int oldSize = m_columns.size(); m_columns.grow(oldSize + 1); int oldSpan = m_columns[pos].span; ASSERT(oldSpan > firstSpan); m_columns[pos].span = firstSpan; memmove(m_columns.data() + pos + 1, m_columns.data() + pos, (oldSize - pos) * sizeof(ColumnStruct)); m_columns[pos + 1].span = oldSpan - firstSpan; // change width of all rows. for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { if (child->isTableSection()) toRenderTableSection(child)->splitColumn(pos, firstSpan); } m_columnPos.grow(numEffCols() + 1); setNeedsLayoutAndPrefWidthsRecalc(); } void RenderTable::appendColumn(int span) { // easy case. int pos = m_columns.size(); int newSize = pos + 1; m_columns.grow(newSize); m_columns[pos].span = span; // change width of all rows. for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { if (child->isTableSection()) toRenderTableSection(child)->appendColumn(pos); } m_columnPos.grow(numEffCols() + 1); setNeedsLayoutAndPrefWidthsRecalc(); } RenderTableCol* RenderTable::nextColElement(RenderTableCol* current) const { RenderObject* next = current->firstChild(); if (!next) next = current->nextSibling(); if (!next && current->parent()->isTableCol()) next = current->parent()->nextSibling(); while (next) { if (next->isTableCol()) return toRenderTableCol(next); if (next != m_caption) return 0; next = next->nextSibling(); } return 0; } RenderTableCol* RenderTable::colElement(int col, bool* startEdge, bool* endEdge) const { if (!m_hasColElements) return 0; RenderObject* child = firstChild(); int cCol = 0; while (child) { if (child->isTableCol()) break; if (child != m_caption) return 0; child = child->nextSibling(); } if (!child) return 0; RenderTableCol* colElem = toRenderTableCol(child); while (colElem) { int span = colElem->span(); if (!colElem->firstChild()) { int startCol = cCol; int endCol = cCol + span - 1; cCol += span; if (cCol > col) { if (startEdge) *startEdge = startCol == col; if (endEdge) *endEdge = endCol == col; return colElem; } } colElem = nextColElement(colElem); } return 0; } void RenderTable::recalcSections() const { m_caption = 0; m_head = 0; m_foot = 0; m_firstBody = 0; m_hasColElements = false; // We need to get valid pointers to caption, head, foot and first body again for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { switch (child->style()->display()) { case TABLE_CAPTION: if (!m_caption && child->isRenderBlock()) { m_caption = toRenderBlock(child); m_caption->setNeedsLayout(true); } break; case TABLE_COLUMN: case TABLE_COLUMN_GROUP: m_hasColElements = true; break; case TABLE_HEADER_GROUP: if (child->isTableSection()) { RenderTableSection* section = toRenderTableSection(child); if (!m_head) m_head = section; else if (!m_firstBody) m_firstBody = section; section->recalcCellsIfNeeded(); } break; case TABLE_FOOTER_GROUP: if (child->isTableSection()) { RenderTableSection* section = toRenderTableSection(child); if (!m_foot) m_foot = section; else if (!m_firstBody) m_firstBody = section; section->recalcCellsIfNeeded(); } break; case TABLE_ROW_GROUP: if (child->isTableSection()) { RenderTableSection* section = toRenderTableSection(child); if (!m_firstBody) m_firstBody = section; section->recalcCellsIfNeeded(); } break; default: break; } } // repair column count (addChild can grow it too much, because it always adds elements to the last row of a section) int maxCols = 0; for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { if (child->isTableSection()) { RenderTableSection* section = toRenderTableSection(child); int sectionCols = section->numColumns(); if (sectionCols > maxCols) maxCols = sectionCols; } } m_columns.resize(maxCols); m_columnPos.resize(maxCols + 1); ASSERT(selfNeedsLayout()); m_needsSectionRecalc = false; } int RenderTable::calcBorderLeft() const { if (collapseBorders()) { // Determined by the first cell of the first row. See the CSS 2.1 spec, section 17.6.2. if (!numEffCols()) return 0; unsigned borderWidth = 0; const BorderValue& tb = style()->borderLeft(); if (tb.style() == BHIDDEN) return 0; if (tb.style() > BHIDDEN) borderWidth = tb.width(); int leftmostColumn = !style()->isLeftToRightDirection() ? numEffCols() - 1 : 0; RenderTableCol* colGroup = colElement(leftmostColumn); if (colGroup) { const BorderValue& gb = style()->borderLeft(); if (gb.style() == BHIDDEN) return 0; if (gb.style() > BHIDDEN) borderWidth = max(borderWidth, static_cast(gb.width())); } RenderTableSection* firstNonEmptySection = m_head ? m_head : (m_firstBody ? m_firstBody : m_foot); if (firstNonEmptySection && !firstNonEmptySection->numRows()) firstNonEmptySection = sectionBelow(firstNonEmptySection, true); if (firstNonEmptySection) { const BorderValue& sb = firstNonEmptySection->style()->borderLeft(); if (sb.style() == BHIDDEN) return 0; if (sb.style() > BHIDDEN) borderWidth = max(borderWidth, static_cast(sb.width())); const RenderTableSection::CellStruct& cs = firstNonEmptySection->cellAt(0, leftmostColumn); if (cs.hasCells()) { const BorderValue& cb = cs.primaryCell()->style()->borderLeft(); if (cb.style() == BHIDDEN) return 0; const BorderValue& rb = cs.primaryCell()->parent()->style()->borderLeft(); if (rb.style() == BHIDDEN) return 0; if (cb.style() > BHIDDEN) borderWidth = max(borderWidth, static_cast(cb.width())); if (rb.style() > BHIDDEN) borderWidth = max(borderWidth, static_cast(rb.width())); } } return borderWidth / 2; } return RenderBlock::borderLeft(); } int RenderTable::calcBorderRight() const { if (collapseBorders()) { // Determined by the last cell of the first row. See the CSS 2.1 spec, section 17.6.2. if (!numEffCols()) return 0; unsigned borderWidth = 0; const BorderValue& tb = style()->borderRight(); if (tb.style() == BHIDDEN) return 0; if (tb.style() > BHIDDEN) borderWidth = tb.width(); int rightmostColumn = !style()->isLeftToRightDirection() ? 0 : numEffCols() - 1; RenderTableCol* colGroup = colElement(rightmostColumn); if (colGroup) { const BorderValue& gb = style()->borderRight(); if (gb.style() == BHIDDEN) return 0; if (gb.style() > BHIDDEN) borderWidth = max(borderWidth, static_cast(gb.width())); } RenderTableSection* firstNonEmptySection = m_head ? m_head : (m_firstBody ? m_firstBody : m_foot); if (firstNonEmptySection && !firstNonEmptySection->numRows()) firstNonEmptySection = sectionBelow(firstNonEmptySection, true); if (firstNonEmptySection) { const BorderValue& sb = firstNonEmptySection->style()->borderRight(); if (sb.style() == BHIDDEN) return 0; if (sb.style() > BHIDDEN) borderWidth = max(borderWidth, static_cast(sb.width())); const RenderTableSection::CellStruct& cs = firstNonEmptySection->cellAt(0, rightmostColumn); if (cs.hasCells()) { const BorderValue& cb = cs.primaryCell()->style()->borderRight(); if (cb.style() == BHIDDEN) return 0; const BorderValue& rb = cs.primaryCell()->parent()->style()->borderRight(); if (rb.style() == BHIDDEN) return 0; if (cb.style() > BHIDDEN) borderWidth = max(borderWidth, static_cast(cb.width())); if (rb.style() > BHIDDEN) borderWidth = max(borderWidth, static_cast(rb.width())); } } return (borderWidth + 1) / 2; } return RenderBlock::borderRight(); } void RenderTable::recalcHorizontalBorders() { m_borderLeft = calcBorderLeft(); m_borderRight = calcBorderRight(); } int RenderTable::borderTop() const { if (collapseBorders()) return outerBorderTop(); return RenderBlock::borderTop(); } int RenderTable::borderBottom() const { if (collapseBorders()) return outerBorderBottom(); return RenderBlock::borderBottom(); } int RenderTable::outerBorderTop() const { if (!collapseBorders()) return 0; int borderWidth = 0; RenderTableSection* topSection; if (m_head) topSection = m_head; else if (m_firstBody) topSection = m_firstBody; else if (m_foot) topSection = m_foot; else topSection = 0; if (topSection) { borderWidth = topSection->outerBorderTop(); if (borderWidth == -1) return 0; // Overridden by hidden } const BorderValue& tb = style()->borderTop(); if (tb.style() == BHIDDEN) return 0; if (tb.style() > BHIDDEN) borderWidth = max(borderWidth, static_cast(tb.width() / 2)); return borderWidth; } int RenderTable::outerBorderBottom() const { if (!collapseBorders()) return 0; int borderWidth = 0; RenderTableSection* bottomSection; if (m_foot) bottomSection = m_foot; else { RenderObject* child; for (child = lastChild(); child && !child->isTableSection(); child = child->previousSibling()) { } bottomSection = child ? toRenderTableSection(child) : 0; } if (bottomSection) { borderWidth = bottomSection->outerBorderBottom(); if (borderWidth == -1) return 0; // Overridden by hidden } const BorderValue& tb = style()->borderBottom(); if (tb.style() == BHIDDEN) return 0; if (tb.style() > BHIDDEN) borderWidth = max(borderWidth, static_cast((tb.width() + 1) / 2)); return borderWidth; } int RenderTable::outerBorderLeft() const { if (!collapseBorders()) return 0; int borderWidth = 0; const BorderValue& tb = style()->borderLeft(); if (tb.style() == BHIDDEN) return 0; if (tb.style() > BHIDDEN) borderWidth = tb.width() / 2; bool allHidden = true; for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { if (!child->isTableSection()) continue; int sw = toRenderTableSection(child)->outerBorderLeft(); if (sw == -1) continue; else allHidden = false; borderWidth = max(borderWidth, sw); } if (allHidden) return 0; return borderWidth; } int RenderTable::outerBorderRight() const { if (!collapseBorders()) return 0; int borderWidth = 0; const BorderValue& tb = style()->borderRight(); if (tb.style() == BHIDDEN) return 0; if (tb.style() > BHIDDEN) borderWidth = (tb.width() + 1) / 2; bool allHidden = true; for (RenderObject* child = firstChild(); child; child = child->nextSibling()) { if (!child->isTableSection()) continue; int sw = toRenderTableSection(child)->outerBorderRight(); if (sw == -1) continue; else allHidden = false; borderWidth = max(borderWidth, sw); } if (allHidden) return 0; return borderWidth; } RenderTableSection* RenderTable::sectionAbove(const RenderTableSection* section, bool skipEmptySections) const { recalcSectionsIfNeeded(); if (section == m_head) return 0; RenderObject* prevSection = section == m_foot ? lastChild() : section->previousSibling(); while (prevSection) { if (prevSection->isTableSection() && prevSection != m_head && prevSection != m_foot && (!skipEmptySections || toRenderTableSection(prevSection)->numRows())) break; prevSection = prevSection->previousSibling(); } if (!prevSection && m_head && (!skipEmptySections || m_head->numRows())) prevSection = m_head; return toRenderTableSection(prevSection); } RenderTableSection* RenderTable::sectionBelow(const RenderTableSection* section, bool skipEmptySections) const { recalcSectionsIfNeeded(); if (section == m_foot) return 0; RenderObject* nextSection = section == m_head ? firstChild() : section->nextSibling(); while (nextSection) { if (nextSection->isTableSection() && nextSection != m_head && nextSection != m_foot && (!skipEmptySections || toRenderTableSection(nextSection)->numRows())) break; nextSection = nextSection->nextSibling(); } if (!nextSection && m_foot && (!skipEmptySections || m_foot->numRows())) nextSection = m_foot; return toRenderTableSection(nextSection); } RenderTableCell* RenderTable::cellAbove(const RenderTableCell* cell) const { recalcSectionsIfNeeded(); // Find the section and row to look in int r = cell->row(); RenderTableSection* section = 0; int rAbove = 0; if (r > 0) { // cell is not in the first row, so use the above row in its own section section = cell->section(); rAbove = r - 1; } else { section = sectionAbove(cell->section(), true); if (section) rAbove = section->numRows() - 1; } // Look up the cell in the section's grid, which requires effective col index if (section) { int effCol = colToEffCol(cell->col()); RenderTableSection::CellStruct& aboveCell = section->cellAt(rAbove, effCol); return aboveCell.primaryCell(); } else return 0; } RenderTableCell* RenderTable::cellBelow(const RenderTableCell* cell) const { recalcSectionsIfNeeded(); // Find the section and row to look in int r = cell->row() + cell->rowSpan() - 1; RenderTableSection* section = 0; int rBelow = 0; if (r < cell->section()->numRows() - 1) { // The cell is not in the last row, so use the next row in the section. section = cell->section(); rBelow = r + 1; } else { section = sectionBelow(cell->section(), true); if (section) rBelow = 0; } // Look up the cell in the section's grid, which requires effective col index if (section) { int effCol = colToEffCol(cell->col()); RenderTableSection::CellStruct& belowCell = section->cellAt(rBelow, effCol); return belowCell.primaryCell(); } else return 0; } RenderTableCell* RenderTable::cellBefore(const RenderTableCell* cell) const { recalcSectionsIfNeeded(); RenderTableSection* section = cell->section(); int effCol = colToEffCol(cell->col()); if (!effCol) return 0; // If we hit a colspan back up to a real cell. RenderTableSection::CellStruct& prevCell = section->cellAt(cell->row(), effCol - 1); return prevCell.primaryCell(); } RenderTableCell* RenderTable::cellAfter(const RenderTableCell* cell) const { recalcSectionsIfNeeded(); int effCol = colToEffCol(cell->col() + cell->colSpan()); if (effCol >= numEffCols()) return 0; return cell->section()->primaryCellAt(cell->row(), effCol); } RenderBlock* RenderTable::firstLineBlock() const { return 0; } void RenderTable::updateFirstLetter() { } int RenderTable::firstLineBoxBaseline() const { RenderTableSection* firstNonEmptySection = m_head ? m_head : (m_firstBody ? m_firstBody : m_foot); if (firstNonEmptySection && !firstNonEmptySection->numRows()) firstNonEmptySection = sectionBelow(firstNonEmptySection, true); if (!firstNonEmptySection) return -1; return firstNonEmptySection->y() + firstNonEmptySection->firstLineBoxBaseline(); } IntRect RenderTable::overflowClipRect(int tx, int ty) { IntRect rect = RenderBlock::overflowClipRect(tx, ty); // If we have a caption, expand the clip to include the caption. // FIXME: Technically this is wrong, but it's virtually impossible to fix this // for real until captions have been re-written. // FIXME: This code assumes (like all our other caption code) that only top/bottom are // supported. When we actually support left/right and stop mapping them to top/bottom, // we might have to hack this code first (depending on what order we do these bug fixes in). if (m_caption) { rect.setHeight(height()); rect.setY(ty); } return rect; } bool RenderTable::nodeAtPoint(const HitTestRequest& request, HitTestResult& result, int xPos, int yPos, int tx, int ty, HitTestAction action) { tx += x(); ty += y(); // Check kids first. if (!hasOverflowClip() || overflowClipRect(tx, ty).intersects(result.rectForPoint(xPos, yPos))) { for (RenderObject* child = lastChild(); child; child = child->previousSibling()) { if (child->isBox() && !toRenderBox(child)->hasSelfPaintingLayer() && (child->isTableSection() || child == m_caption) && child->nodeAtPoint(request, result, xPos, yPos, tx, ty, action)) { updateHitTestResult(result, IntPoint(xPos - tx, yPos - ty)); return true; } } } // Check our bounds next. IntRect boundsRect = IntRect(tx, ty, width(), height()); if (visibleToHitTesting() && (action == HitTestBlockBackground || action == HitTestChildBlockBackground) && boundsRect.intersects(result.rectForPoint(xPos, yPos))) { updateHitTestResult(result, IntPoint(xPos - tx, yPos - ty)); if (!result.addNodeToRectBasedTestResult(node(), xPos, yPos, boundsRect)) return true; } return false; } }