/**
* This file is part of the DOM implementation for KDE .
*
* Copyright ( C ) 1997 Martin Jones ( mjones @ kde . org )
* ( C ) 1997 Torben Weis ( weis @ kde . org )
* ( C ) 1998 Waldo Bastian ( bastian @ kde . org )
* ( C ) 1999 - 2003 Lars Knoll ( knoll @ kde . org )
* ( C ) 1999 Antti Koivisto ( koivisto @ kde . org )
* ( C ) 2003 Apple Computer , Inc .
* ( C ) 2005 Allan Sandfeld Jensen ( kde @ carewolf . 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 .
*/
//#define TABLE_DEBUG
//#define TABLE_PRINT
//#define DEBUG_LAYOUT
//#define BOX_DEBUG
# include "rendering/render_table.h"
# include "rendering/render_replaced.h"
# include "rendering/render_canvas.h"
# include "rendering/table_layout.h"
# include "html/html_tableimpl.h"
# include "html/html_formimpl.h"
# include "misc/htmltags.h"
# include "misc/htmlattrs.h"
# include "rendering/render_line.h"
# include "xml/dom_docimpl.h"
# include <tdeglobal.h>
# include <tqapplication.h>
# include <tqstyle.h>
# include <kdebug.h>
# include <assert.h>
using namespace tdehtml ;
using namespace DOM ;
RenderTable : : RenderTable ( DOM : : NodeImpl * node )
: RenderBlock ( node )
{
tCaption = 0 ;
head = foot = firstBody = 0 ;
tableLayout = 0 ;
m_currentBorder = 0 ;
has_col_elems = false ;
hspacing = vspacing = 0 ;
padding = 0 ;
needSectionRecalc = false ;
padding = 0 ;
columnPos . resize ( 2 ) ;
columnPos . fill ( 0 ) ;
columns . resize ( 1 ) ;
columns . fill ( ColumnStruct ( ) ) ;
columnPos [ 0 ] = 0 ;
}
RenderTable : : ~ RenderTable ( )
{
delete tableLayout ;
}
void RenderTable : : setStyle ( RenderStyle * _style )
{
ETableLayout oldTableLayout = style ( ) ? style ( ) - > tableLayout ( ) : TAUTO ;
if ( _style - > display ( ) = = INLINE ) _style - > setDisplay ( INLINE_TABLE ) ;
if ( _style - > display ( ) ! = INLINE_TABLE ) _style - > setDisplay ( TABLE ) ;
if ( ! _style - > flowAroundFloats ( ) ) _style - > setFlowAroundFloats ( true ) ;
RenderBlock : : setStyle ( _style ) ;
// init RenderObject attributes
setInline ( style ( ) - > display ( ) = = INLINE_TABLE & & ! isPositioned ( ) ) ;
setReplaced ( style ( ) - > display ( ) = = INLINE_TABLE ) ;
// In the collapsed border model, there is no cell spacing.
hspacing = collapseBorders ( ) ? 0 : style ( ) - > borderHorizontalSpacing ( ) ;
vspacing = collapseBorders ( ) ? 0 : style ( ) - > borderVerticalSpacing ( ) ;
columnPos [ 0 ] = hspacing ;
if ( ! tableLayout | | style ( ) - > tableLayout ( ) ! = oldTableLayout ) {
delete tableLayout ;
// 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 ( ) . isVariable ( ) ) {
tableLayout = new FixedTableLayout ( this ) ;
# ifdef DEBUG_LAYOUT
kdDebug ( 6040 ) < < " using fixed table layout " < < endl ;
# endif
} else
tableLayout = new AutoTableLayout ( this ) ;
}
}
short RenderTable : : lineHeight ( bool b ) const
{
// Inline tables are replaced elements. Otherwise, just pass off to
// the base class.
if ( isReplaced ( ) )
return height ( ) + marginTop ( ) + marginBottom ( ) ;
return RenderBlock : : lineHeight ( b ) ;
}
short RenderTable : : baselinePosition ( bool b ) const
{
// Inline tables are replaced elements. Otherwise, just pass off to
// the base class.
if ( isReplaced ( ) )
return height ( ) + marginTop ( ) + marginBottom ( ) ;
return RenderBlock : : baselinePosition ( b ) ;
}
void RenderTable : : addChild ( RenderObject * child , RenderObject * beforeChild )
{
# ifdef DEBUG_LAYOUT
kdDebug ( 6040 ) < < renderName ( ) < < " (Table)::addChild( " < < child - > renderName ( ) < < " , " < <
( beforeChild ? beforeChild - > renderName ( ) : " 0 " ) < < " ) " < < endl ;
# endif
bool wrapInAnonymousSection = false ;
switch ( child - > style ( ) - > display ( ) )
{
case TABLE_CAPTION :
if ( child - > isRenderBlock ( ) )
tCaption = static_cast < RenderBlock * > ( child ) ;
break ;
case TABLE_COLUMN :
case TABLE_COLUMN_GROUP :
has_col_elems = true ;
break ;
case TABLE_HEADER_GROUP :
if ( ! head ) {
if ( child - > isTableSection ( ) )
head = static_cast < RenderTableSection * > ( child ) ;
}
else if ( ! firstBody )
if ( child - > isTableSection ( ) )
firstBody = static_cast < RenderTableSection * > ( child ) ;
break ;
case TABLE_FOOTER_GROUP :
if ( ! foot ) {
if ( child - > isTableSection ( ) )
foot = static_cast < RenderTableSection * > ( child ) ;
break ;
}
// fall through
case TABLE_ROW_GROUP :
if ( ! firstBody )
if ( child - > isTableSection ( ) )
firstBody = static_cast < RenderTableSection * > ( child ) ;
break ;
case TABLE_CELL :
case TABLE_ROW :
wrapInAnonymousSection = true ;
break ;
case BLOCK :
// case BOX:
case COMPACT :
case INLINE :
case INLINE_BLOCK :
// case INLINE_BOX:
case INLINE_TABLE :
case LIST_ITEM :
case NONE :
case RUN_IN :
case TABLE :
// The special TABLE > FORM quirk allows the form to sit directly under the table
if ( child - > element ( ) & & child - > element ( ) - > isHTMLElement ( ) & & child - > element ( ) - > id ( ) = = ID_FORM )
wrapInAnonymousSection = ! static_cast < HTMLFormElementImpl * > ( child - > element ( ) ) - > isMalformed ( ) ;
else
wrapInAnonymousSection = true ;
break ;
}
if ( ! wrapInAnonymousSection ) {
RenderContainer : : addChild ( child , beforeChild ) ;
return ;
}
if ( ! beforeChild & & lastChild ( ) & & lastChild ( ) - > isTableSection ( ) & & lastChild ( ) - > isAnonymous ( ) ) {
lastChild ( ) - > addChild ( child ) ;
return ;
}
RenderObject * lastBox = beforeChild ;
RenderObject * nextToLastBox = beforeChild ;
while ( lastBox & & lastBox - > parent ( ) - > isAnonymous ( ) & &
! lastBox - > isTableSection ( ) & & lastBox - > style ( ) - > display ( ) ! = TABLE_CAPTION ) {
nextToLastBox = lastBox ;
lastBox = lastBox - > parent ( ) ;
}
if ( lastBox & & lastBox - > isAnonymous ( ) ) {
lastBox - > addChild ( child , nextToLastBox ) ;
return ;
}
if ( beforeChild & & ! beforeChild - > isTableSection ( ) )
beforeChild = 0 ;
RenderTableSection * section = new ( renderArena ( ) ) RenderTableSection ( document ( ) /* anonymous */ ) ;
RenderStyle * newStyle = new RenderStyle ( ) ;
newStyle - > inheritFrom ( style ( ) ) ;
newStyle - > setDisplay ( TABLE_ROW_GROUP ) ;
section - > setStyle ( newStyle ) ;
addChild ( section , beforeChild ) ;
section - > addChild ( child ) ;
}
void RenderTable : : calcWidth ( )
{
if ( isPositioned ( ) ) {
calcAbsoluteHorizontal ( ) ;
}
RenderBlock * cb = containingBlock ( ) ;
int availableWidth = cb - > lineWidth ( m_y ) ;
LengthType widthType = style ( ) - > width ( ) . type ( ) ;
if ( widthType > Relative & & style ( ) - > width ( ) . value ( ) > 0 ) {
// Percent or fixed table
// Percent is calculated from contentWidth, not available width
m_width = calcBoxWidth ( style ( ) - > width ( ) . minWidth ( cb - > contentWidth ( ) ) ) ;
} else {
// Subtract out any fixed margins from our available width for auto width tables.
int marginTotal = 0 ;
if ( ! style ( ) - > marginLeft ( ) . isVariable ( ) )
marginTotal + = style ( ) - > marginLeft ( ) . width ( availableWidth ) ;
if ( ! style ( ) - > marginRight ( ) . isVariable ( ) )
marginTotal + = style ( ) - > marginRight ( ) . width ( availableWidth ) ;
// Subtract out our margins to get the available content width.
int availContentWidth = kMax ( 0 , availableWidth - marginTotal ) ;
// Ensure we aren't bigger than our max width or smaller than our min width.
m_width = kMin ( availContentWidth , m_maxWidth ) ;
}
m_width = kMax ( m_width , m_minWidth ) ;
// Finally, with our true width determined, compute our margins for real.
m_marginRight = 0 ;
m_marginLeft = 0 ;
calcHorizontalMargins ( style ( ) - > marginLeft ( ) , style ( ) - > marginRight ( ) , availableWidth ) ;
}
void RenderTable : : layout ( )
{
TDEHTMLAssert ( needsLayout ( ) ) ;
TDEHTMLAssert ( minMaxKnown ( ) ) ;
TDEHTMLAssert ( ! needSectionRecalc ) ;
if ( posChildNeedsLayout ( ) & & ! normalChildNeedsLayout ( ) & & ! selfNeedsLayout ( ) ) {
// All we have to is lay out our positioned objects.
layoutPositionedObjects ( true ) ;
setNeedsLayout ( false ) ;
return ;
}
if ( markedForRepaint ( ) ) {
repaintDuringLayout ( ) ;
setMarkedForRepaint ( false ) ;
}
m_height = 0 ;
initMaxMarginValues ( ) ;
int oldWidth = m_width ;
calcWidth ( ) ;
m_overflowWidth = m_width ;
if ( tCaption & & ( oldWidth ! = m_width | | tCaption - > style ( ) - > height ( ) . isPercent ( ) ) )
tCaption - > setChildNeedsLayout ( true ) ;
// the optimization 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 != m_width || columns.size() + 1 != columnPos.size() )
tableLayout - > layout ( ) ;
# ifdef DEBUG_LAYOUT
kdDebug ( 6040 ) < < renderName ( ) < < " (Table)::layout1() width= " < < width ( ) < < " , marginLeft= " < < marginLeft ( ) < < " marginRight= " < < marginRight ( ) < < endl ;
# endif
setCellWidths ( ) ;
// layout child objects
int calculatedHeight = 0 ;
RenderObject * child = firstChild ( ) ;
while ( child ) {
// FIXME: What about a form that has a display value that makes it a table section?
if ( child - > needsLayout ( ) & & ! ( child - > element ( ) & & child - > element ( ) - > id ( ) = = ID_FORM ) )
child - > layout ( ) ;
if ( child - > isTableSection ( ) ) {
static_cast < RenderTableSection * > ( child ) - > calcRowHeight ( ) ;
calculatedHeight + = static_cast < RenderTableSection * > ( child ) - > layoutRows ( 0 ) ;
}
child = child - > nextSibling ( ) ;
}
// ### collapse caption margin
if ( tCaption & & tCaption - > style ( ) - > captionSide ( ) ! = CAPBOTTOM ) {
tCaption - > setPos ( tCaption - > marginLeft ( ) , tCaption - > marginTop ( ) + m_height ) ;
m_height + = tCaption - > height ( ) + tCaption - > marginTop ( ) + tCaption - > marginBottom ( ) ;
}
int bpTop = borderTop ( ) + ( collapseBorders ( ) ? 0 : paddingTop ( ) ) ;
int bpBottom = borderBottom ( ) + ( collapseBorders ( ) ? 0 : paddingBottom ( ) ) ;
m_height + = bpTop ;
int oldHeight = m_height ;
if ( isPositioned ( ) )
m_height + = calculatedHeight + bpBottom ;
calcHeight ( ) ;
int newHeight = m_height ;
m_height = oldHeight ;
Length h = style ( ) - > height ( ) ;
int th = - ( bpTop + bpBottom ) ; // Tables size as though CSS height includes border/padding.
if ( isPositioned ( ) )
th + = newHeight ;
else if ( h . isFixed ( ) )
th + = h . value ( ) ;
else if ( h . isPercent ( ) )
th + = calcPercentageHeight ( h ) ;
// layout rows
if ( th > calculatedHeight ) {
// we have to redistribute that height to get the constraint correctly
// just force the first body to the height needed
// ### FIXME This should take height constraints on all table sections into account and distribute
// accordingly. For now this should be good enough
if ( firstBody ) {
firstBody - > calcRowHeight ( ) ;
firstBody - > layoutRows ( th - calculatedHeight ) ;
}
else if ( ! style ( ) - > htmlHacks ( ) ) {
// Completely empty tables (with no sections or anything) should at least honor specified height
// in strict mode.
m_height + = th ;
}
}
int bl = borderLeft ( ) ;
if ( ! collapseBorders ( ) )
bl + = paddingLeft ( ) ;
// position the table sections
if ( head ) {
head - > setPos ( bl , m_height ) ;
m_height + = head - > height ( ) ;
}
RenderObject * body = firstBody ;
while ( body ) {
if ( body ! = head & & body ! = foot & & body - > isTableSection ( ) ) {
body - > setPos ( bl , m_height ) ;
m_height + = body - > height ( ) ;
}
body = body - > nextSibling ( ) ;
}
if ( foot ) {
foot - > setPos ( bl , m_height ) ;
m_height + = foot - > height ( ) ;
}
m_height + = bpBottom ;
if ( tCaption & & tCaption - > style ( ) - > captionSide ( ) = = CAPBOTTOM ) {
tCaption - > setPos ( tCaption - > marginLeft ( ) , tCaption - > marginTop ( ) + m_height ) ;
m_height + = tCaption - > height ( ) + tCaption - > marginTop ( ) + tCaption - > marginBottom ( ) ;
}
if ( canvas ( ) - > pagedMode ( ) ) {
RenderObject * child = firstChild ( ) ;
// relayout taking real position into account
while ( child ) {
if ( ! ( child - > element ( ) & & child - > element ( ) - > id ( ) = = ID_FORM ) ) {
child - > setNeedsLayout ( true ) ;
child - > layout ( ) ;
if ( child - > containsPageBreak ( ) ) setContainsPageBreak ( true ) ;
if ( child - > needsPageClear ( ) ) setNeedsPageClear ( true ) ;
}
child = child - > nextSibling ( ) ;
}
}
//kdDebug(0) << "table height: " << m_height << endl;
// table can be containing block of positioned elements.
// ### only pass true if width or height changed.
layoutPositionedObjects ( true ) ;
m_overflowHeight = m_height ;
setNeedsLayout ( false ) ;
}
void RenderTable : : setCellWidths ( )
{
# ifdef DEBUG_LAYOUT
kdDebug ( 6040 ) < < renderName ( ) < < " (Table, this=0x " < < this < < " )::setCellWidths() " < < endl ;
# endif
RenderObject * child = firstChild ( ) ;
while ( child ) {
if ( child - > isTableSection ( ) )
static_cast < RenderTableSection * > ( child ) - > setCellWidths ( ) ;
child = child - > nextSibling ( ) ;
}
}
void RenderTable : : paint ( PaintInfo & pI , int _tx , int _ty )
{
if ( needsLayout ( ) ) return ;
_tx + = xPos ( ) ;
_ty + = yPos ( ) ;
# ifdef TABLE_PRINT
kdDebug ( 6040 ) < < " RenderTable::paint() w/h = ( " < < width ( ) < < " / " < < height ( ) < < " ) " < < endl ;
# endif
if ( ! overhangingContents ( ) & & ! isRelPositioned ( ) & & ! isPositioned ( ) )
{
int os = 2 * maximalOutlineSize ( pI . phase ) ;
if ( ( _ty > pI . r . y ( ) + pI . r . height ( ) + os ) | | ( _ty + height ( ) < pI . r . y ( ) - os ) ) return ;
if ( ( _tx > pI . r . x ( ) + pI . r . width ( ) + os ) | | ( _tx + width ( ) < pI . r . x ( ) - os ) ) return ;
}
# ifdef TABLE_PRINT
kdDebug ( 6040 ) < < " RenderTable::paint(2) " < < _tx < < " / " < < _ty < < " ( " < < _y < < " / " < < _h < < " ) " < < endl ;
# endif
if ( pI . phase = = PaintActionOutline )
paintOutline ( pI . p , _tx , _ty , width ( ) , height ( ) , style ( ) ) ;
if ( ( pI . phase = = PaintActionElementBackground | | pI . phase = = PaintActionChildBackground )
& & shouldPaintBackgroundOrBorder ( ) & & style ( ) - > visibility ( ) = = VISIBLE )
paintBoxDecorations ( pI , _tx , _ty ) ;
if ( pI . phase = = PaintActionElementBackground )
return ;
PaintAction oldphase = pI . phase ;
if ( pI . phase = = PaintActionChildBackgrounds )
pI . phase = PaintActionChildBackground ;
for ( RenderObject * child = firstChild ( ) ; child ; child = child - > nextSibling ( ) )
if ( child - > isTableSection ( ) | | child = = tCaption )
child - > paint ( pI , _tx , _ty ) ;
if ( collapseBorders ( ) & &
( pI . phase = = PaintActionElementBackground | | pI . phase = = PaintActionChildBackground )
& & 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.
pI . phase = PaintActionCollapsedTableBorders ;
TQValueList < CollapsedBorderValue > borderStyles ;
collectBorders ( borderStyles ) ;
#if 0
TQString m ;
for ( uint i = 0 ; i < borderStyles . count ( ) ; i + + )
m + = TQString ( " %1 " ) . arg ( ( * borderStyles . at ( i ) ) . width ( ) ) ;
kdDebug ( 6040 ) < < m < < endl ;
# endif
TQValueListIterator < CollapsedBorderValue > it = borderStyles . begin ( ) ;
TQValueListIterator < CollapsedBorderValue > end = borderStyles . end ( ) ;
for ( ; it ! = end ; + + it ) {
m_currentBorder = & * it ;
for ( RenderObject * child = firstChild ( ) ; child ; child = child - > nextSibling ( ) ) {
if ( child - > isTableSection ( ) )
child - > paint ( pI , _tx , _ty ) ;
}
}
m_currentBorder = 0 ;
}
pI . phase = oldphase ;
# ifdef BOX_DEBUG
outlineBox ( p , _tx , _ty , " blue " ) ;
# endif
}
void RenderTable : : paintBoxDecorations ( PaintInfo & pI , int _tx , int _ty )
{
int w = width ( ) ;
int h = height ( ) ;
// Account for the caption.
if ( tCaption ) {
int captionHeight = ( tCaption - > height ( ) + tCaption - > marginBottom ( ) + tCaption - > marginTop ( ) ) ;
h - = captionHeight ;
if ( tCaption - > style ( ) - > captionSide ( ) ! = CAPBOTTOM )
_ty + = captionHeight ;
}
int my = kMax ( _ty , pI . r . y ( ) ) ;
int mh ;
if ( _ty < pI . r . y ( ) )
mh = kMax ( 0 , h - ( pI . r . y ( ) - _ty ) ) ;
else
mh = kMin ( pI . r . height ( ) , h ) ;
paintBackground ( pI . p , style ( ) - > backgroundColor ( ) , style ( ) - > backgroundLayers ( ) , my , mh , _tx , _ty , w , h ) ;
if ( style ( ) - > hasBorder ( ) & & ! collapseBorders ( ) )
paintBorder ( pI . p , _tx , _ty , w , h , style ( ) ) ;
}
void RenderTable : : calcMinMaxWidth ( )
{
TDEHTMLAssert ( ! minMaxKnown ( ) ) ;
if ( needSectionRecalc )
recalcSections ( ) ;
# ifdef DEBUG_LAYOUT
kdDebug ( 6040 ) < < renderName ( ) < < " (Table " < < this < < " )::calcMinMaxWidth() " < < endl ;
# endif
tableLayout - > calcMinMaxWidth ( ) ;
if ( tCaption ) {
tCaption - > calcWidth ( ) ;
if ( tCaption - > marginLeft ( ) + tCaption - > marginRight ( ) + tCaption - > minWidth ( ) > m_minWidth )
m_minWidth = tCaption - > marginLeft ( ) + tCaption - > marginRight ( ) + tCaption - > minWidth ( ) ;
}
setMinMaxKnown ( ) ;
# ifdef DEBUG_LAYOUT
kdDebug ( 6040 ) < < renderName ( ) < < " END: (Table " < < this < < " )::calcMinMaxWidth() min = " < < m_minWidth < < " max = " < < m_maxWidth < < endl ;
# endif
}
void RenderTable : : close ( )
{
// kdDebug( 6040 ) << "RenderTable::close()" << endl;
setNeedsLayoutAndMinMaxRecalc ( ) ;
}
void RenderTable : : splitColumn ( int pos , int firstSpan )
{
// we need to add a new columnStruct
int oldSize = columns . size ( ) ;
columns . resize ( oldSize + 1 ) ;
int oldSpan = columns [ pos ] . span ;
// tqDebug("splitColumn( %d,%d ), oldSize=%d, oldSpan=%d", pos, firstSpan, oldSize, oldSpan );
TDEHTMLAssert ( oldSpan > firstSpan ) ;
columns [ pos ] . span = firstSpan ;
memmove ( columns . data ( ) + pos + 1 , columns . data ( ) + pos , ( oldSize - pos ) * sizeof ( ColumnStruct ) ) ;
columns [ pos + 1 ] . span = oldSpan - firstSpan ;
// change width of all rows.
RenderObject * child = firstChild ( ) ;
while ( child ) {
if ( child - > isTableSection ( ) ) {
RenderTableSection * section = static_cast < RenderTableSection * > ( child ) ;
int size = section - > grid . size ( ) ;
int row = 0 ;
if ( section - > cCol > pos )
section - > cCol + + ;
while ( row < size ) {
section - > grid [ row ] . row - > resize ( oldSize + 1 ) ;
RenderTableSection : : Row & r = * section - > grid [ row ] . row ;
memmove ( r . data ( ) + pos + 1 , r . data ( ) + pos , ( oldSize - pos ) * sizeof ( RenderTableCell * ) ) ;
// tqDebug("moving from %d to %d, num=%d", pos, pos+1, (oldSize-pos-1) );
r [ pos + 1 ] = r [ pos ] ? ( RenderTableCell * ) - 1 : 0 ;
row + + ;
}
}
child = child - > nextSibling ( ) ;
}
columnPos . resize ( numEffCols ( ) + 1 ) ;
setNeedsLayoutAndMinMaxRecalc ( ) ;
}
void RenderTable : : appendColumn ( int span )
{
// easy case.
int pos = columns . size ( ) ;
// tqDebug("appendColumn( %d ), size=%d", span, pos );
int newSize = pos + 1 ;
columns . resize ( newSize ) ;
columns [ pos ] . span = span ;
//tqDebug("appending column at %d, span %d", pos, span );
// change width of all rows.
RenderObject * child = firstChild ( ) ;
while ( child ) {
if ( child - > isTableSection ( ) ) {
RenderTableSection * section = static_cast < RenderTableSection * > ( child ) ;
int size = section - > grid . size ( ) ;
int row = 0 ;
while ( row < size ) {
section - > grid [ row ] . row - > resize ( newSize ) ;
section - > cellAt ( row , pos ) = 0 ;
row + + ;
}
}
child = child - > nextSibling ( ) ;
}
columnPos . resize ( numEffCols ( ) + 1 ) ;
setNeedsLayoutAndMinMaxRecalc ( ) ;
}
RenderTableCol * RenderTable : : colElement ( int col ) {
if ( ! has_col_elems )
return 0 ;
RenderObject * child = firstChild ( ) ;
int cCol = 0 ;
while ( child ) {
if ( child - > isTableCol ( ) ) {
RenderTableCol * colElem = static_cast < RenderTableCol * > ( child ) ;
int span = colElem - > span ( ) ;
if ( ! colElem - > firstChild ( ) ) {
cCol + = span ;
if ( cCol > col )
return colElem ;
}
RenderObject * next = child - > firstChild ( ) ;
if ( ! next )
next = child - > nextSibling ( ) ;
if ( ! next & & child - > parent ( ) - > isTableCol ( ) )
next = child - > parent ( ) - > nextSibling ( ) ;
child = next ;
} else if ( child = = tCaption ) {
child = child - > nextSibling ( ) ;
} else
break ;
}
return 0 ;
}
void RenderTable : : recalcSections ( )
{
tCaption = 0 ;
head = foot = firstBody = 0 ;
has_col_elems = false ;
RenderObject * child = firstChild ( ) ;
// We need to get valid pointers to caption, head, foot and firstbody again
while ( child ) {
switch ( child - > style ( ) - > display ( ) ) {
case TABLE_CAPTION :
if ( ! tCaption & & child - > isRenderBlock ( ) ) {
tCaption = static_cast < RenderBlock * > ( child ) ;
tCaption - > setNeedsLayout ( true ) ;
}
break ;
case TABLE_COLUMN :
case TABLE_COLUMN_GROUP :
has_col_elems = true ;
break ;
case TABLE_HEADER_GROUP :
if ( child - > isTableSection ( ) ) {
RenderTableSection * section = static_cast < RenderTableSection * > ( child ) ;
if ( ! head )
head = section ;
else if ( ! firstBody )
firstBody = section ;
if ( section - > needCellRecalc )
section - > recalcCells ( ) ;
}
break ;
case TABLE_FOOTER_GROUP :
if ( child - > isTableSection ( ) ) {
RenderTableSection * section = static_cast < RenderTableSection * > ( child ) ;
if ( ! foot )
foot = section ;
else if ( ! firstBody )
firstBody = section ;
if ( section - > needCellRecalc )
section - > recalcCells ( ) ;
}
break ;
case TABLE_ROW_GROUP :
if ( child - > isTableSection ( ) ) {
RenderTableSection * section = static_cast < RenderTableSection * > ( child ) ;
if ( ! firstBody )
firstBody = section ;
if ( section - > needCellRecalc )
section - > recalcCells ( ) ;
}
break ;
default :
break ;
}
child = child - > nextSibling ( ) ;
}
needSectionRecalc = false ;
setNeedsLayout ( true ) ;
}
RenderObject * RenderTable : : removeChildNode ( RenderObject * child )
{
setNeedSectionRecalc ( ) ;
return RenderContainer : : removeChildNode ( child ) ;
}
int RenderTable : : borderLeft ( ) const
{
if ( collapseBorders ( ) ) {
// FIXME: For strict mode, returning 0 is correct, since the table border half spills into the margin,
// but I'm working to get this changed. For now, follow the spec.
return 0 ;
}
return RenderBlock : : borderLeft ( ) ;
}
int RenderTable : : borderRight ( ) const
{
if ( collapseBorders ( ) ) {
// FIXME: For strict mode, returning 0 is correct, since the table border half spills into the margin,
// but I'm working to get this changed. For now, follow the spec.
return 0 ;
}
return RenderBlock : : borderRight ( ) ;
}
int RenderTable : : borderTop ( ) const
{
if ( collapseBorders ( ) ) {
// FIXME: For strict mode, returning 0 is correct, since the table border half spills into the margin,
// but I'm working to get this changed. For now, follow the spec.
return 0 ;
}
return RenderBlock : : borderTop ( ) ;
}
int RenderTable : : borderBottom ( ) const
{
if ( collapseBorders ( ) ) {
// FIXME: For strict mode, returning 0 is correct, since the table border half spills into the margin,
// but I'm working to get this changed. For now, follow the spec.
return 0 ;
}
return RenderBlock : : borderBottom ( ) ;
}
RenderTableSection * RenderTable : : sectionAbove ( const RenderTableSection * section , bool skipEmptySections ) const
{
if ( section = = head )
return 0 ;
RenderObject * prevSection = ( section = = foot ? lastChild ( ) : const_cast < RenderTableSection * > ( section ) ) - > previousSibling ( ) ;
while ( prevSection ) {
if ( prevSection - > isTableSection ( ) & & prevSection ! = head & & prevSection ! = foot & & ( ! skipEmptySections | | static_cast < RenderTableSection * > ( prevSection ) - > numRows ( ) ) )
break ;
prevSection = prevSection - > previousSibling ( ) ;
}
if ( ! prevSection & & head & & ( ! skipEmptySections | | head - > numRows ( ) ) )
prevSection = head ;
return static_cast < RenderTableSection * > ( prevSection ) ;
}
RenderTableSection * RenderTable : : sectionBelow ( const RenderTableSection * section , bool skipEmptySections ) const
{
if ( section = = foot )
return 0 ;
RenderObject * nextSection = ( section = = head ? firstChild ( ) : const_cast < RenderTableSection * > ( section ) ) - > nextSibling ( ) ;
while ( nextSection ) {
if ( nextSection - > isTableSection ( ) & & nextSection ! = head & & nextSection ! = foot & & ( ! skipEmptySections | | static_cast < RenderTableSection * > ( nextSection ) - > numRows ( ) ) )
break ;
nextSection = nextSection - > nextSibling ( ) ;
}
if ( ! nextSection & & foot & & ( ! skipEmptySections | | foot - > numRows ( ) ) )
nextSection = foot ;
return static_cast < RenderTableSection * > ( nextSection ) ;
}
RenderTableCell * RenderTable : : cellAbove ( const RenderTableCell * cell ) const
{
// 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 ( ) ) ;
RenderTableCell * aboveCell ;
// If we hit a span back up to a real cell.
do {
aboveCell = section - > cellAt ( rAbove , effCol ) ;
effCol - - ;
} while ( aboveCell = = ( RenderTableCell * ) - 1 & & effCol > = 0 ) ;
return ( aboveCell = = ( RenderTableCell * ) - 1 ) ? 0 : aboveCell ;
} else {
return 0 ;
}
}
RenderTableCell * RenderTable : : cellBelow ( const RenderTableCell * cell ) const
{
// 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 ( ) ) ;
RenderTableCell * belowCell ;
// If we hit a colspan back up to a real cell.
do {
belowCell = section - > cellAt ( rBelow , effCol ) ;
effCol - - ;
} while ( belowCell = = ( RenderTableCell * ) - 1 & & effCol > = 0 ) ;
return ( belowCell = = ( RenderTableCell * ) - 1 ) ? 0 : belowCell ;
} else {
return 0 ;
}
}
RenderTableCell * RenderTable : : cellLeft ( const RenderTableCell * cell ) const
{
RenderTableSection * section = cell - > section ( ) ;
int effCol = colToEffCol ( cell - > col ( ) ) ;
if ( effCol = = 0 )
return 0 ;
// If we hit a colspan back up to a real cell.
RenderTableCell * prevCell ;
do {
prevCell = section - > cellAt ( cell - > row ( ) , effCol - 1 ) ;
effCol - - ;
} while ( prevCell = = ( RenderTableCell * ) - 1 & & effCol > = 0 ) ;
return ( prevCell = = ( RenderTableCell * ) - 1 ) ? 0 : prevCell ;
}
RenderTableCell * RenderTable : : cellRight ( const RenderTableCell * cell ) const
{
int effCol = colToEffCol ( cell - > col ( ) + cell - > colSpan ( ) ) ;
if ( effCol > = numEffCols ( ) )
return 0 ;
RenderTableCell * result = cell - > section ( ) - > cellAt ( cell - > row ( ) , effCol ) ;
return ( result = = ( RenderTableCell * ) - 1 ) ? 0 : result ;
}
# ifdef ENABLE_DUMP
void RenderTable : : dump ( TQTextStream & stream , const TQString & ind ) const
{
RenderBlock : : dump ( stream , ind ) ;
if ( tCaption )
stream < < " tCaption " ;
if ( head )
stream < < " head " ;
if ( foot )
stream < < " foot " ;
stream < < " [cspans: " ;
for ( unsigned int i = 0 ; i < columns . size ( ) ; i + + )
stream < < " " < < columns [ i ] . span ;
stream < < " ] " ;
}
# endif
FindSelectionResult RenderTable : : checkSelectionPoint ( int _x , int _y , int _tx , int _ty , DOM : : NodeImpl * & node , int & offset , SelPointState & state )
{
int off = offset ;
DOM : : NodeImpl * nod = node ;
FindSelectionResult pos ;
TableSectionIterator it ( this ) ;
for ( ; * it ; + + it ) {
pos = ( * it ) - > checkSelectionPoint ( _x , _y , _tx + m_x , _ty + m_y , nod , off , state ) ;
switch ( pos ) {
case SelectionPointBeforeInLine :
case SelectionPointInside :
//kdDebug(6030) << "RenderTable::checkSelectionPoint " << this << " returning SelectionPointInside offset=" << offset << endl;
node = nod ;
offset = off ;
return SelectionPointInside ;
case SelectionPointBefore :
//x,y is before this element -> stop here
if ( state . m_lastNode ) {
node = state . m_lastNode ;
offset = state . m_lastOffset ;
//kdDebug(6030) << "RenderTable::checkSelectionPoint " << this << " before this child "
// << node << "-> returning SelectionPointInside, offset=" << offset << endl;
return SelectionPointInside ;
} else {
node = nod ;
offset = off ;
//kdDebug(6030) << "RenderTable::checkSelectionPoint " << this << " before us -> returning SelectionPointBefore " << node << "/" << offset << endl;
return SelectionPointBefore ;
}
break ;
case SelectionPointAfter :
if ( state . m_afterInLine ) break ;
// fall through
case SelectionPointAfterInLine :
if ( pos = = SelectionPointAfterInLine ) state . m_afterInLine = true ;
//kdDebug(6030) << "RenderTable::checkSelectionPoint: selection after: " << nod << " offset: " << off << " afterInLine: " << state.m_afterInLine << endl;
state . m_lastNode = nod ;
state . m_lastOffset = off ;
// No "return" here, obviously. We must keep looking into the children.
break ;
}
}
// If we are after the last child, return lastNode/lastOffset
// But lastNode can be 0L if there is no child, for instance.
if ( state . m_lastNode )
{
node = state . m_lastNode ;
offset = state . m_lastOffset ;
}
// Fallback
return SelectionPointAfter ;
}
// --------------------------------------------------------------------------
RenderTableSection : : RenderTableSection ( DOM : : NodeImpl * node )
: RenderBox ( node )
{
// init RenderObject attributes
setInline ( false ) ; // our object is not Inline
cCol = 0 ;
cRow = - 1 ;
needCellRecalc = false ;
}
RenderTableSection : : ~ RenderTableSection ( )
{
clearGrid ( ) ;
}
void RenderTableSection : : detach ( )
{
// recalc cell info because RenderTable has unguarded pointers
// stored that point to this RenderTableSection.
if ( table ( ) )
table ( ) - > setNeedSectionRecalc ( ) ;
RenderBox : : detach ( ) ;
}
void RenderTableSection : : setStyle ( RenderStyle * _style )
{
// we don't allow changing this one
if ( style ( ) )
_style - > setDisplay ( style ( ) - > display ( ) ) ;
else if ( _style - > display ( ) ! = TABLE_FOOTER_GROUP & & _style - > display ( ) ! = TABLE_HEADER_GROUP )
_style - > setDisplay ( TABLE_ROW_GROUP ) ;
RenderBox : : setStyle ( _style ) ;
}
void RenderTableSection : : addChild ( RenderObject * child , RenderObject * beforeChild )
{
# ifdef DEBUG_LAYOUT
kdDebug ( 6040 ) < < renderName ( ) < < " (TableSection)::addChild( " < < child - > renderName ( ) < < " , beforeChild= " < <
( beforeChild ? beforeChild - > renderName ( ) : " 0 " ) < < " ) " < < endl ;
# endif
if ( ! child - > isTableRow ( ) ) {
// TBODY > FORM quirk (???)
if ( child - > element ( ) & & child - > element ( ) - > isHTMLElement ( ) & & child - > element ( ) - > id ( ) = = ID_FORM & &
static_cast < HTMLFormElementImpl * > ( child - > element ( ) ) - > isMalformed ( ) )
{
RenderContainer : : addChild ( child , beforeChild ) ;
return ;
}
RenderObject * last = beforeChild ;
if ( ! last )
last = lastChild ( ) ;
if ( last & & last - > isAnonymous ( ) ) {
last - > addChild ( child ) ;
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 */ ) ;
RenderStyle * newStyle = new RenderStyle ( ) ;
newStyle - > inheritFrom ( style ( ) ) ;
newStyle - > setDisplay ( TABLE_ROW ) ;
row - > setStyle ( newStyle ) ;
addChild ( row , beforeChild ) ;
row - > addChild ( child ) ;
return ;
}
if ( beforeChild )
setNeedCellRecalc ( ) ;
cRow + + ;
cCol = 0 ;
ensureRows ( cRow + 1 ) ;
TDEHTMLAssert ( child - > isTableRow ( ) ) ;
grid [ cRow ] . rowRenderer = static_cast < RenderTableRow * > ( child ) ;
if ( ! beforeChild ) {
grid [ cRow ] . height = child - > style ( ) - > height ( ) ;
if ( grid [ cRow ] . height . isRelative ( ) )
grid [ cRow ] . height = Length ( ) ;
}
RenderContainer : : addChild ( child , beforeChild ) ;
}
void RenderTableSection : : ensureRows ( int numRows )
{
int nRows = grid . size ( ) ;
int nCols = table ( ) - > numEffCols ( ) ;
if ( numRows > nRows ) {
grid . resize ( numRows ) ;
for ( int r = nRows ; r < numRows ; r + + ) {
grid [ r ] . row = new Row ( nCols ) ;
grid [ r ] . row - > fill ( 0 ) ;
grid [ r ] . rowRenderer = 0 ;
grid [ r ] . baseLine = 0 ;
grid [ r ] . height = Length ( ) ;
}
}
}
void RenderTableSection : : addCell ( RenderTableCell * cell , RenderTableRow * row )
{
int rSpan = cell - > rowSpan ( ) ;
int cSpan = cell - > colSpan ( ) ;
TQMemArray < 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 ( cCol < nCols & & cellAt ( cRow , cCol ) )
cCol + + ;
// tqDebug("adding cell at %d/%d span=(%d/%d)", cRow, cCol, rSpan, cSpan );
if ( rSpan = = 1 ) {
// we ignore height settings on rowspan cells
Length height = cell - > style ( ) - > height ( ) ;
if ( height . value ( ) > 0 | | ( height . isRelative ( ) & & height . value ( ) > = 0 ) ) {
Length cRowHeight = grid [ cRow ] . height ;
switch ( height . type ( ) ) {
case Percent :
if ( ! cRowHeight . isPercent ( ) | |
( cRowHeight . isPercent ( ) & & cRowHeight . value ( ) < height . value ( ) ) )
grid [ cRow ] . height = height ;
break ;
case Fixed :
if ( cRowHeight . type ( ) < Percent | |
( cRowHeight . isFixed ( ) & & cRowHeight . value ( ) < height . value ( ) ) )
grid [ cRow ] . height = height ;
break ;
case Relative :
{
#if 0
// we treat this as variable. This is correct according to HTML4, as it only specifies length for the height.
if ( cRowHeight . type = = Variable | |
( cRowHeight . type = = Relative & & cRowHeight . value < height . value ) )
grid [ cRow ] . height = height ;
# endif
break ;
}
default :
break ;
}
}
}
// make sure we have enough rows
ensureRows ( cRow + rSpan ) ;
grid [ cRow ] . rowRenderer = row ;
int col = cCol ;
// tell the cell where it is
RenderTableCell * set = cell ;
while ( cSpan ) {
int currentSpan ;
if ( cCol > = nCols ) {
table ( ) - > appendColumn ( cSpan ) ;
currentSpan = cSpan ;
} else {
if ( cSpan < columns [ cCol ] . span )
table ( ) - > splitColumn ( cCol , cSpan ) ;
currentSpan = columns [ cCol ] . span ;
}
int r = 0 ;
while ( r < rSpan ) {
if ( ! cellAt ( cRow + r , cCol ) ) {
// tqDebug(" adding cell at %d, %d", cRow + r, cCol );
cellAt ( cRow + r , cCol ) = set ;
}
r + + ;
}
cCol + + ;
cSpan - = currentSpan ;
set = ( RenderTableCell * ) - 1 ;
}
if ( cell ) {
cell - > setRow ( cRow ) ;
cell - > setCol ( table ( ) - > effColToCol ( col ) ) ;
}
}
void RenderTableSection : : setCellWidths ( )
{
# ifdef DEBUG_LAYOUT
kdDebug ( 6040 ) < < renderName ( ) < < " (Table, this=0x " < < this < < " )::setCellWidths() " < < endl ;
# endif
TQMemArray < int > & columnPos = table ( ) - > columnPos ;
int rows = grid . size ( ) ;
for ( int i = 0 ; i < rows ; i + + ) {
Row & row = * grid [ i ] . row ;
int cols = row . size ( ) ;
for ( int j = 0 ; j < cols ; j + + ) {
RenderTableCell * cell = row [ j ] ;
// tqDebug("cell[%d,%d] = %p", i, j, cell );
if ( ! cell | | cell = = ( RenderTableCell * ) - 1 )
continue ;
int endCol = j ;
int cspan = cell - > colSpan ( ) ;
while ( cspan & & endCol < cols ) {
cspan - = table ( ) - > columns [ endCol ] . span ;
endCol + + ;
}
int w = columnPos [ endCol ] - columnPos [ j ] - table ( ) - > borderHSpacing ( ) ;
# ifdef DEBUG_LAYOUT
kdDebug ( 6040 ) < < " setting width of cell " < < cell < < " " < < cell - > row ( ) < < " / " < < cell - > col ( ) < < " to " < < w < < " colspan= " < < cell - > colSpan ( ) < < " start= " < < j < < " end= " < < endCol < < endl ;
# endif
int oldWidth = cell - > width ( ) ;
if ( w ! = oldWidth ) {
cell - > setNeedsLayout ( true ) ;
cell - > setWidth ( w ) ;
}
}
}
}
short RenderTableSection : : width ( ) const
{
return table ( ) - > width ( ) ;
}
void RenderTableSection : : calcRowHeight ( )
{
int indx ;
RenderTableCell * cell ;
int totalRows = grid . size ( ) ;
int vspacing = table ( ) - > borderVSpacing ( ) ;
rowPos . resize ( totalRows + 1 ) ;
rowPos [ 0 ] = vspacing + borderTop ( ) ;
for ( int r = 0 ; r < totalRows ; r + + ) {
rowPos [ r + 1 ] = 0 ;
int baseline = 0 ;
int bdesc = 0 ;
// tqDebug("height of row %d is %d/%d", r, grid[r].height.value, grid[r].height.type );
int ch = grid [ r ] . height . minWidth ( 0 ) ;
int pos = rowPos [ r ] + ch + ( grid [ r ] . rowRenderer ? vspacing : 0 ) ;
if ( pos > rowPos [ r + 1 ] )
rowPos [ r + 1 ] = pos ;
Row * row = grid [ r ] . row ;
int totalCols = row - > size ( ) ;
int totalRows = grid . size ( ) ;
bool pagedMode = canvas ( ) - > pagedMode ( ) ;
grid [ r ] . needFlex = false ;
for ( int c = 0 ; c < totalCols ; c + + ) {
cell = cellAt ( r , c ) ;
if ( ! cell | | cell = = ( RenderTableCell * ) - 1 )
continue ;
if ( r < totalRows - 1 & & cellAt ( r + 1 , c ) = = cell )
continue ;
if ( ( indx = r - cell - > rowSpan ( ) + 1 ) < 0 )
indx = 0 ;
if ( cell - > cellPercentageHeight ( ) ! = - 1 ) {
cell - > setCellPercentageHeight ( - 1 ) ;
cell - > setChildNeedsLayout ( true , false ) ;
if ( cell - > hasFlexedAnonymous ( ) ) {
for ( RenderObject * o = cell - > firstChild ( ) ; o ; o = o - > nextSibling ( ) )
if ( o - > isAnonymousBlock ( ) )
o - > setChildNeedsLayout ( true , false ) ;
}
if ( pagedMode ) cell - > setNeedsLayout ( true ) ;
cell - > layoutIfNeeded ( ) ;
}
ch = cell - > style ( ) - > height ( ) . width ( 0 ) ;
if ( cell - > height ( ) > ch )
ch = cell - > height ( ) ;
if ( ! cell - > style ( ) - > height ( ) . isVariable ( ) )
grid [ r ] . needFlex = true ;
pos = rowPos [ indx ] + ch + ( grid [ r ] . rowRenderer ? vspacing : 0 ) ;
if ( pos > rowPos [ r + 1 ] )
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 - > borderTop ( ) + cell - > paddingTop ( ) ) {
if ( b > baseline )
baseline = b ;
int td = rowPos [ indx ] + ch - b ;
if ( td > bdesc )
bdesc = td ;
}
}
}
//do we have baseline aligned elements?
if ( baseline ) {
// increase rowheight if baseline requires
int bRowPos = baseline + bdesc + ( grid [ r ] . rowRenderer ? vspacing : 0 ) ;
if ( rowPos [ r + 1 ] < bRowPos )
rowPos [ r + 1 ] = bRowPos ;
grid [ r ] . baseLine = baseline ;
}
if ( rowPos [ r + 1 ] < rowPos [ r ] )
rowPos [ r + 1 ] = rowPos [ r ] ;
// tqDebug("rowpos(%d)=%d", r, rowPos[r] );
}
}
int RenderTableSection : : layoutRows ( int toAdd )
{
int rHeight ;
int rindx ;
int totalRows = grid . size ( ) ;
int hspacing = table ( ) - > borderHSpacing ( ) ;
int vspacing = table ( ) - > borderVSpacing ( ) ;
// Set the width of our section now. The rows will also be this width.
m_width = table ( ) - > contentWidth ( ) ;
if ( markedForRepaint ( ) ) {
repaintDuringLayout ( ) ;
setMarkedForRepaint ( false ) ;
}
if ( toAdd & & totalRows & & ( rowPos [ totalRows ] | | ! nextSibling ( ) ) ) {
int totalHeight = rowPos [ totalRows ] + toAdd ;
// tqDebug("layoutRows: totalHeight = %d", totalHeight );
int dh = toAdd ;
int totalPercent = 0 ;
int numVariable = 0 ;
for ( int r = 0 ; r < totalRows ; r + + ) {
if ( grid [ r ] . height . isVariable ( ) & & ! emptyRow ( r ) )
numVariable + + ;
else if ( grid [ r ] . height . isPercent ( ) )
totalPercent + = grid [ r ] . height . value ( ) ;
}
if ( totalPercent ) {
// tqDebug("distributing %d over percent rows totalPercent=%d", dh, totalPercent );
// try to satisfy percent
int add = 0 ;
if ( totalPercent > 100 )
totalPercent = 100 ;
int rh = rowPos [ 1 ] - rowPos [ 0 ] ;
for ( int r = 0 ; r < totalRows ; r + + ) {
if ( totalPercent > 0 & & grid [ r ] . height . isPercent ( ) ) {
int toAdd = kMin ( dh , ( totalHeight * grid [ r ] . height . value ( ) / 100 ) - rh ) ;
// If toAdd is negative, then we don't want to shrink the row (this bug
// affected Outlook Web Access).
toAdd = kMax ( 0 , toAdd ) ;
add + = toAdd ;
dh - = toAdd ;
totalPercent - = grid [ r ] . height . value ( ) ;
// tqDebug( "adding %d to row %d", toAdd, r );
}
if ( r < totalRows - 1 )
rh = rowPos [ r + 2 ] - rowPos [ r + 1 ] ;
rowPos [ r + 1 ] + = add ;
}
}
if ( numVariable ) {
// distribute over non-empty variable rows
// tqDebug("distributing %d over variable rows numVariable=%d", dh, numVariable );
int add = 0 ;
int toAdd = dh / numVariable ;
for ( int r = 0 ; r < totalRows ; r + + ) {
if ( grid [ r ] . height . isVariable ( ) & & ! emptyRow ( r ) ) {
add + = toAdd ;
}
rowPos [ r + 1 ] + = add ;
}
dh - = add ;
}
if ( dh > 0 & & rowPos [ totalRows ] ) {
// if some left overs, distribute weighted.
int tot = rowPos [ totalRows ] ;
int add = 0 ;
int prev = rowPos [ 0 ] ;
for ( int r = 0 ; r < totalRows ; r + + ) {
//weight with the original height
add + = dh * ( rowPos [ r + 1 ] - prev ) / tot ;
prev = rowPos [ r + 1 ] ;
rowPos [ r + 1 ] + = add ;
}
dh - = add ;
}
if ( dh > totalRows ) {
// distribute to tables with all empty rows
int add = 0 ;
int toAdd = dh / totalRows ;
for ( int r = 0 ; r < totalRows ; r + + ) {
add + = toAdd ;
rowPos [ r + 1 ] + = add ;
}
dh - = add ;
}
// Finally distribute round-off values
if ( dh > 0 ) {
// There is not enough for every row
int add = 0 ;
for ( int r = 0 ; r < totalRows ; r + + ) {
if ( add < dh ) add + + ;
rowPos [ r + 1 ] + = add ;
}
dh - = add ;
}
assert ( dh = = 0 ) ;
}
int leftOffset = borderLeft ( ) + hspacing ;
int nEffCols = table ( ) - > numEffCols ( ) ;
for ( int r = 0 ; r < totalRows ; r + + )
{
Row * row = grid [ r ] . row ;
int totalCols = row - > size ( ) ;
# ifdef APPLE_CHANGES
// in WC, rows and cells share the same coordinate space, so that rows can have
// dimensions in the layer system. This is of dubious value, and a heavy maintenance burden
// (RenderObject's coordinates can't be used deterministically anymore) so we'll consider other options.
// Set the row's x/y position and width/height.
if ( grid [ r ] . rowRenderer ) {
grid [ r ] . rowRenderer - > setPos ( 0 , rowPos [ r ] ) ;
grid [ r ] . rowRenderer - > setWidth ( m_width ) ;
grid [ r ] . rowRenderer - > setHeight ( rowPos [ r + 1 ] - rowPos [ r ] - vspacing ) ;
}
# endif
for ( int c = 0 ; c < nEffCols ; c + + )
{
RenderTableCell * cell = cellAt ( r , c ) ;
if ( ! cell | | cell = = ( RenderTableCell * ) - 1 )
continue ;
if ( r < totalRows - 1 & & cell = = cellAt ( r + 1 , c ) )
continue ;
if ( ( rindx = r - cell - > rowSpan ( ) + 1 ) < 0 )
rindx = 0 ;
rHeight = rowPos [ r + 1 ] - rowPos [ rindx ] - vspacing ;
// Force percent height children to lay themselves out again.
// This will cause, e.g., textareas to grow to
// fill the area. FIXME: <div>s and blocks still don't
// work right. We'll need to have an efficient way of
// invalidating all percent height objects in a render subtree.
// For now, we just handle immediate children. -dwh
bool flexAllChildren = grid [ r ] . needFlex | | ( ! table ( ) - > style ( ) - > height ( ) . isVariable ( ) & & rHeight ! = cell - > height ( ) ) ;
cell - > setHasFlexedAnonymous ( false ) ;
if ( flexAllChildren & & flexCellChildren ( cell ) ) {
cell - > setCellPercentageHeight ( kMax ( 0 ,
rHeight - cell - > borderTop ( ) - cell - > paddingTop ( ) -
cell - > borderBottom ( ) - cell - > paddingBottom ( ) ) ) ;
cell - > layoutIfNeeded ( ) ;
}
{
# ifdef DEBUG_LAYOUT
kdDebug ( 6040 ) < < " setting position " < < r < < " / " < < c < < " : "
< < table ( ) - > columnPos [ c ] /*+ padding */ < < " / " < < rowPos [ rindx ] < < " height= " < < rHeight < < endl ;
# endif
EVerticalAlign va = cell - > style ( ) - > verticalAlign ( ) ;
int te = 0 ;
switch ( va )
{
case SUB :
case SUPER :
case TEXT_TOP :
case TEXT_BOTTOM :
case BASELINE :
te = getBaseline ( r ) - cell - > baselinePosition ( ) ;
break ;
case TOP :
te = 0 ;
break ;
case MIDDLE :
te = ( rHeight - cell - > height ( ) ) / 2 ;
break ;
case BOTTOM :
te = rHeight - cell - > height ( ) ;
break ;
default :
break ;
}
te = kMax ( 0 , te ) ;
# ifdef DEBUG_LAYOUT
// kdDebug( 6040 ) << "CELL " << cell << " te=" << te << ", be=" << rHeight - cell->height() - te << ", rHeight=" << rHeight << ", valign=" << va << endl;
# endif
cell - > setCellTopExtra ( te ) ;
cell - > setCellBottomExtra ( rHeight - cell - > height ( ) - te ) ;
}
if ( style ( ) - > direction ( ) = = RTL ) {
cell - > setPos (
table ( ) - > columnPos [ ( int ) totalCols ] -
table ( ) - > columnPos [ table ( ) - > colToEffCol ( cell - > col ( ) + cell - > colSpan ( ) ) ] +
leftOffset ,
rowPos [ rindx ] ) ;
} else {
cell - > setPos ( table ( ) - > columnPos [ c ] + leftOffset , rowPos [ rindx ] ) ;
}
}
}
m_height = rowPos [ totalRows ] ;
return m_height ;
}
bool RenderTableSection : : flexCellChildren ( RenderObject * p ) const
{
if ( ! p )
return false ;
RenderObject * o = p - > firstChild ( ) ;
bool didFlex = false ;
while ( o ) {
if ( ! o - > isText ( ) & & o - > style ( ) - > height ( ) . isPercent ( ) ) {
if ( o - > isWidget ( ) ) {
// cancel resizes from transitory relayouts
static_cast < RenderWidget * > ( o ) - > cancelPendingResize ( ) ;
}
o - > setNeedsLayout ( true , false ) ;
p - > setChildNeedsLayout ( true , false ) ;
didFlex = true ;
} else if ( o - > isAnonymousBlock ( ) & & flexCellChildren ( o ) ) {
p - > setChildNeedsLayout ( true , false ) ;
if ( p - > isTableCell ( ) )
static_cast < RenderTableCell * > ( p ) - > setHasFlexedAnonymous ( ) ;
didFlex = true ;
}
o = o - > nextSibling ( ) ;
}
return didFlex ;
}
inline static RenderTableRow * firstTableRow ( RenderObject * row )
{
while ( row & & ! row - > isTableRow ( ) )
row = row - > nextSibling ( ) ;
return static_cast < RenderTableRow * > ( row ) ;
}
inline static RenderTableRow * nextTableRow ( RenderObject * row )
{
row = row ? row - > nextSibling ( ) : row ;
while ( row & & ! row - > isTableRow ( ) )
row = row - > nextSibling ( ) ;
return static_cast < RenderTableRow * > ( row ) ;
}
int RenderTableSection : : lowestPosition ( bool includeOverflowInterior , bool includeSelf ) const
{
int bottom = RenderBox : : lowestPosition ( includeOverflowInterior , includeSelf ) ;
if ( ! includeOverflowInterior & & hasOverflowClip ( ) )
return bottom ;
for ( RenderObject * row = firstChild ( ) ; row ; row = row - > nextSibling ( ) ) {
for ( RenderObject * cell = row - > firstChild ( ) ; cell ; cell = cell - > nextSibling ( ) )
if ( cell - > isTableCell ( ) ) {
int bp = cell - > yPos ( ) + cell - > lowestPosition ( false ) ;
bottom = kMax ( bottom , bp ) ;
}
}
return bottom ;
}
int RenderTableSection : : rightmostPosition ( bool includeOverflowInterior , bool includeSelf ) const
{
int right = RenderBox : : rightmostPosition ( includeOverflowInterior , includeSelf ) ;
if ( ! includeOverflowInterior & & hasOverflowClip ( ) )
return right ;
for ( RenderObject * row = firstChild ( ) ; row ; row = row - > nextSibling ( ) ) {
for ( RenderObject * cell = row - > firstChild ( ) ; cell ; cell = cell - > nextSibling ( ) )
if ( cell - > isTableCell ( ) ) {
int rp = cell - > xPos ( ) + cell - > rightmostPosition ( false ) ;
right = kMax ( right , rp ) ;
}
}
return right ;
}
int RenderTableSection : : leftmostPosition ( bool includeOverflowInterior , bool includeSelf ) const
{
int left = RenderBox : : leftmostPosition ( includeOverflowInterior , includeSelf ) ;
if ( ! includeOverflowInterior & & hasOverflowClip ( ) )
return left ;
for ( RenderObject * row = firstChild ( ) ; row ; row = row - > nextSibling ( ) ) {
for ( RenderObject * cell = row - > firstChild ( ) ; cell ; cell = cell - > nextSibling ( ) )
if ( cell - > isTableCell ( ) ) {
int lp = cell - > xPos ( ) + cell - > leftmostPosition ( false ) ;
left = kMin ( left , lp ) ;
}
}
return left ;
}
int RenderTableSection : : highestPosition ( bool includeOverflowInterior , bool includeSelf ) const
{
int top = RenderBox : : highestPosition ( includeOverflowInterior , includeSelf ) ;
if ( ! includeOverflowInterior & & hasOverflowClip ( ) )
return top ;
for ( RenderObject * row = firstChild ( ) ; row ; row = row - > nextSibling ( ) ) {
for ( RenderObject * cell = row - > firstChild ( ) ; cell ; cell = cell - > nextSibling ( ) )
if ( cell - > isTableCell ( ) ) {
int hp = cell - > yPos ( ) + cell - > highestPosition ( false ) ;
top = kMin ( top , hp ) ;
}
}
return top ;
}
// Search from first_row to last_row for the row containing y
static unsigned int findRow ( unsigned int first_row , unsigned int last_row ,
const TQMemArray < int > & rowPos , int y )
{
unsigned int under = first_row ;
unsigned int over = last_row ;
int offset = ( over - under ) / 2 ;
while ( over - under > 1 ) {
if ( rowPos [ under + offset ] < = y )
under = under + offset ;
else
over = under + offset ;
offset = ( over - under ) / 2 ;
}
assert ( under = = first_row | | rowPos [ under ] < = y ) ;
assert ( over = = last_row | | rowPos [ over ] > y ) ;
return under ;
}
static void findRowCover ( unsigned int & startrow , unsigned int & endrow ,
const TQMemArray < int > & rowPos ,
int min_y , int max_y )
{
assert ( max_y > = min_y ) ;
unsigned int totalRows = endrow ;
unsigned int index = 0 ;
// Initial binary search boost:
if ( totalRows > = 8 ) {
int offset = ( endrow - startrow ) / 2 ;
while ( endrow - startrow > 1 ) {
index = startrow + offset ;
if ( rowPos [ index ] < = min_y )
// index is below both min_y and max_y
startrow = index ;
else
if ( rowPos [ index ] > max_y )
// index is above both min_y and max_y
endrow = index ;
else
// index is within the selection
break ;
offset = ( endrow - startrow ) / 2 ;
}
}
// Binary search for startrow
startrow = findRow ( startrow , endrow , rowPos , min_y ) ;
// Binary search for endrow
endrow = findRow ( startrow , endrow , rowPos , max_y ) + 1 ;
if ( endrow > totalRows ) endrow = totalRows ;
}
void RenderTableSection : : paint ( PaintInfo & pI , int tx , int ty )
{
unsigned int totalRows = grid . size ( ) ;
unsigned int totalCols = table ( ) - > columns . size ( ) ;
tx + = m_x ;
ty + = m_y ;
if ( pI . phase = = PaintActionOutline )
paintOutline ( pI . p , tx , ty , width ( ) , height ( ) , style ( ) ) ;
CollapsedBorderValue * cbs = table ( ) - > currentBorderStyle ( ) ;
int cbsw2 = cbs ? cbs - > width ( ) / 2 : 0 ;
int cbsw21 = cbs ? ( cbs - > width ( ) + 1 ) / 2 : 0 ;
int x = pI . r . x ( ) , y = pI . r . y ( ) , w = pI . r . width ( ) , h = pI . r . height ( ) ;
// check which rows and cols are visible and only paint these
int os = 2 * maximalOutlineSize ( pI . phase ) ;
unsigned int startrow = 0 ;
unsigned int endrow = totalRows ;
findRowCover ( startrow , endrow , rowPos , y - os - ty - kMax ( cbsw21 , os ) , y + h + os - ty + kMax ( cbsw2 , os ) ) ;
// A binary search is probably not worthwhile for coloumns
unsigned int startcol = 0 ;
unsigned int endcol = totalCols ;
if ( style ( ) - > direction ( ) = = LTR ) {
for ( ; startcol < totalCols ; startcol + + ) {
if ( tx + table ( ) - > columnPos [ startcol + 1 ] + kMax ( cbsw21 , os ) > x - os )
break ;
}
for ( ; endcol > 0 ; endcol - - ) {
if ( tx + table ( ) - > columnPos [ endcol - 1 ] - kMax ( cbsw2 , os ) < x + w + os )
break ;
}
}
if ( startcol < endcol ) {
// draw the cells
for ( unsigned int r = startrow ; r < endrow ; r + + ) {
// paint the row
if ( grid [ r ] . rowRenderer ) {
int height = rowPos [ r + 1 ] - rowPos [ r ] - table ( ) - > borderVSpacing ( ) ;
grid [ r ] . rowRenderer - > paintRow ( pI , tx , ty + rowPos [ r ] , width ( ) , height ) ;
}
unsigned int c = startcol ;
Row * row = grid [ r ] . row ;
Row * nextrow = ( r < endrow - 1 ) ? grid [ r + 1 ] . row : 0 ;
// since a cell can be -1 (indicating a colspan) we might have to search backwards to include it
while ( c & & ( * row ) [ c ] = = ( RenderTableCell * ) - 1 )
c - - ;
for ( ; c < endcol ; c + + ) {
RenderTableCell * cell = ( * row ) [ c ] ;
if ( ! cell | | cell = = ( RenderTableCell * ) - 1 | | nextrow & & ( * nextrow ) [ c ] = = cell )
continue ;
# ifdef TABLE_PRINT
kdDebug ( 6040 ) < < " painting cell " < < r < < " / " < < c < < endl ;
# endif
if ( pI . phase = = PaintActionElementBackground | | pI . phase = = PaintActionChildBackground ) {
// 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 ( c ) ;
RenderObject * colGroup = 0 ;
if ( col ) {
RenderStyle * style = col - > parent ( ) - > style ( ) ;
if ( style - > display ( ) = = TABLE_COLUMN_GROUP )
colGroup = col - > parent ( ) ;
}
RenderObject * row = cell - > 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 ( pI , tx , ty , colGroup ) ;
cell - > paintBackgroundsBehindCell ( pI , tx , ty , col ) ;
// Paint the row group next.
cell - > paintBackgroundsBehindCell ( pI , tx , ty , 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 - > layer ( ) )
cell - > paintBackgroundsBehindCell ( pI , tx , ty , row ) ;
}
if ( ( ! cell - > layer ( ) & & ! cell - > parent ( ) - > layer ( ) ) | | pI . phase = = PaintActionCollapsedTableBorders )
cell - > paint ( pI , tx , ty ) ;
}
}
}
}
void RenderTableSection : : recalcCells ( )
{
cCol = 0 ;
cRow = - 1 ;
clearGrid ( ) ;
grid . resize ( 0 ) ;
for ( RenderObject * row = firstChild ( ) ; row ; row = row - > nextSibling ( ) ) {
if ( row - > isTableRow ( ) ) {
cRow + + ;
cCol = 0 ;
ensureRows ( cRow + 1 ) ;
grid [ cRow ] . rowRenderer = static_cast < RenderTableRow * > ( row ) ;
for ( RenderObject * cell = row - > firstChild ( ) ; cell ; cell = cell - > nextSibling ( ) )
if ( cell - > isTableCell ( ) )
addCell ( static_cast < RenderTableCell * > ( cell ) , static_cast < RenderTableRow * > ( row ) ) ;
}
}
needCellRecalc = false ;
setNeedsLayout ( true ) ;
}
void RenderTableSection : : clearGrid ( )
{
int rows = grid . size ( ) ;
while ( rows - - ) {
delete grid [ rows ] . row ;
}
}
bool RenderTableSection : : emptyRow ( int rowNum ) {
Row & r = * grid [ rowNum ] . row ;
const int s = r . size ( ) ;
RenderTableCell * cell ;
for ( int i = 0 ; i < s ; i + + ) {
cell = r [ i ] ;
if ( ! cell | | cell = = ( RenderTableCell * ) - 1 )
continue ;
return false ;
}
return true ;
}
RenderObject * RenderTableSection : : removeChildNode ( RenderObject * child )
{
setNeedCellRecalc ( ) ;
return RenderContainer : : removeChildNode ( child ) ;
}
bool RenderTableSection : : canClear ( RenderObject */ * child */ , PageBreakLevel level )
{
// We cannot clear rows yet.
return parent ( ) - > canClear ( this , level ) ;
}
void RenderTableSection : : addSpaceAt ( int pos , int dy )
{
const int nEffCols = table ( ) - > numEffCols ( ) ;
const int totalRows = numRows ( ) ;
for ( int r = 0 ; r < totalRows ; r + + ) {
if ( rowPos [ r ] > = pos ) {
rowPos [ r ] + = dy ;
int rindx ;
for ( int c = 0 ; c < nEffCols ; c + + )
{
RenderTableCell * cell = cellAt ( r , c ) ;
if ( ! cell | | cell = = ( RenderTableCell * ) - 1 )
continue ;
if ( r > 0 & & cell = = cellAt ( r - 1 , c ) )
continue ;
if ( ( rindx = r - cell - > rowSpan ( ) + 1 ) < 0 )
rindx = 0 ;
cell - > setPos ( cell - > xPos ( ) , rowPos [ r ] ) ;
}
}
}
if ( rowPos [ totalRows ] > = pos )
rowPos [ totalRows ] + = dy ;
m_height = rowPos [ totalRows ] ;
setContainsPageBreak ( true ) ;
}
# ifdef ENABLE_DUMP
void RenderTableSection : : dump ( TQTextStream & stream , const TQString & ind ) const
{
RenderContainer : : dump ( stream , ind ) ;
stream < < " grid=( " < < grid . size ( ) < < " , " < < table ( ) - > numEffCols ( ) < < " ) " ;
for ( unsigned int r = 0 ; r < grid . size ( ) ; r + + ) {
for ( int c = 0 ; c < table ( ) - > numEffCols ( ) ; c + + ) {
if ( cellAt ( r , c ) & & cellAt ( r , c ) ! = ( RenderTableCell * ) - 1 )
stream < < " ( " < < cellAt ( r , c ) - > row ( ) < < " , " < < cellAt ( r , c ) - > col ( ) < < " , "
< < cellAt ( r , c ) - > rowSpan ( ) < < " , " < < cellAt ( r , c ) - > colSpan ( ) < < " ) " ;
else
stream < < " null cell " ;
}
}
}
# endif
static RenderTableCell * seekCell ( RenderTableSection * section , int row , int col )
{
if ( row < 0 | | col < 0 | | row > = section - > numRows ( ) ) return 0 ;
// since a cell can be -1 (indicating a colspan) we might have to search backwards to include it
while ( col & & section - > cellAt ( row , col ) = = ( RenderTableCell * ) - 1 )
col - - ;
return section - > cellAt ( row , col ) ;
}
/** Looks for the first element suitable for text selection, beginning from
* the last .
* @ param base search is restricted within this node . This node must have
* a renderer .
* @ return the element or @ p base if no suitable element found .
*/
static NodeImpl * findLastSelectableNode ( NodeImpl * base )
{
NodeImpl * last = base ;
// Look for last text/cdata node that has a renderer,
// or last childless replaced element
while ( last & & ! ( last - > renderer ( )
& & ( ( last - > nodeType ( ) = = Node : : TEXT_NODE | | last - > nodeType ( ) = = Node : : CDATA_SECTION_NODE )
| | ( last - > renderer ( ) - > isReplaced ( ) & & ! last - > renderer ( ) - > lastChild ( ) ) ) ) )
{
NodeImpl * next = last - > lastChild ( ) ;
if ( ! next ) next = last - > previousSibling ( ) ;
while ( last & & last ! = base & & ! next )
{
last = last - > parentNode ( ) ;
if ( last & & last ! = base )
next = last - > previousSibling ( ) ;
}
last = next ;
}
return last ? last : base ;
}
FindSelectionResult RenderTableSection : : checkSelectionPoint ( int _x , int _y , int _tx , int _ty , DOM : : NodeImpl * & node , int & offset , SelPointState & state )
{
// Table sections need extra treatment for selections. The rows are scanned
// from top to bottom, and within each row, only the cell that matches
// the given position best is descended into.
unsigned int totalRows = grid . size ( ) ;
unsigned int totalCols = table ( ) - > columns . size ( ) ;
// absolutePosition(_tx, _ty, false);
_tx + = m_x ;
_ty + = m_y ;
// bool save_last = false; // true to save last investigated cell
if ( needsLayout ( ) | | _y < _ty ) return SelectionPointBefore ;
// else if (_y >= _ty + height()) save_last = true;
// Find the row containing the pointer
int row_idx = findRow ( 0 , totalRows , rowPos , _y - _ty ) ;
int col_idx ;
if ( style ( ) - > direction ( ) = = LTR ) {
for ( col_idx = ( int ) totalCols - 1 ; col_idx > = 0 ; col_idx - - ) {
if ( _tx + table ( ) - > columnPos [ col_idx ] < _x )
break ;
}
if ( col_idx < 0 ) col_idx = 0 ;
} else {
for ( col_idx = 0 ; col_idx < ( int ) totalCols ; col_idx + + ) {
if ( _tx + table ( ) - > columnPos [ col_idx ] > _x )
break ;
}
if ( col_idx > = ( int ) totalCols ) col_idx = ( int ) totalCols + 1 ;
}
FindSelectionResult pos = SelectionPointBefore ;
RenderTableCell * cell = seekCell ( this , row_idx , col_idx ) ;
// ### dunno why cell can be 0, maybe due to weird spans? (LS)
if ( cell ) {
SelPointState localState ;
pos = cell - > checkSelectionPoint ( _x , _y , _tx , _ty , node , offset , localState ) ;
}
if ( pos ! = SelectionPointBefore ) return pos ;
// store last column of last line
row_idx - - ;
col_idx = totalCols - 1 ;
cell = seekCell ( this , row_idx , col_idx ) ;
// end of section? take previous section
RenderTableSection * sec = this ;
if ( ! cell ) {
sec = * - - TableSectionIterator ( sec ) ;
if ( ! sec ) return pos ;
cell = seekCell ( sec , sec - > grid . size ( ) - 1 , col_idx ) ;
if ( ! cell ) return pos ;
}
// take last child of previous cell, and store this one as last node
NodeImpl * element = cell - > element ( ) ;
if ( ! element ) return SelectionPointBefore ;
element = findLastSelectableNode ( element ) ;
state . m_lastNode = element ;
state . m_lastOffset = element - > maxOffset ( ) ;
return SelectionPointBefore ;
}
// Hit Testing
bool RenderTableSection : : nodeAtPoint ( NodeInfo & info , int x , int y , int tx , int ty , HitTestAction action , bool inside )
{
// Table sections cannot ever be hit tested. Effectively they do not exist.
// Just forward to our children always.
tx + = m_x ;
ty + = m_y ;
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 - > layer ( ) & & ! child - > isInlineFlow ( ) & & child - > nodeAtPoint ( info , x , y , tx , ty , action , inside ) ) {
return true ;
}
}
return false ;
}
// -------------------------------------------------------------------------
RenderTableRow : : RenderTableRow ( DOM : : NodeImpl * node )
: RenderContainer ( node )
{
// init RenderObject attributes
setInline ( false ) ; // our object is not Inline
}
RenderObject * RenderTableRow : : removeChildNode ( RenderObject * child )
{
RenderTableSection * s = section ( ) ;
if ( s )
s - > setNeedCellRecalc ( ) ;
return RenderContainer : : removeChildNode ( child ) ;
}
void RenderTableRow : : detach ( )
{
RenderTableSection * s = section ( ) ;
if ( s )
s - > setNeedCellRecalc ( ) ;
RenderContainer : : detach ( ) ;
}
void RenderTableRow : : setStyle ( RenderStyle * newStyle )
{
if ( section ( ) & & style ( ) & & style ( ) - > height ( ) ! = newStyle - > height ( ) )
section ( ) - > setNeedCellRecalc ( ) ;
newStyle - > setDisplay ( TABLE_ROW ) ;
RenderContainer : : setStyle ( newStyle ) ;
}
void RenderTableRow : : addChild ( RenderObject * child , RenderObject * beforeChild )
{
# ifdef DEBUG_LAYOUT
kdDebug ( 6040 ) < < renderName ( ) < < " (TableRow)::addChild( " < < child - > renderName ( ) < < " ) " < < " , " < <
( beforeChild ? beforeChild - > renderName ( ) : " 0 " ) < < " ) " < < endl ;
# endif
if ( ! child - > isTableCell ( ) ) {
// TR > FORM quirk (???)
if ( child - > element ( ) & & child - > element ( ) - > isHTMLElement ( ) & & child - > element ( ) - > id ( ) = = ID_FORM & &
static_cast < HTMLFormElementImpl * > ( child - > element ( ) ) - > isMalformed ( ) )
{
RenderContainer : : addChild ( child , beforeChild ) ;
return ;
}
RenderObject * last = beforeChild ;
if ( ! last )
last = lastChild ( ) ;
if ( last & & last - > isAnonymous ( ) & & last - > isTableCell ( ) ) {
last - > addChild ( child ) ;
return ;
}
// If beforeChild is inside an anonymous cell, insert into the cell.
if ( last & & ! last - > isTableCell ( ) & & last - > parent ( ) & & last - > parent ( ) - > isAnonymous ( ) ) {
last - > parent ( ) - > addChild ( child , beforeChild ) ;
return ;
}
RenderTableCell * cell = new ( renderArena ( ) ) RenderTableCell ( document ( ) /* anonymous object */ ) ;
RenderStyle * newStyle = new RenderStyle ( ) ;
newStyle - > inheritFrom ( style ( ) ) ;
newStyle - > setDisplay ( TABLE_CELL ) ;
cell - > setStyle ( newStyle ) ;
addChild ( cell , beforeChild ) ;
cell - > addChild ( child ) ;
return ;
}
RenderTableCell * cell = static_cast < RenderTableCell * > ( child ) ;
section ( ) - > addCell ( cell , this ) ;
RenderContainer : : addChild ( cell , beforeChild ) ;
if ( beforeChild | | nextSibling ( ) )
section ( ) - > setNeedCellRecalc ( ) ;
}
void RenderTableRow : : layout ( )
{
TDEHTMLAssert ( needsLayout ( ) ) ;
TDEHTMLAssert ( minMaxKnown ( ) ) ;
RenderObject * child = firstChild ( ) ;
const bool pagedMode = canvas ( ) - > pagedMode ( ) ;
while ( child ) {
if ( child - > isTableCell ( ) ) {
RenderTableCell * cell = static_cast < RenderTableCell * > ( child ) ;
if ( pagedMode ) {
cell - > setNeedsLayout ( true ) ;
int oldHeight = child - > height ( ) ;
cell - > layout ( ) ;
if ( oldHeight > 0 & & child - > containsPageBreak ( ) & & child - > height ( ) ! = oldHeight )
section ( ) - > addSpaceAt ( child - > yPos ( ) + 1 , child - > height ( ) - oldHeight ) ;
} else
if ( child - > needsLayout ( ) ) {
if ( markedForRepaint ( ) )
cell - > setMarkedForRepaint ( true ) ;
cell - > calcVerticalMargins ( ) ;
cell - > layout ( ) ;
cell - > setCellTopExtra ( 0 ) ;
cell - > setCellBottomExtra ( 0 ) ;
if ( child - > containsPageBreak ( ) ) setContainsPageBreak ( true ) ;
}
}
child = child - > nextSibling ( ) ;
}
setMarkedForRepaint ( false ) ;
setNeedsLayout ( false ) ;
}
int RenderTableRow : : offsetLeft ( ) const
{
RenderObject * child = firstChild ( ) ;
while ( child & & ! child - > isTableCell ( ) )
child = child - > nextSibling ( ) ;
if ( ! child )
return 0 ;
return child - > offsetLeft ( ) ;
}
int RenderTableRow : : offsetTop ( ) const
{
RenderObject * child = firstChild ( ) ;
while ( child & & ! child - > isTableCell ( ) )
child = child - > nextSibling ( ) ;
if ( ! child )
return 0 ;
return child - > offsetTop ( ) -
static_cast < RenderTableCell * > ( child ) - > cellTopExtra ( ) ;
}
int RenderTableRow : : offsetHeight ( ) const
{
RenderObject * child = firstChild ( ) ;
while ( child & & ! child - > isTableCell ( ) )
child = child - > nextSibling ( ) ;
if ( ! child )
return 0 ;
return child - > offsetHeight ( ) +
static_cast < RenderTableCell * > ( child ) - > cellTopExtra ( ) +
static_cast < RenderTableCell * > ( child ) - > cellBottomExtra ( ) ;
}
short RenderTableRow : : offsetWidth ( ) const
{
RenderObject * fc = firstChild ( ) ;
RenderObject * lc = lastChild ( ) ;
while ( fc & & ! fc - > isTableCell ( ) )
fc = fc - > nextSibling ( ) ;
while ( lc & & ! lc - > isTableCell ( ) )
lc = lc - > previousSibling ( ) ;
if ( ! lc | | ! fc )
return 0 ;
return lc - > xPos ( ) + lc - > width ( ) - fc - > xPos ( ) ;
}
void RenderTableRow : : paintRow ( PaintInfo & pI , int tx , int ty , int w , int h )
{
if ( pI . phase = = PaintActionOutline )
paintOutline ( pI . p , tx , ty , w , h , style ( ) ) ;
}
void RenderTableRow : : paint ( PaintInfo & i , int tx , int ty )
{
TDEHTMLAssert ( layer ( ) ) ;
if ( ! layer ( ) )
return ;
for ( RenderObject * child = firstChild ( ) ; child ; child = child - > nextSibling ( ) ) {
if ( child - > isTableCell ( ) ) {
// Paint the row background behind the cell.
if ( i . phase = = PaintActionElementBackground | | i . phase = = PaintActionChildBackground ) {
RenderTableCell * cell = static_cast < RenderTableCell * > ( child ) ;
cell - > paintBackgroundsBehindCell ( i , tx , ty , this ) ;
}
if ( ! child - > layer ( ) )
child - > paint ( i , tx , ty ) ;
}
}
}
// Hit Testing
bool RenderTableRow : : nodeAtPoint ( NodeInfo & info , int x , int y , int tx , int ty , HitTestAction action , bool inside )
{
// Table rows cannot ever be hit tested. Effectively they do not exist.
// Just forward to our children always.
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 - > layer ( ) & & ! child - > isInlineFlow ( ) & & child - > nodeAtPoint ( info , x , y , tx , ty , action , inside ) ) {
return true ;
}
}
return false ;
}
// -------------------------------------------------------------------------
RenderTableCell : : RenderTableCell ( DOM : : NodeImpl * _node )
: RenderBlock ( _node )
{
_col = - 1 ;
_row = - 1 ;
updateFromElement ( ) ;
setShouldPaintBackgroundOrBorder ( true ) ;
_topExtra = 0 ;
_bottomExtra = 0 ;
m_percentageHeight = - 1 ;
m_hasFlexedAnonymous = false ;
m_widthChanged = false ;
}
void RenderTableCell : : detach ( )
{
if ( parent ( ) & & section ( ) )
section ( ) - > setNeedCellRecalc ( ) ;
RenderBlock : : detach ( ) ;
}
void RenderTableCell : : updateFromElement ( )
{
DOM : : NodeImpl * node = element ( ) ;
if ( node & & ( node - > id ( ) = = ID_TD | | node - > id ( ) = = ID_TH ) ) {
DOM : : HTMLTableCellElementImpl * tc = static_cast < DOM : : HTMLTableCellElementImpl * > ( node ) ;
cSpan = tc - > colSpan ( ) ;
rSpan = tc - > rowSpan ( ) ;
} else {
cSpan = rSpan = 1 ;
}
}
Length RenderTableCell : : styleOrColWidth ( )
{
Length w = style ( ) - > width ( ) ;
if ( colSpan ( ) > 1 | | ! w . isVariable ( ) )
return w ;
RenderTableCol * col = table ( ) - > colElement ( _col ) ;
if ( col )
w = col - > style ( ) - > width ( ) ;
return w ;
}
void RenderTableCell : : calcMinMaxWidth ( )
{
TDEHTMLAssert ( ! minMaxKnown ( ) ) ;
# ifdef DEBUG_LAYOUT
kdDebug ( 6040 ) < < renderName ( ) < < " (TableCell)::calcMinMaxWidth() known= " < < minMaxKnown ( ) < < endl ;
# endif
if ( section ( ) - > needCellRecalc )
section ( ) - > recalcCells ( ) ;
RenderBlock : : calcMinMaxWidth ( ) ;
if ( element ( ) & & style ( ) - > whiteSpace ( ) = = NORMAL ) {
// See if nowrap was set.
Length w = styleOrColWidth ( ) ;
DOMString nowrap = static_cast < ElementImpl * > ( element ( ) ) - > getAttribute ( ATTR_NOWRAP ) ;
if ( ! nowrap . isNull ( ) & & w . isFixed ( ) & &
m_minWidth < w . value ( ) )
// Nowrap is set, but we didn't actually use it because of the
// fixed width set on the cell. Even so, it is a WinIE/Moz trait
// to make the minwidth of the cell into the fixed width. They do this
// even in strict mode, so do not make this a quirk. Affected the top
// of hiptop.com.
m_minWidth = w . value ( ) ;
}
setMinMaxKnown ( ) ;
}
void RenderTableCell : : calcWidth ( )
{
}
void RenderTableCell : : setWidth ( int width )
{
if ( width ! = m_width ) {
m_width = width ;
m_widthChanged = true ;
}
}
void RenderTableCell : : layout ( )
{
layoutBlock ( m_widthChanged ) ;
m_widthChanged = false ;
}
void RenderTableCell : : close ( )
{
RenderBlock : : close ( ) ;
# ifdef DEBUG_LAYOUT
kdDebug ( 6040 ) < < renderName ( ) < < " (RenderTableCell)::close() total height = " < < m_height < < endl ;
# endif
}
bool RenderTableCell : : requiresLayer ( ) const {
// table-cell display is never positioned (css 2.1-9.7), so the only time a layer is needed
// is when overflow != visible (or when there is opacity when we support it)
return /* style()->opacity() < 1.0f || */ hasOverflowClip ( ) | | isRelPositioned ( ) ;
}
void RenderTableCell : : repaintRectangle ( int x , int y , int w , int h , Priority p , bool f )
{
RenderBlock : : repaintRectangle ( x , y , w , h + _topExtra + _bottomExtra , p , f ) ;
}
bool RenderTableCell : : absolutePosition ( int & xPos , int & yPos , bool f ) const
{
bool result = RenderBlock : : absolutePosition ( xPos , yPos , f ) ;
xPos - = parent ( ) - > xPos ( ) ; // Rows are in the same coordinate space, so don't add their offset in.
yPos - = parent ( ) - > yPos ( ) ;
return result ;
}
int RenderTableCell : : pageTopAfter ( int y ) const
{
return section ( ) - > pageTopAfter ( y + m_y + _topExtra ) - ( m_y + _topExtra ) ;
}
short RenderTableCell : : baselinePosition ( bool ) const
{
RenderObject * o = firstChild ( ) ;
int offset = paddingTop ( ) + borderTop ( ) ;
if ( ! o ) return offset + contentHeight ( ) ;
while ( o - > firstChild ( ) ) {
if ( ! o - > isInline ( ) )
offset + = o - > paddingTop ( ) + o - > borderTop ( ) ;
o = o - > firstChild ( ) ;
}
if ( ! o - > isInline ( ) )
return paddingTop ( ) + borderTop ( ) + contentHeight ( ) ;
offset + = o - > baselinePosition ( true ) ;
return offset ;
}
void RenderTableCell : : setStyle ( RenderStyle * newStyle )
{
if ( parent ( ) & & section ( ) & & style ( ) & & style ( ) - > height ( ) ! = newStyle - > height ( ) )
section ( ) - > setNeedCellRecalc ( ) ;
newStyle - > setDisplay ( TABLE_CELL ) ;
RenderBlock : : setStyle ( newStyle ) ;
setShouldPaintBackgroundOrBorder ( true ) ;
if ( newStyle - > whiteSpace ( ) = = TDEHTML_NOWRAP ) {
// Figure out if we are really nowrapping or if we should just
// use normal instead. If the width of the cell is fixed, then
// we don't actually use NOWRAP.
if ( newStyle - > width ( ) . isFixed ( ) )
newStyle - > setWhiteSpace ( NORMAL ) ;
else
newStyle - > setWhiteSpace ( NOWRAP ) ;
}
}
bool RenderTableCell : : nodeAtPoint ( NodeInfo & info , int _x , int _y , int _tx , int _ty , HitTestAction hitTestAction , bool inside )
{
int tx = _tx + m_x ;
int ty = _ty + m_y ;
// also include the top and bottom extra space
inside | = style ( ) - > visibility ( ) ! = HIDDEN
& & ( _y > = ty ) & & ( _y < ty + height ( ) + _topExtra + _bottomExtra )
& & ( _x > = tx ) & & ( _x < tx + width ( ) ) ;
return RenderBlock : : nodeAtPoint ( info , _x , _y , _tx , _ty , hitTestAction , inside ) ;
}
// The following rules apply for resolving conflicts and figuring out which border
// to use.
// (1) Borders with the 'border-style' of 'hidden' take precedence over all other conflicting
// borders. Any border with this value suppresses all borders at this location.
// (2) Borders with a style of 'none' have the lowest priority. Only if the border properties of all
// the elements meeting at this edge are 'none' will the border be omitted (but note that 'none' is
// the default value for the border style.)
// (3) If none of the styles are 'hidden' and at least one of them is not 'none', then narrow borders
// are discarded in favor of wider ones. If several have the same 'border-width' then styles are preferred
// in this order: 'double', 'solid', 'dashed', 'dotted', 'ridge', 'outset', 'groove', and the lowest: 'inset'.
// (4) If border styles differ only in color, then a style set on a cell wins over one on a row,
// which wins over a row group, column, column group and, lastly, table. It is undefined which color
// is used when two elements of the same type disagree.
static CollapsedBorderValue compareBorders ( const CollapsedBorderValue & border1 ,
const CollapsedBorderValue & border2 )
{
// Sanity check the values passed in. If either is null, return the other.
if ( ! border2 . exists ( ) ) return border1 ;
if ( ! border1 . exists ( ) ) return border2 ;
// Rule #1 above.
if ( border1 . style ( ) = = BHIDDEN | | border2 . style ( ) = = BHIDDEN )
return CollapsedBorderValue ( ) ; // No border should exist at this location.
// Rule #2 above. A style of 'none' has lowest priority and always loses to any other border.
if ( border2 . style ( ) = = BNONE ) return border1 ;
if ( border1 . style ( ) = = BNONE ) return border2 ;
// The first part of rule #3 above. Wider borders win.
if ( border1 . width ( ) ! = border2 . width ( ) )
return border1 . width ( ) > border2 . width ( ) ? border1 : border2 ;
// The borders have equal width. Sort by border style.
if ( border1 . style ( ) ! = border2 . style ( ) )
return border1 . style ( ) > border2 . style ( ) ? border1 : border2 ;
// The border have the same width and style. Rely on precedence (cell over row over row group, etc.)
return border1 . precedence > = border2 . precedence ? border1 : border2 ;
}
CollapsedBorderValue RenderTableCell : : collapsedLeftBorder ( ) const
{
// For border left, we need to check, in order of precedence:
// (1) Our left border.
CollapsedBorderValue result ( & style ( ) - > borderLeft ( ) , BCELL ) ;
// (2) The previous cell's right border.
RenderTableCell * prevCell = table ( ) - > cellLeft ( this ) ;
if ( prevCell ) {
result = compareBorders ( result , CollapsedBorderValue ( & prevCell - > style ( ) - > borderRight ( ) , BCELL ) ) ;
if ( ! result . exists ( ) ) return result ;
}
else if ( col ( ) = = 0 ) {
// (3) Our row's left border.
result = compareBorders ( result , CollapsedBorderValue ( & parent ( ) - > style ( ) - > borderLeft ( ) , BROW ) ) ;
if ( ! result . exists ( ) ) return result ;
// (4) Our row group's left border.
result = compareBorders ( result , CollapsedBorderValue ( & section ( ) - > style ( ) - > borderLeft ( ) , BROWGROUP ) ) ;
if ( ! result . exists ( ) ) return result ;
}
// (5) Our column's left border.
RenderTableCol * colElt = table ( ) - > colElement ( col ( ) ) ;
if ( colElt ) {
result = compareBorders ( result , CollapsedBorderValue ( & colElt - > style ( ) - > borderLeft ( ) , BCOL ) ) ;
if ( ! result . exists ( ) ) return result ;
}
// (6) The previous column's right border.
if ( col ( ) > 0 ) {
colElt = table ( ) - > colElement ( col ( ) - 1 ) ;
if ( colElt ) {
result = compareBorders ( result , CollapsedBorderValue ( & colElt - > style ( ) - > borderRight ( ) , BCOL ) ) ;
if ( ! result . exists ( ) ) return result ;
}
}
if ( col ( ) = = 0 ) {
// (7) The table's left border.
result = compareBorders ( result , CollapsedBorderValue ( & table ( ) - > style ( ) - > borderLeft ( ) , BTABLE ) ) ;
if ( ! result . exists ( ) ) return result ;
}
return result ;
}
CollapsedBorderValue RenderTableCell : : collapsedRightBorder ( ) const
{
RenderTable * tableElt = table ( ) ;
bool inLastColumn = false ;
int effCol = tableElt - > colToEffCol ( col ( ) + colSpan ( ) - 1 ) ;
if ( effCol = = tableElt - > numEffCols ( ) - 1 )
inLastColumn = true ;
// For border right, we need to check, in order of precedence:
// (1) Our right border.
CollapsedBorderValue result = CollapsedBorderValue ( & style ( ) - > borderRight ( ) , BCELL ) ;
// (2) The next cell's left border.
if ( ! inLastColumn ) {
RenderTableCell * nextCell = tableElt - > cellRight ( this ) ;
if ( nextCell ) {
result = compareBorders ( result , CollapsedBorderValue ( & nextCell - > style ( ) - > borderLeft ( ) , BCELL ) ) ;
if ( ! result . exists ( ) ) return result ;
}
}
else {
// (3) Our row's right border.
result = compareBorders ( result , CollapsedBorderValue ( & parent ( ) - > style ( ) - > borderRight ( ) , BROW ) ) ;
if ( ! result . exists ( ) ) return result ;
// (4) Our row group's right border.
result = compareBorders ( result , CollapsedBorderValue ( & section ( ) - > style ( ) - > borderRight ( ) , BROWGROUP ) ) ;
if ( ! result . exists ( ) ) return result ;
}
// (5) Our column's right border.
RenderTableCol * colElt = table ( ) - > colElement ( col ( ) + colSpan ( ) - 1 ) ;
if ( colElt ) {
result = compareBorders ( result , CollapsedBorderValue ( & colElt - > style ( ) - > borderRight ( ) , BCOL ) ) ;
if ( ! result . exists ( ) ) return result ;
}
// (6) The next column's left border.
if ( ! inLastColumn ) {
colElt = tableElt - > colElement ( col ( ) + colSpan ( ) ) ;
if ( colElt ) {
result = compareBorders ( result , CollapsedBorderValue ( & colElt - > style ( ) - > borderLeft ( ) , BCOL ) ) ;
if ( ! result . exists ( ) ) return result ;
}
}
else {
// (7) The table's right border.
result = compareBorders ( result , CollapsedBorderValue ( & tableElt - > style ( ) - > borderRight ( ) , BTABLE ) ) ;
if ( ! result . exists ( ) ) return result ;
}
return result ;
}
CollapsedBorderValue RenderTableCell : : collapsedTopBorder ( ) const
{
// For border top, we need to check, in order of precedence:
// (1) Our top border.
CollapsedBorderValue result = CollapsedBorderValue ( & style ( ) - > borderTop ( ) , BCELL ) ;
RenderTableCell * prevCell = table ( ) - > cellAbove ( this ) ;
if ( prevCell ) {
// (2) A previous cell's bottom border.
result = compareBorders ( result , CollapsedBorderValue ( & prevCell - > style ( ) - > borderBottom ( ) , BCELL ) ) ;
if ( ! result . exists ( ) ) return result ;
}
// (3) Our row's top border.
result = compareBorders ( result , CollapsedBorderValue ( & parent ( ) - > style ( ) - > borderTop ( ) , BROW ) ) ;
if ( ! result . exists ( ) ) return result ;
// (4) The previous row's bottom border.
if ( prevCell ) {
RenderObject * prevRow = 0 ;
if ( prevCell - > section ( ) = = section ( ) )
prevRow = parent ( ) - > previousSibling ( ) ;
else
prevRow = prevCell - > section ( ) - > lastChild ( ) ;
if ( prevRow ) {
result = compareBorders ( result , CollapsedBorderValue ( & prevRow - > style ( ) - > borderBottom ( ) , BROW ) ) ;
if ( ! result . exists ( ) ) return result ;
}
}
// Now check row groups.
RenderTableSection * currSection = section ( ) ;
if ( row ( ) = = 0 ) {
// (5) Our row group's top border.
result = compareBorders ( result , CollapsedBorderValue ( & currSection - > style ( ) - > borderTop ( ) , BROWGROUP ) ) ;
if ( ! result . exists ( ) ) return result ;
// (6) Previous row group's bottom border.
currSection = table ( ) - > sectionAbove ( currSection ) ;
if ( currSection ) {
result = compareBorders ( result , CollapsedBorderValue ( & currSection - > style ( ) - > borderBottom ( ) , BROWGROUP ) ) ;
if ( ! result . exists ( ) )
return result ;
}
}
if ( ! currSection ) {
// (8) Our column's top border.
RenderTableCol * colElt = table ( ) - > colElement ( col ( ) ) ;
if ( colElt ) {
result = compareBorders ( result , CollapsedBorderValue ( & colElt - > style ( ) - > borderTop ( ) , BCOL ) ) ;
if ( ! result . exists ( ) ) return result ;
}
// (9) The table's top border.
result = compareBorders ( result , CollapsedBorderValue ( & table ( ) - > style ( ) - > borderTop ( ) , BTABLE ) ) ;
if ( ! result . exists ( ) ) return result ;
}
return result ;
}
CollapsedBorderValue RenderTableCell : : collapsedBottomBorder ( ) const
{
// For border top, we need to check, in order of precedence:
// (1) Our bottom border.
CollapsedBorderValue result = CollapsedBorderValue ( & style ( ) - > borderBottom ( ) , BCELL ) ;
RenderTableCell * nextCell = table ( ) - > cellBelow ( this ) ;
if ( nextCell ) {
// (2) A following cell's top border.
result = compareBorders ( result , CollapsedBorderValue ( & nextCell - > style ( ) - > borderTop ( ) , BCELL ) ) ;
if ( ! result . exists ( ) ) return result ;
}
// (3) Our row's bottom border. (FIXME: Deal with rowspan!)
result = compareBorders ( result , CollapsedBorderValue ( & parent ( ) - > style ( ) - > borderBottom ( ) , BROW ) ) ;
if ( ! result . exists ( ) ) return result ;
// (4) The next row's top border.
if ( nextCell ) {
result = compareBorders ( result , CollapsedBorderValue ( & nextCell - > parent ( ) - > style ( ) - > borderTop ( ) , BROW ) ) ;
if ( ! result . exists ( ) ) return result ;
}
// Now check row groups.
RenderTableSection * currSection = section ( ) ;
if ( row ( ) + rowSpan ( ) > = static_cast < RenderTableSection * > ( currSection ) - > numRows ( ) ) {
// (5) Our row group's bottom border.
result = compareBorders ( result , CollapsedBorderValue ( & currSection - > style ( ) - > borderBottom ( ) , BROWGROUP ) ) ;
if ( ! result . exists ( ) ) return result ;
// (6) Following row group's top border.
currSection = table ( ) - > sectionBelow ( currSection ) ;
if ( currSection ) {
result = compareBorders ( result , CollapsedBorderValue ( & currSection - > style ( ) - > borderTop ( ) , BROWGROUP ) ) ;
if ( ! result . exists ( ) )
return result ;
}
}
if ( ! currSection ) {
// (8) Our column's bottom border.
RenderTableCol * colElt = table ( ) - > colElement ( col ( ) ) ;
if ( colElt ) {
result = compareBorders ( result , CollapsedBorderValue ( & colElt - > style ( ) - > borderBottom ( ) , BCOL ) ) ;
if ( ! result . exists ( ) ) return result ;
}
// (9) The table's bottom border.
result = compareBorders ( result , CollapsedBorderValue ( & table ( ) - > style ( ) - > borderBottom ( ) , BTABLE ) ) ;
if ( ! result . exists ( ) ) return result ;
}
return result ;
}
int RenderTableCell : : borderLeft ( ) const
{
if ( table ( ) - > collapseBorders ( ) ) {
CollapsedBorderValue border = collapsedLeftBorder ( ) ;
if ( border . exists ( ) )
return ( border . width ( ) + 1 ) / 2 ; // Give the extra pixel to top and left.
return 0 ;
}
return RenderBlock : : borderLeft ( ) ;
}
int RenderTableCell : : borderRight ( ) const
{
if ( table ( ) - > collapseBorders ( ) ) {
CollapsedBorderValue border = collapsedRightBorder ( ) ;
if ( border . exists ( ) )
return border . width ( ) / 2 ;
return 0 ;
}
return RenderBlock : : borderRight ( ) ;
}
int RenderTableCell : : borderTop ( ) const
{
if ( table ( ) - > collapseBorders ( ) ) {
CollapsedBorderValue border = collapsedTopBorder ( ) ;
if ( border . exists ( ) )
return ( border . width ( ) + 1 ) / 2 ; // Give the extra pixel to top and left.
return 0 ;
}
return RenderBlock : : borderTop ( ) ;
}
int RenderTableCell : : borderBottom ( ) const
{
if ( table ( ) - > collapseBorders ( ) ) {
CollapsedBorderValue border = collapsedBottomBorder ( ) ;
if ( border . exists ( ) )
return border . width ( ) / 2 ;
return 0 ;
}
return RenderBlock : : borderBottom ( ) ;
}
# ifdef BOX_DEBUG
# include <tqpainter.h>
static void outlineBox ( TQPainter * p , int _tx , int _ty , int w , int h )
{
p - > setPen ( TQPen ( TQColor ( " yellow " ) , 3 , TQt : : DotLine ) ) ;
p - > setBrush ( TQt : : NoBrush ) ;
p - > drawRect ( _tx , _ty , w , h ) ;
}
# endif
void RenderTableCell : : paint ( PaintInfo & pI , int _tx , int _ty )
{
# ifdef TABLE_PRINT
kdDebug ( 6040 ) < < renderName ( ) < < " (RenderTableCell)::paint() w/h = ( " < < width ( ) < < " / " < < height ( ) < < " ) " < < " _y/_h= " < < pI . r . y ( ) < < " / " < < pI . r . height ( ) < < endl ;
# endif
if ( needsLayout ( ) ) return ;
_tx + = m_x ;
_ty + = m_y /* + _topExtra*/ ;
RenderTable * tbl = table ( ) ;
// check if we need to do anything at all...
int os = kMax ( tbl - > currentBorderStyle ( ) ? ( tbl - > currentBorderStyle ( ) - > border - > width + 1 ) / 2 : 0 , 2 * maximalOutlineSize ( pI . phase ) ) ;
if ( ! overhangingContents ( ) & & ( ( _ty > = pI . r . y ( ) + pI . r . height ( ) + os )
| | ( _ty + _topExtra + m_height + _bottomExtra < = pI . r . y ( ) - os ) ) ) return ;
if ( pI . phase = = PaintActionOutline ) {
paintOutline ( pI . p , _tx , _ty , width ( ) , height ( ) + borderTopExtra ( ) + borderBottomExtra ( ) , style ( ) ) ;
}
if ( pI . phase = = PaintActionCollapsedTableBorders & & style ( ) - > visibility ( ) = = VISIBLE ) {
int w = width ( ) ;
int h = height ( ) + borderTopExtra ( ) + borderBottomExtra ( ) ;
paintCollapsedBorder ( pI . p , _tx , _ty , w , h ) ;
}
else
RenderBlock : : paintObject ( pI , _tx , _ty + _topExtra , false ) ;
# ifdef BOX_DEBUG
: : outlineBox ( p , _tx , _ty - _topExtra , width ( ) , height ( ) + borderTopExtra ( ) + borderBottomExtra ( ) ) ;
# endif
}
static EBorderStyle collapsedBorderStyle ( EBorderStyle style )
{
if ( style = = OUTSET )
style = GROOVE ;
else if ( style = = INSET )
style = RIDGE ;
return style ;
}
struct CollapsedBorder {
CollapsedBorder ( ) { }
CollapsedBorderValue border ;
RenderObject : : BorderSide side ;
bool shouldPaint ;
int x1 ;
int y1 ;
int x2 ;
int y2 ;
EBorderStyle style ;
} ;
class CollapsedBorders
{
public :
CollapsedBorders ( ) : count ( 0 ) { }
void addBorder ( const CollapsedBorderValue & b , RenderObject : : BorderSide s , bool paint ,
int _x1 , int _y1 , int _x2 , int _y2 ,
EBorderStyle _style )
{
if ( b . exists ( ) & & paint ) {
borders [ count ] . border = b ;
borders [ count ] . side = s ;
borders [ count ] . shouldPaint = paint ;
borders [ count ] . x1 = _x1 ;
borders [ count ] . x2 = _x2 ;
borders [ count ] . y1 = _y1 ;
borders [ count ] . y2 = _y2 ;
borders [ count ] . style = _style ;
count + + ;
}
}
CollapsedBorder * nextBorder ( ) {
for ( int i = 0 ; i < count ; i + + ) {
if ( borders [ i ] . border . exists ( ) & & borders [ i ] . shouldPaint ) {
borders [ i ] . shouldPaint = false ;
return & borders [ i ] ;
}
}
return 0 ;
}
CollapsedBorder borders [ 4 ] ;
int count ;
} ;
static void addBorderStyle ( TQValueList < CollapsedBorderValue > & borderStyles , CollapsedBorderValue borderValue )
{
if ( ! borderValue . exists ( ) | | borderStyles . contains ( borderValue ) )
return ;
TQValueListIterator < CollapsedBorderValue > it = borderStyles . begin ( ) ;
TQValueListIterator < CollapsedBorderValue > end = borderStyles . end ( ) ;
for ( ; it ! = end ; + + it ) {
CollapsedBorderValue result = compareBorders ( * it , borderValue ) ;
if ( result = = * it ) {
borderStyles . insert ( it , borderValue ) ;
return ;
}
}
borderStyles . append ( borderValue ) ;
}
void RenderTableCell : : collectBorders ( TQValueList < CollapsedBorderValue > & borderStyles )
{
addBorderStyle ( borderStyles , collapsedLeftBorder ( ) ) ;
addBorderStyle ( borderStyles , collapsedRightBorder ( ) ) ;
addBorderStyle ( borderStyles , collapsedTopBorder ( ) ) ;
addBorderStyle ( borderStyles , collapsedBottomBorder ( ) ) ;
}
void RenderTableCell : : paintCollapsedBorder ( TQPainter * p , int _tx , int _ty , int w , int h )
{
if ( ! table ( ) - > currentBorderStyle ( ) )
return ;
CollapsedBorderValue leftVal = collapsedLeftBorder ( ) ;
CollapsedBorderValue rightVal = collapsedRightBorder ( ) ;
CollapsedBorderValue topVal = collapsedTopBorder ( ) ;
CollapsedBorderValue bottomVal = collapsedBottomBorder ( ) ;
// Adjust our x/y/width/height so that we paint the collapsed borders at the correct location.
int topWidth = topVal . width ( ) ;
int bottomWidth = bottomVal . width ( ) ;
int leftWidth = leftVal . width ( ) ;
int rightWidth = rightVal . width ( ) ;
_tx - = leftWidth / 2 ;
_ty - = topWidth / 2 ;
w + = leftWidth / 2 + ( rightWidth + 1 ) / 2 ;
h + = topWidth / 2 + ( bottomWidth + 1 ) / 2 ;
bool tt = topVal . isTransparent ( ) ;
bool bt = bottomVal . isTransparent ( ) ;
bool rt = rightVal . isTransparent ( ) ;
bool lt = leftVal . isTransparent ( ) ;
EBorderStyle ts = collapsedBorderStyle ( topVal . style ( ) ) ;
EBorderStyle bs = collapsedBorderStyle ( bottomVal . style ( ) ) ;
EBorderStyle ls = collapsedBorderStyle ( leftVal . style ( ) ) ;
EBorderStyle rs = collapsedBorderStyle ( rightVal . style ( ) ) ;
bool render_t = ts > BHIDDEN & & ! tt & & ( topVal . precedence ! = BCELL | | * topVal . border = = style ( ) - > borderTop ( ) ) ;
bool render_l = ls > BHIDDEN & & ! lt & & ( leftVal . precedence ! = BCELL | | * leftVal . border = = style ( ) - > borderLeft ( ) ) ;
bool render_r = rs > BHIDDEN & & ! rt & & ( rightVal . precedence ! = BCELL | | * rightVal . border = = style ( ) - > borderRight ( ) ) ;
bool render_b = bs > BHIDDEN & & ! bt & & ( bottomVal . precedence ! = BCELL | | * bottomVal . border = = style ( ) - > borderBottom ( ) ) ;
// We never paint diagonals at the joins. We simply let the border with the highest
// precedence paint on top of borders with lower precedence.
CollapsedBorders borders ;
borders . addBorder ( topVal , BSTop , render_t , _tx , _ty , _tx + w , _ty + topWidth , ts ) ;
borders . addBorder ( bottomVal , BSBottom , render_b , _tx , _ty + h - bottomWidth , _tx + w , _ty + h , bs ) ;
borders . addBorder ( leftVal , BSLeft , render_l , _tx , _ty , _tx + leftWidth , _ty + h , ls ) ;
borders . addBorder ( rightVal , BSRight , render_r , _tx + w - rightWidth , _ty , _tx + w , _ty + h , rs ) ;
for ( CollapsedBorder * border = borders . nextBorder ( ) ; border ; border = borders . nextBorder ( ) ) {
if ( border - > border = = * table ( ) - > currentBorderStyle ( ) )
drawBorder ( p , border - > x1 , border - > y1 , border - > x2 , border - > y2 , border - > side ,
border - > border . color ( ) , style ( ) - > color ( ) , border - > style , 0 , 0 ) ;
}
}
void RenderTableCell : : paintBackgroundsBehindCell ( PaintInfo & pI , int _tx , int _ty , RenderObject * backgroundObject )
{
if ( ! backgroundObject )
return ;
RenderTable * tableElt = table ( ) ;
if ( backgroundObject ! = this ) {
_tx + = m_x ;
_ty + = m_y + _topExtra ;
}
int w = width ( ) ;
int h = height ( ) + borderTopExtra ( ) + borderBottomExtra ( ) ;
_ty - = borderTopExtra ( ) ;
int my = kMax ( _ty , pI . r . y ( ) ) ;
int end = kMin ( pI . r . y ( ) + pI . r . height ( ) , _ty + h ) ;
int mh = end - my ;
TQColor c = backgroundObject - > style ( ) - > backgroundColor ( ) ;
const BackgroundLayer * bgLayer = backgroundObject - > style ( ) - > backgroundLayers ( ) ;
if ( bgLayer - > hasImage ( ) | | c . isValid ( ) ) {
// We have to clip here because the background would paint
// on top of the borders otherwise. This only matters for cells and rows.
bool hasLayer = backgroundObject - > layer ( ) & & ( backgroundObject = = this | | backgroundObject = = parent ( ) ) ;
if ( hasLayer & & tableElt - > collapseBorders ( ) ) {
pI . p - > save ( ) ;
TQRect clipRect ( _tx + borderLeft ( ) , _ty + borderTop ( ) , w - borderLeft ( ) - borderRight ( ) , h - borderTop ( ) - borderBottom ( ) ) ;
clipRect = pI . p - > xForm ( clipRect ) ;
TQRegion creg ( clipRect ) ;
TQRegion old = pI . p - > clipRegion ( ) ;
if ( ! old . isNull ( ) )
creg = old . intersect ( creg ) ;
pI . p - > setClipRegion ( creg ) ;
}
paintBackground ( pI . p , c , bgLayer , my , mh , _tx , _ty , w , h ) ;
if ( hasLayer & & tableElt - > collapseBorders ( ) )
pI . p - > restore ( ) ;
}
}
void RenderTableCell : : paintBoxDecorations ( PaintInfo & pI , int _tx , int _ty )
{
RenderTable * tableElt = table ( ) ;
bool drawBorders = true ;
// Moz paints bgcolor/bgimage on <td>s in quirks mode even if
// empty-cells are on. Fixes regression on #43426, attachment #354
if ( ! tableElt - > collapseBorders ( ) & & style ( ) - > emptyCells ( ) = = HIDE & & ! firstChild ( ) )
drawBorders = false ;
if ( ! style ( ) - > htmlHacks ( ) & & ! drawBorders ) return ;
// Paint our cell background.
paintBackgroundsBehindCell ( pI , _tx , _ty , this ) ;
int w = width ( ) ;
int h = height ( ) + borderTopExtra ( ) + borderBottomExtra ( ) ;
_ty - = borderTopExtra ( ) ;
if ( drawBorders & & style ( ) - > hasBorder ( ) & & ! tableElt - > collapseBorders ( ) )
paintBorder ( pI . p , _tx , _ty , w , h , style ( ) ) ;
}
# ifdef ENABLE_DUMP
void RenderTableCell : : dump ( TQTextStream & stream , const TQString & ind ) const
{
RenderFlow : : dump ( stream , ind ) ;
stream < < " row= " < < _row ;
stream < < " col= " < < _col ;
stream < < " rSpan= " < < rSpan ;
stream < < " cSpan= " < < cSpan ;
// *stream << " nWrap=" << nWrap;
}
# endif
// -------------------------------------------------------------------------
RenderTableCol : : RenderTableCol ( DOM : : NodeImpl * node )
: RenderContainer ( node ) , m_span ( 1 )
{
// init RenderObject attributes
setInline ( true ) ; // our object is not Inline
updateFromElement ( ) ;
}
void RenderTableCol : : updateFromElement ( )
{
DOM : : NodeImpl * node = element ( ) ;
if ( node & & ( node - > id ( ) = = ID_COL | | node - > id ( ) = = ID_COLGROUP ) ) {
DOM : : HTMLTableColElementImpl * tc = static_cast < DOM : : HTMLTableColElementImpl * > ( node ) ;
m_span = tc - > span ( ) ;
} else
m_span = ! ( style ( ) & & style ( ) - > display ( ) = = TABLE_COLUMN_GROUP ) ;
}
# ifdef ENABLE_DUMP
void RenderTableCol : : dump ( TQTextStream & stream , const TQString & ind ) const
{
RenderContainer : : dump ( stream , ind ) ;
stream < < " _span= " < < m_span ;
}
# endif
// -------------------------------------------------------------------------
TableSectionIterator : : TableSectionIterator ( RenderTable * table , bool fromEnd )
{
if ( fromEnd ) {
sec = table - > foot ;
if ( sec ) return ;
sec = static_cast < RenderTableSection * > ( table - > lastChild ( ) ) ;
while ( sec & & ( ! sec - > isTableSection ( )
| | sec = = table - > head | | sec = = table - > foot ) )
sec = static_cast < RenderTableSection * > ( sec - > previousSibling ( ) ) ;
if ( sec ) return ;
sec = table - > head ;
} else {
sec = table - > head ;
if ( sec ) return ;
sec = static_cast < RenderTableSection * > ( table - > firstChild ( ) ) ;
while ( sec & & ( ! sec - > isTableSection ( )
| | sec = = table - > head | | sec = = table - > foot ) )
sec = static_cast < RenderTableSection * > ( sec - > nextSibling ( ) ) ;
if ( sec ) return ;
sec = table - > foot ;
} /*end if*/
}
TableSectionIterator & TableSectionIterator : : operator + + ( )
{
RenderTable * table = sec - > table ( ) ;
if ( sec = = table - > head ) {
sec = static_cast < RenderTableSection * > ( table - > firstChild ( ) ) ;
while ( sec & & ( ! sec - > isTableSection ( )
| | sec = = table - > head | | sec = = table - > foot ) )
sec = static_cast < RenderTableSection * > ( sec - > nextSibling ( ) ) ;
if ( sec ) return * this ;
} else if ( sec = = table - > foot ) {
sec = 0 ;
return * this ;
} else {
do {
sec = static_cast < RenderTableSection * > ( sec - > nextSibling ( ) ) ;
} while ( sec & & ( ! sec - > isTableSection ( ) | | sec = = table - > head | | sec = = table - > foot ) ) ;
if ( sec ) return * this ;
} /*end if*/
sec = table - > foot ;
return * this ;
}
TableSectionIterator & TableSectionIterator : : operator - - ( )
{
RenderTable * table = sec - > table ( ) ;
if ( sec = = table - > foot ) {
sec = static_cast < RenderTableSection * > ( table - > lastChild ( ) ) ;
while ( sec & & ( ! sec - > isTableSection ( )
| | sec = = table - > head | | sec = = table - > foot ) )
sec = static_cast < RenderTableSection * > ( sec - > previousSibling ( ) ) ;
if ( sec ) return * this ;
} else if ( sec = = table - > head ) {
sec = 0 ;
return * this ;
} else {
do {
sec = static_cast < RenderTableSection * > ( sec - > previousSibling ( ) ) ;
} while ( sec & & ( ! sec - > isTableSection ( ) | | sec = = table - > head | | sec = = table - > foot ) ) ;
if ( sec ) return * this ;
} /*end if*/
sec = table - > foot ;
return * this ;
}
# undef TABLE_DEBUG
# undef DEBUG_LAYOUT
# undef BOX_DEBUG