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525 lines
16 KiB
525 lines
16 KiB
/*
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* This file is part of the DOM implementation for KDE.
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*
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* Copyright (C) 1997 Martin Jones (mjones@kde.org)
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* (C) 1997 Torben Weis (weis@kde.org)
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* (C) 1998 Waldo Bastian (bastian@kde.org)
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* (C) 1999-2003 Lars Knoll (knoll@kde.org)
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* (C) 1999 Antti Koivisto (koivisto@kde.org)
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* (C) 2003 Apple Computer, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public License
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* along with this library; see the file COPYING.LIB. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef RENDER_TABLE_H
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#define RENDER_TABLE_H
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#include <tqcolor.h>
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#include <tqptrvector.h>
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#include "rendering/render_box.h"
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#include "rendering/render_block.h"
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#include "rendering/render_style.h"
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#include "misc/khtmllayout.h"
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namespace DOM {
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class DOMString;
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}
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namespace khtml {
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class RenderTable;
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class RenderTableSection;
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class RenderTableRow;
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class RenderTableCell;
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class RenderTableCol;
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class TableLayout;
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class RenderTable : public RenderBlock
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{
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public:
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RenderTable(DOM::NodeImpl* node);
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~RenderTable();
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virtual const char *renderName() const { return "RenderTable"; }
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virtual void setStyle(RenderStyle *style);
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virtual bool isTable() const { return true; }
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int getColumnPos(int col) const
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{ return columnPos[col]; }
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int borderHSpacing() const { return hspacing; }
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int borderVSpacing() const { return vspacing; }
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bool collapseBorders() const { return style()->borderCollapse(); }
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int borderLeft() const;
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int borderRight() const;
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int borderTop() const;
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int borderBottom() const;
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int paddingLeft() const { return collapseBorders() ? 0 : RenderBlock::paddingLeft(); }
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int paddingRight() const { return collapseBorders() ? 0 : RenderBlock::paddingRight(); }
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int paddingTop() const { return collapseBorders() ? 0 : RenderBlock::paddingTop(); }
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int paddingBottom() const { return collapseBorders() ? 0 : RenderBlock::paddingBottom(); }
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const TQColor &bgColor() const { return style()->backgroundColor(); }
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uint cellPadding() const { return padding; }
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void setCellPadding( uint p ) { padding = p; }
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// overrides
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virtual void addChild(RenderObject *child, RenderObject *beforeChild = 0);
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virtual void paint( PaintInfo&, int tx, int ty);
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virtual void paintBoxDecorations(PaintInfo&, int _tx, int _ty);
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virtual void layout();
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virtual void calcMinMaxWidth();
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virtual void close();
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virtual short lineHeight(bool b) const;
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virtual short baselinePosition(bool b) const;
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virtual void setCellWidths( );
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virtual void calcWidth();
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virtual FindSelectionResult checkSelectionPoint( int _x, int _y, int _tx, int _ty,
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DOM::NodeImpl*& node, int & offset,
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SelPointState & );
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#ifdef ENABLE_DUMP
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virtual void dump(TQTextStream &stream, const TQString &ind) const;
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#endif
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struct ColumnStruct {
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enum {
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WidthUndefined = 0xffff
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};
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ColumnStruct() {
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span = 1;
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width = WidthUndefined;
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}
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ushort span;
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ushort width; // the calculated position of the column
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};
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TQMemArray<int> columnPos;
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TQMemArray<ColumnStruct> columns;
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void splitColumn( int pos, int firstSpan );
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void appendColumn( int span );
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int numEffCols() const { return columns.size(); }
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int spanOfEffCol( int effCol ) const { return columns[effCol].span; }
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int colToEffCol( int col ) const {
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int c = 0;
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int i = 0;
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while ( c < col && i < (int)columns.size() ) {
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c += columns[i].span;
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i++;
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}
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return i;
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}
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int effColToCol( int effCol ) const {
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int c = 0;
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for ( int i = 0; i < effCol; i++ )
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c += columns[i].span;
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return c;
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}
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int bordersPaddingAndSpacing() const {
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return borderLeft() + borderRight() +
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(collapseBorders() ? 0 : (paddingLeft() + paddingRight() + (numEffCols()+1) * borderHSpacing()));
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}
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RenderTableCol *colElement( int col );
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void setNeedSectionRecalc() { needSectionRecalc = true; }
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virtual RenderObject* removeChildNode(RenderObject* child);
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RenderTableSection* sectionAbove(const RenderTableSection*, bool skipEmptySections = false) const;
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RenderTableSection* sectionBelow(const RenderTableSection*, bool skipEmptySections = false) const;
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RenderTableCell* cellAbove(const RenderTableCell* cell) const;
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RenderTableCell* cellBelow(const RenderTableCell* cell) const;
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RenderTableCell* cellLeft(const RenderTableCell* cell) const;
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RenderTableCell* cellRight(const RenderTableCell* cell) const;
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CollapsedBorderValue* currentBorderStyle() { return m_currentBorder; }
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RenderTableSection *firstBodySection() const { return firstBody; }
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RenderFlow* caption() const { return tCaption; }
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protected:
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void recalcSections();
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friend class AutoTableLayout;
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friend class FixedTableLayout;
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RenderFlow *tCaption;
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RenderTableSection *head;
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RenderTableSection *foot;
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RenderTableSection *firstBody;
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TableLayout *tableLayout;
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CollapsedBorderValue* m_currentBorder;
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bool has_col_elems : 1;
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uint needSectionRecalc : 1;
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uint padding : 22;
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ushort hspacing;
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ushort vspacing;
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friend class TableSectionIterator;
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};
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// -------------------------------------------------------------------------
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class RenderTableSection : public RenderBox
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{
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public:
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RenderTableSection(DOM::NodeImpl* node);
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~RenderTableSection();
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virtual void detach();
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virtual void setStyle(RenderStyle *style);
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virtual const char *renderName() const { return "RenderTableSection"; }
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// overrides
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virtual void addChild(RenderObject *child, RenderObject *beforeChild = 0);
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virtual bool isTableSection() const { return true; }
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virtual short lineHeight(bool) const { return 0; }
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virtual void position(InlineBox*, int, int, bool) {}
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virtual short width() const;
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virtual FindSelectionResult checkSelectionPoint( int _x, int _y, int _tx, int _ty,
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DOM::NodeImpl*& node, int & offset,
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SelPointState & );
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#ifdef ENABLE_DUMP
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virtual void dump(TQTextStream &stream, const TQString &ind) const;
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#endif
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void addCell( RenderTableCell *cell, RenderTableRow *row );
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void setCellWidths();
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void calcRowHeight();
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int layoutRows( int height );
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RenderTable *table() const { return static_cast<RenderTable *>(parent()); }
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typedef TQMemArray<RenderTableCell *> Row;
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struct RowStruct {
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Row *row;
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RenderTableRow* rowRenderer;
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int baseLine;
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Length height;
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bool needFlex;
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};
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RenderTableCell *&cellAt( int row, int col ) {
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return (*(grid[row].row))[col];
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}
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RenderTableCell *cellAt( int row, int col ) const {
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return (*(grid[row].row))[col];
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}
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virtual int lowestPosition(bool includeOverflowInterior, bool includeSelf) const;
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virtual int rightmostPosition(bool includeOverflowInterior, bool includeSelf) const;
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virtual int leftmostPosition(bool includeOverflowInterior, bool includeSelf) const;
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virtual int highestPosition(bool includeOverflowInterior, bool includeSelf) const;
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int borderLeft() const { return table()->collapseBorders() ? 0 : RenderBox::borderLeft(); }
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int borderRight() const { return table()->collapseBorders() ? 0 : RenderBox::borderRight(); }
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int borderTop() const { return table()->collapseBorders() ? 0 : RenderBox::borderTop(); }
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int borderBottom() const { return table()->collapseBorders() ? 0 : RenderBox::borderBottom(); }
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virtual void paint( PaintInfo& i, int tx, int ty);
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int numRows() const { return grid.size(); }
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int getBaseline(int row) {return grid[row].baseLine;}
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void setNeedCellRecalc() {
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needCellRecalc = true;
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table()->setNeedSectionRecalc();
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}
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virtual RenderObject* removeChildNode(RenderObject* child);
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virtual bool canClear(RenderObject *child, PageBreakLevel level);
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void addSpaceAt(int pos, int dy);
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virtual bool nodeAtPoint(NodeInfo& info, int x, int y, int tx, int ty, HitTestAction action, bool inside);
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// this gets a cell grid data structure. changing the number of
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// columns is done by the table
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TQMemArray<RowStruct> grid;
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TQMemArray<int> rowPos;
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signed short cRow;
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ushort cCol;
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bool needCellRecalc;
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void recalcCells();
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protected:
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void ensureRows( int numRows );
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void clearGrid();
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bool emptyRow(int rowNum);
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bool flexCellChildren(RenderObject* p) const;
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friend class TableSectionIterator;
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};
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// -------------------------------------------------------------------------
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class RenderTableRow : public RenderContainer
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{
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public:
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RenderTableRow(DOM::NodeImpl* node);
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virtual void detach();
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virtual void setStyle( RenderStyle* );
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virtual const char *renderName() const { return "RenderTableRow"; }
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virtual bool isTableRow() const { return true; }
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virtual void addChild(RenderObject *child, RenderObject *beforeChild = 0);
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virtual short offsetWidth() const;
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virtual int offsetHeight() const;
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virtual int offsetLeft() const;
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virtual int offsetTop() const;
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virtual short lineHeight( bool ) const { return 0; }
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virtual void position(InlineBox*, int, int, bool) {}
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virtual bool nodeAtPoint(NodeInfo& info, int x, int y, int tx, int ty, HitTestAction action, bool inside);
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virtual void layout();
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virtual RenderObject* removeChildNode(RenderObject* child);
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// The only time rows get a layer is when they have transparency.
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virtual bool requiresLayer() const { return /* style()->opacity() < 1.0f; */ false ; }
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virtual void paint(PaintInfo& i, int tx, int ty);
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void paintRow( PaintInfo& i, int tx, int ty, int w, int h);
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RenderTable *table() const { return static_cast<RenderTable *>(parent()->parent()); }
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RenderTableSection *section() const { return static_cast<RenderTableSection *>(parent()); }
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};
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// -------------------------------------------------------------------------
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class RenderTableCell : public RenderBlock
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{
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public:
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RenderTableCell(DOM::NodeImpl* node);
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virtual void layout();
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virtual void detach();
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virtual const char *renderName() const { return "RenderTableCell"; }
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virtual bool isTableCell() const { return true; }
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// ### FIX these two...
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long cellIndex() const { return 0; }
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void setCellIndex( long ) { }
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unsigned short colSpan() const { return cSpan; }
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void setColSpan( unsigned short c ) { cSpan = c; }
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unsigned short rowSpan() const { return rSpan; }
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void setRowSpan( unsigned short r ) { rSpan = r; }
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int col() const { return _col; }
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void setCol(int col) { _col = col; }
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int row() const { return _row; }
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void setRow(int r) { _row = r; }
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Length styleOrColWidth();
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// overrides
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virtual void calcMinMaxWidth();
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virtual void calcWidth();
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virtual void setWidth( int width );
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virtual void setStyle( RenderStyle *style );
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virtual bool requiresLayer() const;
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int borderLeft() const;
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int borderRight() const;
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int borderTop() const;
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int borderBottom() const;
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CollapsedBorderValue collapsedLeftBorder() const;
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CollapsedBorderValue collapsedRightBorder() const;
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CollapsedBorderValue collapsedTopBorder() const;
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CollapsedBorderValue collapsedBottomBorder() const;
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virtual void collectBorders(TQValueList<CollapsedBorderValue>& borderStyles);
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virtual void updateFromElement();
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void setCellTopExtra(int p) { _topExtra = p; }
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void setCellBottomExtra(int p) { _bottomExtra = p; }
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int cellTopExtra() const { return _topExtra; }
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int cellBottomExtra() const { return _bottomExtra; }
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int pageTopAfter(int x) const;
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virtual void paint( PaintInfo& i, int tx, int ty);
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void paintCollapsedBorder(TQPainter* p, int x, int y, int w, int h);
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void paintBackgroundsBehindCell(PaintInfo& i, int _tx, int _ty, RenderObject* backgroundObject);
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virtual void close();
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// lie position to outside observers
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virtual int yPos() const { return m_y + _topExtra; }
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virtual void tqrepaintRectangle(int x, int y, int w, int h, Priority p=NormalPriority, bool f=false);
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virtual bool absolutePosition(int &xPos, int &yPos, bool f = false) const;
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virtual short baselinePosition( bool = false ) const;
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virtual bool nodeAtPoint(NodeInfo& info, int _x, int _y, int _tx, int _ty, HitTestAction hitTestAction, bool inside);
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RenderTable *table() const { return static_cast<RenderTable *>(parent()->parent()->parent()); }
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RenderTableSection *section() const { return static_cast<RenderTableSection *>(parent()->parent()); }
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#ifdef ENABLE_DUMP
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virtual void dump(TQTextStream &stream, const TQString &ind) const;
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#endif
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bool widthChanged() {
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bool retval = m_widthChanged;
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m_widthChanged = false;
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return retval;
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}
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int cellPercentageHeight() const
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{ return m_percentageHeight; }
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void setCellPercentageHeight(int h)
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{ m_percentageHeight = h; }
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bool hasFlexedAnonymous() const
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{ return m_hasFlexedAnonymous; }
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void setHasFlexedAnonymous(bool b=true)
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{ m_hasFlexedAnonymous = b; }
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protected:
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virtual void paintBoxDecorations(PaintInfo& p, int _tx, int _ty);
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virtual int borderTopExtra() const { return _topExtra; }
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virtual int borderBottomExtra() const { return _bottomExtra; }
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short _row;
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short _col;
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ushort rSpan;
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ushort cSpan;
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int _topExtra;
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signed int _bottomExtra : 30;
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bool m_widthChanged : 1;
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bool m_hasFlexedAnonymous : 1;
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int m_percentageHeight;
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};
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// -------------------------------------------------------------------------
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class RenderTableCol : public RenderContainer
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{
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public:
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RenderTableCol(DOM::NodeImpl* node);
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virtual const char *renderName() const { return "RenderTableCol"; }
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virtual bool isTableCol() const { return true; }
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virtual short lineHeight( bool ) const { return 0; }
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virtual void position(InlineBox*, int, int, bool) {}
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virtual void layout() {}
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virtual bool requiresLayer() const { return false; }
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virtual void updateFromElement();
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#ifdef ENABLE_DUMP
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virtual void dump(TQTextStream &stream, const TQString& ind) const;
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#endif
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int span() const { return m_span; }
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void setSpan( int s ) { m_span = s; }
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private:
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int m_span;
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};
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// -------------------------------------------------------------------------
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/** This class provides an iterator to iterate through the sections of a
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* render table in their visual order.
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*
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* In HTML, sections are specified in the order of THEAD, TFOOT, and TBODY.
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* Visually, TBODY sections appear between THEAD and TFOOT, which this iterator
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* takes into regard.
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* @author Leo Savernik
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* @internal
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* @since 3.2
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*/
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class TableSectionIterator {
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public:
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/**
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* Initializes a new iterator
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* @param table table whose sections to iterate
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* @param fromEnd @p true, begin with last section, @p false, begin with
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* first section.
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*/
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TableSectionIterator(RenderTable *table, bool fromEnd = false);
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/**
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* Initializes a new iterator
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* @param start table section to start with.
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*/
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TableSectionIterator(RenderTableSection *start) : sec(start) {}
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/**
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* Uninitialized iterator.
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*/
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TableSectionIterator() {}
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/** Returns the current section, or @p 0 if the end has been reached.
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*/
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RenderTableSection *operator *() const { return sec; }
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/** Moves to the next section in visual order. */
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TableSectionIterator &operator ++();
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/** Moves to the previous section in visual order. */
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TableSectionIterator &operator --();
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private:
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RenderTableSection *sec;
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};
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}
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#endif
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