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-rw-r--r--khtml/rendering/render_table.cpp3070
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diff --git a/khtml/rendering/render_table.cpp b/khtml/rendering/render_table.cpp
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+++ b/khtml/rendering/render_table.cpp
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+/**
+ * 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 <kglobal.h>
+
+#include <qapplication.h>
+#include <qstyle.h>
+
+#include <kdebug.h>
+#include <assert.h>
+
+using namespace khtml;
+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()
+{
+ KHTMLAssert( needsLayout() );
+ KHTMLAssert( minMaxKnown() );
+ KHTMLAssert( !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;
+ QValueList<CollapsedBorderValue> borderStyles;
+ collectBorders(borderStyles);
+#if 0
+ QString m;
+ for (uint i = 0; i < borderStyles.count(); i++)
+ m += QString("%1 ").arg((*borderStyles.at(i)).width());
+ kdDebug(6040) << m << endl;
+#endif
+ QValueListIterator<CollapsedBorderValue> it = borderStyles.begin();
+ QValueListIterator<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()
+{
+ KHTMLAssert( !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;
+// qDebug("splitColumn( %d,%d ), oldSize=%d, oldSpan=%d", pos, firstSpan, oldSize, oldSpan );
+ KHTMLAssert( 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 * ) );
+// qDebug("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();
+// qDebug("appendColumn( %d ), size=%d", span, pos );
+ int newSize = pos + 1;
+ columns.resize( newSize );
+ columns[pos].span = span;
+ //qDebug("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(QTextStream &stream, const QString &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 );
+ KHTMLAssert( 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();
+ QMemArray<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++;
+
+// qDebug("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;
+ break;
+#endif
+ 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 ) ) {
+// qDebug(" 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
+ QMemArray<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];
+// qDebug("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;
+// qDebug("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];
+// qDebug("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;
+// qDebug("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 ) {
+// qDebug("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();
+// qDebug( "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
+// qDebug("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 QMemArray<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 QMemArray<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(QTextStream &stream, const QString &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()
+{
+ KHTMLAssert( needsLayout() );
+ KHTMLAssert( 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)
+{
+ KHTMLAssert(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()
+{
+ KHTMLAssert( !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() == KHTML_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 <qpainter.h>
+
+static void outlineBox(QPainter *p, int _tx, int _ty, int w, int h)
+{
+ p->setPen(QPen(QColor("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(QValueList<CollapsedBorderValue>& borderStyles, CollapsedBorderValue borderValue)
+{
+ if (!borderValue.exists() || borderStyles.contains(borderValue))
+ return;
+
+ QValueListIterator<CollapsedBorderValue> it = borderStyles.begin();
+ QValueListIterator<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(QValueList<CollapsedBorderValue>& borderStyles)
+{
+ addBorderStyle(borderStyles, collapsedLeftBorder());
+ addBorderStyle(borderStyles, collapsedRightBorder());
+ addBorderStyle(borderStyles, collapsedTopBorder());
+ addBorderStyle(borderStyles, collapsedBottomBorder());
+}
+
+void RenderTableCell::paintCollapsedBorder(QPainter* 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;
+
+ QColor 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();
+ QRect clipRect(_tx + borderLeft(), _ty + borderTop(), w - borderLeft() - borderRight(), h - borderTop() - borderBottom());
+ clipRect = pI.p->xForm(clipRect);
+ QRegion creg(clipRect);
+ QRegion 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(QTextStream &stream, const QString &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(QTextStream &stream, const QString &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