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tdelibs/tdehtml/rendering/render_table.cpp

3073 lines
99 KiB

/**
* 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, Qt::DotLine));
p->setBrush( Qt::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